prosperon/source/engine/editor.c
2022-08-14 19:19:36 +00:00

1025 lines
26 KiB
C

#include "nuke.h"
#include "2dphysics.h"
#include "camera.h"
#include "config.h"
#include "datastream.h"
#include "debug.h"
#include "debugdraw.h"
#include "editor.h"
#include "editorstate.h"
#include "gameobject.h"
#include "input.h"
#include "level.h"
#include "math.h"
#include "openglrender.h"
#include "registry.h"
#include "resources.h"
#include "script.h"
#include "shader.h"
#include "sound.h"
#include "sprite.h"
#include "texture.h"
#include "vec.h"
#include "window.h"
#include <chipmunk/chipmunk.h>
#include <ctype.h>
#include <dirent.h>
#include <stdio.h>
#include <stdlib.h>
#define __USE_XOPEN_EXTENDED 1
#include "ftw.h"
#include <stb_ds.h>
#define ASSET_TEXT_BUF 1024 * 1024 /* 1 MB buffer for editing text files */
struct gameproject *cur_project = NULL;
struct vec *projects = NULL;
static char setpath[MAXPATH];
// Menus
// TODO: Pack this into a bitfield
static struct editorVars editor = {0};
// Lighting effect flags
static bool renderAO = true;
static bool renderDynamicShadows = true;
// Debug render modes
static bool renderGizmos = false;
static bool showGrid = true;
static bool debugDrawPhysics = false;
const char *allowed_extensions[] = {"jpg", "png", "gltf", "glsl"};
static const char *editor_filename = "editor.ini";
struct asset {
char *key;
struct fileasset *value;
};
static struct asset *assets = NULL;
static char asset_search_buffer[100] = {0};
struct fileasset *selected_asset;
static int selected_index = -1;
static int grid1_width = 1;
static int grid1_span = 100;
static int grid2_width = 3;
static int grid2_span = 1000;
static bool grid1_draw = true;
static bool grid2_draw = true;
static float tex_scale = 1.f;
static struct TexAnimation tex_gui_anim = {0};
char current_level[MAXNAME] = {'\0'};
char levelname[MAXNAME] = {'\0'};
static struct vec *levels = NULL;
static const int ASSET_WIN_SIZE = 512;
static const char *get_extension(const char *filepath) {
return strrchr(filepath, '.');
}
static int check_if_resource(const char *fpath, const struct stat *sb,
int typeflag, struct FTW *ftwbuf) {
if (typeflag == FTW_F) {
const char *ext = get_extension(fpath);
if (ext && is_allowed_extension(ext)) {
struct fileasset *newasset =
(struct fileasset *)calloc(1, sizeof(struct fileasset));
newasset->filename = (char *)malloc(sizeof(char) * strlen(fpath) + 1);
strcpy(newasset->filename, fpath);
newasset->extension_len = strlen(ext);
newasset->searched = true;
shput(assets, newasset->filename, newasset);
}
}
return 0;
}
static void print_files_in_directory(const char *dirpath) {
int nflags = 0;
shfree(assets);
nftw(dirpath, &check_if_resource, 10, nflags);
}
static void get_all_files() { print_files_in_directory(DATA_PATH); }
static int *compute_prefix_function(const char *str) {
int str_len = strlen(str);
int *pi = (int *)malloc(sizeof(int) * str_len);
pi[0] = 0;
int k = 0;
for (int q = 2; q < str_len; q++) {
while (k > 0 && str[k + 1] != str[q])
k = pi[k];
if (str[k + 1] == str[q])
k += 1;
pi[q] = k;
}
return pi;
}
static bool kmp_match(const char *search, const char *text, int *pi) {
int s_len = strlen(search);
int t_len = strlen(text);
// int *pi = compute_prefix_function(search);
int q = 0;
bool found = false;
for (int i = 0; i < t_len; i++) {
