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