prosperon/source/engine/editor/editor.h

109 lines
2.6 KiB
C

#ifndef EDITOR_H
#define EDITOR_H
#include "config.h"
#include <stdbool.h>
#include "resources.h"
#include "nuklear.h"
#define ASSET_TYPE_NULL 0
#define ASSET_TYPE_IMAGE 1
#define ASSET_TYPE_TEXT 2
#define ASSET_TYPE_SOUND 3
struct fileasset {
char *filename;
bool searched;
short type;
void *data; // Struct of the underlying asset - Texture struct, etc
};
typedef struct {
bool show;
struct nk_rect rect;
} editor_win;
struct editorVars {
editor_win stats;
editor_win hierarchy;
editor_win gamesettings;
editor_win viewmode;
editor_win debug;
editor_win assets;
editor_win asset;
editor_win repl;
editor_win export;
editor_win level;
editor_win gameobject;
editor_win components;
editor_win simulate;
editor_win prefab;
nk_flags text_ed;
nk_flags asset_srch;
};
struct gameobject;
extern int show_desktop;
#define NK_MENU_START(VAR) if (editor.VAR.show && !show_desktop) { \
if (editor.VAR.rect.w == 0) editor.VAR.rect = nk_rect_std; \
if (nuke_begin(#VAR, editor.VAR.rect, nuk_std)) { \
editor.VAR.rect = nuke_win_get_bounds();
#define NK_MENU_END() } nuke_stop(); }
#define NK_FORCE(VAR) if (editor.VAR.rect.w == 0) editor.VAR.rect = nk_rect_std; \
if (!show_desktop && nuke_begin(#VAR, editor.VAR.rect, nuk_std)) { \
editor.VAR.rect = nuke_win_get_bounds();
#define NK_FORCE_END() nuke_stop(); }
#define NEGATE(VAR) VAR = ! VAR
struct vec;
struct gameproject;
struct sprite;
extern struct gameproject *cur_project;
extern struct vec *projects;
struct Texture;
struct window;
void pickGameObject(int pickID);
int is_allowed_extension(const char *ext);
void editor_init(struct window *window);
void editor_input();
void editor_render();
int editor_wantkeyboard();
void editor_save();
void editor_makenewobject();
void editor_project_gui();
void editor_selectasset(struct fileasset *asset);
void editor_selectasset_str(const char *path);
void editor_asset_gui(struct fileasset *asset);
void editor_asset_tex_gui(struct Texture *tex);
void editor_asset_text_gui(char *text);
void editor_level_btn(char *level);
void editor_prefab_btn(char *prefab);
void game_start();
void game_resume();
void game_stop();
void game_pause();
void get_levels();
int obj_gui_hierarchy(struct gameobject *selected);
void sprite_gui(struct sprite *sprite);
#endif