while (q > 0 && search[q + 1] != text[i])
q = pi[q];
if (search[q + 1] == text[i])
q += 1;
if (q == s_len) {
q = pi[q];
found = true;
goto end;
}
}
end:
return found;
}
static int MyCallback() {
/*
if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) {
data->InsertChars(data->CursorPos, "..");
} else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) {
if (data->EventKey == ImGuiKey_UpArrow) {
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Up!");
data->SelectAll();
} else if (data->EventKey == ImGuiKey_DownArrow) {
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Down!");
data->SelectAll();
}
} else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) {
int i = 0;
if (data->Buf[0] == '\0')
while (i < shlen(assets))
assets[i].value->searched = true;
else
while (i < shlen(assets))
assets[i].value->searched =
(strstr(assets[i].value->filename, data->Buf) ==
NULL) ? false : true;
}
*/
return 0;
}
static int TextEditCallback() // ImGuiInputTextCallbackData * data)
{
/*
static int dirty = 0;
if (data->EventChar == '\n') {
dirty = 1;
} else if (data->EventChar == '(') {
//data->EventChar = 245;
dirty = 2;
} else if (data->EventChar == ')') {
dirty = 3;
}
if (data->EventFlag == ImGuiInputTextFlags_CallbackAlways) {
if (dirty == 1) {
dirty = 0;
char *c = &data->Buf[data->CursorPos - 2];
while (*c != '\n')
c--;
c++;
if (isblank(*c)) {
char *ce = c;
while (isblank(*ce))
ce++;
data->InsertChars(data->CursorPos, c, ce);
}
}
}
*/
return 0;
}
void editor_save() {
FILE *feditor = fopen(editor_filename, "w+");
fwrite(&editor, sizeof(editor), 1, feditor);
fclose(feditor);
}
static void edit_input_cb(GLFWwindow *w, int key, int scancode, int action, int mods) {
if (editor_wantkeyboard())
return;
if (action != GLFW_PRESS)
return;
switch (key) {
case GLFW_KEY_ESCAPE:
quit = true;
//editor_save_projects();
editor_save();
break;
case GLFW_KEY_1:
renderMode = LIT;
break;
case GLFW_KEY_2:
renderMode = UNLIT;
break;
case GLFW_KEY_3:
renderMode = WIREFRAME;
break;
case GLFW_KEY_4:
renderMode = DIRSHADOWMAP;
break;
case GLFW_KEY_5:
renderGizmos = !renderGizmos;
break;
case GLFW_KEY_6:
debugDrawPhysics = !debugDrawPhysics;
break;
case GLFW_KEY_7:
break;
case GLFW_KEY_8:
break;
case GLFW_KEY_9:
break;
case GLFW_KEY_0:
break;
case GLFW_KEY_T:
break;
case GLFW_KEY_F2:
editor.showAssetMenu = !editor.showAssetMenu;
break;
case GLFW_KEY_F3:
editor.showStats = !editor.showStats;
break;
case GLFW_KEY_F4:
editor.showHierarchy = !editor.showHierarchy;
break;
case GLFW_KEY_F5:
editor.showLighting = !editor.showLighting;
break;
case GLFW_KEY_F6:
editor.showGameSettings = !editor.showGameSettings;
break;
case GLFW_KEY_F7:
editor.showViewmode = !editor.showViewmode;
break;
case GLFW_KEY_F8:
editor.showDebugMenu = !editor.showDebugMenu;
break;
case GLFW_KEY_F9:
editor.showExport = !editor.showExport;
break;
case GLFW_KEY_F10:
editor.showLevel = !editor.showLevel;
break;
case GLFW_KEY_F11:
window_togglefullscreen(mainwin);
break;
case GLFW_KEY_GRAVE_ACCENT:
editor.showREPL = !editor.showREPL;
break;
case GLFW_KEY_K:
showGrid = !showGrid;
break;
case GLFW_KEY_DELETE:
break;
case GLFW_KEY_F:
/*
if (selectedobject != NULL) {
cam_goto_object(&camera, &selectedobject->transform);
}
*/
break;
}
}
static void edit_mouse_cb(GLFWwindow *w, int button, int action, int mods) {
if (editor_wantkeyboard())
return;
if (action == GLFW_PRESS) {
switch (button) {
case GLFW_MOUSE_BUTTON_RIGHT:
cursor_hide();
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
/*
glBindFramebuffer(GL_FRAMEBUFFER, debugColorPickBO);
int mx = 0;
int my = 0;
SDL_GetMouseState(&mx, &my);
unsigned char data[4];
glReadPixels(mx, SCREEN_HEIGHT - my, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
int pickID = data[0] + data[1]*256 + data[2]*256*256;
snprintf(objectName, 200, "Object %d", pickID);
pickGameObject(pickID);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
*/
pickGameObject(-1);
break;
}
} else if (action == GLFW_RELEASE) {
switch (button) {
case GLFW_MOUSE_BUTTON_RIGHT:
cursor_show();
break;
}
}
}
void editor_init(struct mSDLWindow *window) {
levels = vec_make(MAXNAME, 10);
editor_load_projects();
FILE *feditor = fopen(editor_filename, "r");
if (feditor == NULL) {
editor_save();
} else {
fread(&editor, sizeof(editor), 1, feditor);
fclose(feditor);
}
nuke_init(window);
window->nuke_gui = editor_render;
glfwSetKeyCallback(window->window, edit_input_cb);
glfwSetMouseButtonCallback(window->window, edit_mouse_cb);
}
// TODO: Implement
int editor_wantkeyboard() { return 0; }
const int nuk_std = NK_WINDOW_BORDER | NK_WINDOW_MOVABLE | NK_WINDOW_SCALABLE |
NK_WINDOW_MINIMIZABLE | NK_WINDOW_TITLE;
const struct nk_rect nk_rect_std = {250, 250, 250, 250};
void editor_project_gui() {
/* Grid, etc */
if (grid1_draw)
draw_grid(grid1_width, grid1_span);
if (grid2_draw)
draw_grid(grid2_width, grid2_span);
if (debugDrawPhysics) {
// for (int i = 0; i < number_of_gameobjects(); i++)
// phys2d_dbgdrawcircle(objects[i]->circle);
}
static char text[3][64];
static int text_len[3];
static const char *items[] = {"Item 0", "item 1", "item 2"};
static int selected_item = 0;
static int check = 1;
int i;
if (nk_begin(ctx, "Menu Demo", nk_rect(600, 350, 275, 250), nuk_std)) {
nk_menubar_begin(ctx);
nk_layout_row_dynamic(ctx, 30, 2);
char bbbuf[256];
snprintf(bbbuf, 256, "Current level: %s", current_level[0] == '\0' ? "Level not saved!" : current_level);
nk_label(ctx, bbbuf, NK_TEXT_LEFT);
if (nk_menu_begin_label(ctx, "Windows", NK_TEXT_LEFT, nk_vec2(100, 200))) {
nk_layout_row_dynamic(ctx, 30, 1);
nk_checkbox_label(ctx, "Resources", &editor.showAssetMenu);
nk_checkbox_label(ctx, "Hierarchy", &editor.showHierarchy);
nk_checkbox_label(ctx, "Lighting F5", &editor.showLighting);
nk_checkbox_label(ctx, "Game Settings F6", &editor.showGameSettings);
nk_checkbox_label(ctx, "View F7", &editor.showViewmode);
nk_checkbox_label(ctx, "Debug F8", &editor.showDebugMenu);
nk_checkbox_label(ctx, "Export F9", &editor.showExport);
nk_checkbox_label(ctx, "Level F10", &editor.showLevel);
nk_checkbox_label(ctx, "REPL", &editor.showREPL);
nk_menu_end(ctx);
}
if (nk_menu_begin_text(ctx, "Levels", 100, 0, nk_vec2(100, 50))) {
if (nk_button_label(ctx, "New")) {
new_level();
current_level[0] = '\0';
}
if (nk_button_label(ctx, "Save")) {
save_level(current_level);
get_levels();
}
if (nk_button_label(ctx, "Save as")) {
save_level(levelname);
strcpy(current_level, levelname);
levelname[0] = '\0';
get_levels();
}
nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, levelname,
MAXNAME - 1, nk_filter_default);
vec_walk(levels, (void (*)(void *)) & editor_level_btn);
}
nk_menubar_end(ctx);
}
nk_end(ctx);
if (editor.showExport &&
nk_begin(ctx, "Export and Bake", nk_rect_std, nuk_std)) {
if (nk_button_label(ctx, "Bake")) {
}
if (nk_button_label(ctx, "Build")) {
}
nk_end(ctx);
}
// Shadow map vars
if (nk_begin(ctx, "Lighting options", nk_rect_std, nuk_std)) {
nk_layout_row_dynamic(ctx, 25, 1);
nk_label(ctx, "Directional shadow map", NK_TEXT_LEFT);
nk_property_float(ctx, "Near plane", -200.f, &near_plane, 200.f, 1.f,
0.01f);
nk_property_float(ctx, "Far plane", -200.f, &far_plane, 200.f, 1.f, 0.01f);
nk_property_float(ctx, "Shadow lookahead", 0.f, &shadowLookahead, 100.f,
1.f, 0.01f);
nk_property_float(ctx, "Plane size", 0.f, &plane_size, 100.f, 1.f, 0.01f);
}
nk_end(ctx);
if (editor.showGameSettings) {
nk_begin(ctx, "Game settings", nk_rect_std, nuk_std);
// nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, cur_project->name,
// 126, nk_filter_default);
if (nk_tree_push(ctx, NK_TREE_NODE, "Physics", NK_MINIMIZED)) {
nk_property_float(ctx, "2d Gravity", -5000.f, &phys2d_gravity, 0.f, 1.f,
0.1f);
phys2d_apply();
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Quality", NK_MINIMIZED)) {
nk_tree_pop(ctx);
}
nk_end(ctx);
}
if (editor.showStats) {
nk_begin(ctx, "Stats", nk_rect_std, nuk_std);
nk_labelf(ctx, NK_TEXT_LEFT, "FPS: %2.4f", 1.f / deltaT);
nk_labelf(ctx, NK_TEXT_LEFT, "Triangles rendered: %llu", triCount);
nk_end(ctx);
}
if (editor.showREPL) {
nk_begin(ctx, "REPL", nk_rect_std, nuk_std);
nk_flags active;
static char buffer[512] = {'\0'};
active = nk_edit_string_zero_terminated(ctx, NK_EDIT_BOX | NK_EDIT_SIG_ENTER, buffer, 512 - 1, nk_filter_ascii);
if (active && NK_EDIT_COMMITED) {
script_run(buffer);
buffer[0] = '\0';
}
nk_end(ctx);
}
if (editor.showViewmode) {
nk_begin(ctx, "View options", nk_rect_std, nuk_std);
nk_property_float(ctx, "Camera FOV", 0.1f, &editorFOV, 90.f, 1.f, 0.1f);
nk_property_float(ctx, "Camera Near Plane", 0.1f, &editorClose, 5.f, 0.1f,
0.01f);
nk_property_float(ctx, "Camera Far Plane", 50.f, &editorFar, 10000.f, 1.f,
1.f);
if (nk_tree_push(ctx, NK_TREE_NODE, "Shading mode", NK_MINIMIZED)) {
renderMode =
nk_option_label(ctx, "Lit", renderMode == LIT) ? LIT : renderMode;
renderMode = nk_option_label(ctx, "Unlit", renderMode == UNLIT)
? UNLIT
: renderMode;
renderMode = nk_option_label(ctx, "Wireframe", renderMode == WIREFRAME)
? WIREFRAME
: renderMode;
renderMode = nk_option_label(ctx, "Directional shadow map",
renderMode == DIRSHADOWMAP)
? DIRSHADOWMAP
: renderMode;
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Lighting", NK_MINIMIZED)) {
nk_checkbox_label(ctx, "Shadows", &renderDynamicShadows);
nk_checkbox_label(ctx, "Ambient Occlusion", &renderAO);
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Debug Draws", NK_MINIMIZED)) {
nk_checkbox_label(ctx, "Gizmos", &renderGizmos);
nk_checkbox_label(ctx, "Grid", &showGrid);
nk_checkbox_label(ctx, "Physics", &debugDrawPhysics);
nk_tree_pop(ctx);
}
nk_end(ctx);
}
if (editor.showHierarchy) {
editor.showHierarchy = nk_begin(ctx, "Objects", nk_rect_std, nuk_std);
if (nk_button_label(ctx, "New Object")) {
MakeGameobject();
}
obj_gui_hierarchy(selectedobject);
nk_end(ctx);
}
if (nk_begin(ctx, "Simulate", nk_rect_std, nuk_std)) {
if (physOn) {
if (nk_button_label(ctx, "Pause"))
game_pause();
if (nk_button_label(ctx, "Stop"))
game_stop();
} else {
if (nk_button_label(ctx, "Play"))
game_start();
}
nk_end(ctx);
}
if (nk_begin(ctx, "Prefab Creator", nk_rect_std, nuk_std)) {
vec_walk(prefabs, (void (*)(void *)) & editor_prefab_btn);
nk_end(ctx);
}
if (editor.showAssetMenu) {
nk_begin(ctx, "Asset Menu", nk_rect_std, nuk_std);
nk_edit_string_zero_terminated(ctx,
NK_EDIT_BOX | NK_EDIT_NO_HORIZONTAL_SCROLL,
asset_search_buffer, 100, nk_filter_ascii);
/*
if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) {
data->InsertChars(data->CursorPos, "..");
} else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) {
if (data->EventKey == ImGuiKey_UpArrow) {
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Up!");
data->SelectAll();
} else if (data->EventKey == ImGuiKey_DownArrow) {
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Down!");
data->SelectAll();
}
} else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) {
int i = 0;
if (data->Buf[0] == '\0')
while (i < shlen(assets))
assets[i].value->searched = true;
else
while (i < shlen(assets))
assets[i].value->searched =
(strstr(assets[i].value->filename, data->Buf) ==
NULL) ? false : true;
}
*/
if (nk_button_label(ctx, "Reload all files"))
get_all_files();
nk_group_begin(ctx, "##scrolling", NK_WINDOW_NO_SCROLLBAR);
for (int i = 0; i < shlen(assets); i++) {
if (!assets[i].value->searched)
continue;
if (nk_button_label(ctx, assets[i].value->filename + stemlen)) {
editor_selectasset(assets[i].value);
}
}
nk_group_end(ctx);
nk_end(ctx);
}
if (selected_asset)
editor_asset_gui(selected_asset);
if (editor.showDebugMenu) {
nk_begin(ctx, "Debug Menu", nk_rect_std, nuk_std);
if (nk_button_label(ctx, "Reload Shaders")) {
shader_compile_all();
}
nk_property_int(ctx, "Grid 1 Span", 1, &grid1_span, 500, 1, 1);
nk_checkbox_label(ctx, "Draw", &grid1_draw);
nk_property_int(ctx, "Grid 2 Span", 10, &grid2_span, 1000, 1, 1);
nk_checkbox_label(ctx, "Draw", &grid2_draw);
nk_property_float(ctx, "Grid Opacity", 0.f, &gridOpacity, 1.f, 0.01f,
0.01f);
nk_property_float(ctx, "Small unit", 0.5f, &smallGridUnit, 5.f, 0.1f, 0.1f);
nk_property_float(ctx, "Big unit", 10.f, &bigGridUnit, 50.f, 1.f, 0.1f);
nk_property_float(ctx, "Small thickness", 1.f, &gridSmallThickness, 10.f,
0.1f, 0.1f);
nk_property_float(ctx, "Big thickness", 1.f, &gridBigThickness, 10.f, 0.1f,
0.1f);
static struct nk_colorf smgrd;
static struct nk_colorf lgrd;
nk_color_pick(ctx, &smgrd, NK_RGBA);
nk_color_pick(ctx, &lgrd, NK_RGBA);
nk_end(ctx);
}
startobjectgui:
if (selectedobject) {
draw_point(selectedobject->transform.position[0],
selectedobject->transform.position[1], 5);
nk_begin(ctx, "Object Parameters", nk_rect_std, nuk_std);
nk_layout_row_dynamic(ctx, 30, 3);
if (nk_button_label(ctx, "Save"))
gameobject_saveprefab(selectedobject);
if (nk_button_label(ctx, "Del")) {
gameobject_delete(selected_index);
pickGameObject(-1);
nk_end(ctx);
goto startobjectgui;
}
if (selectedobject->editor.prefabSync) {
if (nk_button_label(ctx, "Revert"))
gameobject_revertprefab(selectedobject);
}
nk_label(ctx, "Name", NK_TEXT_LEFT);
nk_edit_string_zero_terminated(ctx, 0, selectedobject->editor.mname, 50,
nk_filter_ascii);
nk_label(ctx, "Prefab", NK_TEXT_LEFT);
nk_edit_string_zero_terminated(ctx, 0, selectedobject->editor.prefabName,
50, nk_filter_ascii);
// Disabled if::::: selectedobject->editor.prefabSync ?
// ImGuiInputTextFlags_ReadOnly : 0);
object_gui(selectedobject);
nk_end(ctx);
nk_begin(ctx, "Components", nk_rect_std, nuk_std);
for (int i = 0; i < ncomponent; i++) {
if (nk_button_label(ctx, components[i].name)) {
gameobject_addcomponent(selectedobject, &components[i]);
}
}
nk_end(ctx);
}
}
void editor_render() { editor_project_gui(); }
void pickGameObject(int pickID) {
if (pickID >= 0 && pickID < gameobjects->len) {
selected_index = pickID;
selectedobject = (struct mGameObject *)vec_get(gameobjects, pickID);
} else {
selected_index = -1;
selectedobject = NULL;
}
}
int is_allowed_extension(const char *ext) {
for (size_t i = 0;
i < sizeof(allowed_extensions) / sizeof(allowed_extensions[0]); i++) {
if (!strcmp(ext + 1, allowed_extensions[i]))
return true;
}
return false;
}
void editor_level_btn(char *level) {
if (nk_button_label(ctx, level)) {
load_level(level);
strcpy(current_level, level);
}
}
void editor_selectasset(struct fileasset *asset) {
const char *ext = get_extension(asset->filename);
if (!strcmp(ext + 1, "png") || !strcmp(ext + 1, "jpg")) {
asset->data = texture_loadfromfile(asset->filename);
tex_gui_anim.tex = (struct Texture *)asset->data;
asset->type = ASSET_TYPE_IMAGE;
tex_anim_set(&tex_gui_anim);
// float tex_scale = float((float) ASSET_WIN_SIZE /
// tex_gui_anim.tex->width);
if (tex_scale >= 10.f)
tex_scale = 10.f;
} else if (!strcmp(ext + 1, "glsl")) {
asset->type = ASSET_TYPE_TEXT;
FILE *fasset = fopen(asset->filename, "rb");
fseek(fasset, 0, SEEK_END);
long length = ftell(fasset);
fseek(fasset, 0, SEEK_SET);
asset->data = malloc(ASSET_TEXT_BUF);
fread(asset->data, 1, length, fasset);
fclose(fasset);
}
selected_asset = asset;
}
void editor_selectasset_str(char *path) {
struct fileasset *asset = (struct fileasset *)shget(assets, path);
if (asset)
editor_selectasset(asset);
}
void editor_asset_tex_gui(struct Texture *tex) {
/*
ImGui::Text("%dx%d", tex->width, tex->height);
ImGui::SliderFloat("Zoom", &tex_scale, 0.01f, 10.f);
int old_sprite = tex->opts.sprite;
ImGui::Checkbox("Sprite", (bool *) &tex->opts.sprite);
if (old_sprite != tex->opts.sprite)
tex_gpu_load(tex);
ImGui::RadioButton("Raw", &tex_view, 0);
ImGui::SameLine(); ImGui::RadioButton("View 1", &tex_view, 1);
ImGui::SameLine(); ImGui::RadioButton("View 2", &tex_view, 2);
ImGui::Checkbox("Animation", (bool *) &tex->opts.animation);
if (tex->opts.animation) {
int old_frames = tex->anim.frames;
int old_ms = tex->anim.ms;
ImGui::SliderInt("Frames", &tex->anim.frames, 1, 20);
ImGui::SliderInt("FPS", &tex->anim.ms, 1, 24);
if (tex_gui_anim.playing) {
if (ImGui::Button("Pause"))
anim_pause(&tex_gui_anim);
ImGui::SameLine();
if (tex_gui_anim.playing && ImGui::Button("Stop"))
anim_stop(&tex_gui_anim);
} else {
if (ImGui::Button("Play"))
anim_play(&tex_gui_anim);
ImGui::SameLine();
if (ImGui::Button("Bkwd"))
anim_bkwd(&tex_gui_anim);
ImGui::SameLine();
if (ImGui::Button("Fwd"))
anim_fwd(&tex_gui_anim);
}
ImGui::SameLine();
ImGui::Text("Frame %d/%d", tex_gui_anim.frame + 1,
tex_gui_anim.tex->anim.frames);
if (old_frames != tex->anim.frames || old_ms != tex->anim.ms)
tex_anim_set(&tex_gui_anim);
ImVec2 uv0 = ImVec2(tex_gui_anim.uv.x, tex_gui_anim.uv.y);
ImVec2 uv1 = ImVec2(tex_gui_anim.uv.x + tex_gui_anim.uv.w,
tex_gui_anim.uv.y + tex_gui_anim.uv.h);
ImGui::Image((void *) (intptr_t) tex->id,
ImVec2(tex->width * tex_gui_anim.uv.w * tex_scale,
tex->height * tex_gui_anim.uv.h * tex_scale),
uv0, uv1);
} else {
ImGui::Image((void *) (intptr_t) tex->id,
ImVec2(tex->width * tex_scale,
tex->height * tex_scale));
}
*/
}
void editor_asset_text_gui(char *text) {
/*
ImGui::InputTextMultiline("File edit", text, ASSET_TEXT_BUF,
ImVec2(600, 500),
ImGuiInputTextFlags_CallbackAlways |
ImGuiInputTextFlags_CallbackCharFilter,
TextEditCallback);
if (ImGui::Button("Save")) {
FILE *f = fopen(selected_asset->filename, "wd");
size_t len = strlen(text);
fwrite(text, len, 1, f);
fclose(f);
}
*/
}
void editor_asset_gui(struct fileasset *asset) {
nk_begin(ctx, "Asset Viewer", nk_rect_std, nuk_std);
nk_labelf(ctx, NK_TEXT_LEFT, "%s", selected_asset->filename);
// ImGui::SameLine();
if (nk_button_label(ctx, "Close"))
selected_asset = NULL;
switch (asset->type) {
case ASSET_TYPE_NULL:
break;
case ASSET_TYPE_IMAGE:
editor_asset_tex_gui((struct Texture *)asset->data);
break;
case ASSET_TYPE_TEXT:
editor_asset_text_gui((char *)asset->data);
break;
}
nk_end(ctx);
}
void editor_makenewobject() {}
int obj_gui_hierarchy(struct mGameObject *selected) {
for (int i = 0; i < gameobjects->len; i++) {
struct mGameObject *go = (struct mGameObject *)vec_get(gameobjects, i);
if (nk_select_label(ctx, go->editor.mname, NK_TEXT_LEFT, go == selected)) {
if (go != selected)
pickGameObject(i);
}
}
return 0;
}
void get_levels() { fill_extensions(levels, DATA_PATH, EXT_LEVEL); }
void editor_prefab_btn(char *prefab) {
if (nk_button_label(ctx, prefab)) {
gameobject_makefromprefab(prefab);
/*GameObject* newprefab = (GameObject*)createPrefab(*prefab); */
/*cam_inverse_goto(&camera, &newprefab->transform); */
}
}
void game_start() { physOn = 1; }
void game_resume() { physOn = 1; }
void game_stop() { physOn = 0; }
void game_pause() { physOn = 0; }
void sprite_gui(struct mSprite *sprite) {
nk_labelf(ctx, NK_TEXT_LEFT, "Path %s", sprite->tex->path);
// ImGui::SameLine();
if (nk_button_label(ctx, "Load texture") && selected_asset != NULL) {
sprite_loadtex(sprite, selected_asset->filename);
}
if (sprite->tex != NULL) {
nk_labelf(ctx, NK_TEXT_LEFT, "%s", sprite->tex->path);
nk_labelf(ctx, NK_TEXT_LEFT, "%dx%d", sprite->tex->width,
sprite->tex->height);
if (nk_button_label(ctx, "Imgbutton"))
editor_selectasset_str(sprite->tex->path);
// if (ImGui::ImageButton ((void *) (intptr_t) sprite->tex->id, ImVec2(50,
// 50))) {
}
nk_property_float2(ctx, "Sprite Position", -1.f, sprite->pos, 0.f, 0.01f,
0.01f);
nk_layout_row_dynamic(ctx, 25, 3);
if (nk_button_label(ctx, "C")) {
sprite->pos[0] = -0.5f;
sprite->pos[1] = -0.5f;
}
if (nk_button_label(ctx, "U")) {
sprite->pos[0] = -0.5f;
sprite->pos[1] = -1.f;
}
if (nk_button_label(ctx, "D")) {
sprite->pos[0] = -0.5f;
sprite->pos[1] = 0.f;
}
}