// in-game editor // - rlyeh, public domain. // ## Design // ### editor (v1) // The v1 editor is a tool that understands Assets and is able to *edit the details of such Assets*. // This understanding is configured via reflection fields in .ini files. Can be reflected from C as well. // The reflected properties will enable loading, saving and creating generic widget views to edit the Assets. // Because we load and save the state of Assets, we can also undo and redo changes by simulating load/saves from/into memory. // And we can also dump the contents into disk, and create diffs and patches from them. // - [x] Load Assets // - [x] Edit Assets // - [x] Save Assets // - [x] Undo Assets (automatic, via loading older state) // - [x] Redo Assets (automatic, via loading newer state) // - [x] Diff Assets (from two states) // - [x] Mend Assets (from two states) // // Note that the editor is dumb and does not tick/draw your GameObjects. It does not handle the Scene/World either. // Those are game-driven systems. Your game should provide the meanings to actually: // - [?] Spawn Assets // - [?] Delete Assets // - [x] Draw Assets // - [x] Tick Assets // - [*] Scene Traversals (parent->children*, visibility, collisions and such) // // PS: Asset pipeline is external to the editor. Exotic assets could use some fancy plugins to deal with the import/export; eg, Substance 3D. // PS: Asset versioning is also external to the editor. We could integrate a few VCS plugins within the editor: p4, git, svn, ... // // ### editor (v2) // The v2 editor adds container support and modding features from previous editor. // // Your game could use fancy containers everywhere now. However, for simplicity purposes, Editor would be ignorant about them as well. // Editor can only use containers that can decay to vectors and strides. Examples: // - [x] Vectors: already supported in the Editor. // - [?] Arrays: can decay to a fixed/immutable vector. // - [?] Sparse/Unordered/Ordered Sets: can decay to vector of values. // - [?] Sparse/Unordered/Ordered Maps: can decay to vector of keys + vector of values. // - [?] Other fancy containers: can iterate on elements and send each item to editor individually; might be slow. // // We also allow here for others to extend or *override the behavior and look of each window and/or widget* by using .lua and .dll plugins: // - [ ] Draw Windows --> Custom overrides to alter or enhance the renderer while editing. Via C/C++/dll/lua plugins // - [ ] Tick Windows --> Custom overrides to alter or enhance the behavior while editing. Via C/C++/dll/lua plugins // // ### editor (v3) // v3 brings in data driven control; ie, be able to parse & interpret text commands from any input stream. // This would allow for remote control (via OSC), extending scripts, offline commands, Telnet sessions or external tools; like GDB does. // - [ ] Data driven // // The v3 editor is also a bootstrapped v2 editor with tons of .luas. The C skeleton is only a window manager at this point. // The intention here is to *leverage editing workflow purely into data-driven files*, so the engine can grow up exponentially from here. // Data-driven on steroids. It would be totally a success if the editor could be bootstrapped to include these kind of sub-editors without much work on the C codebase: // - [ ] Level 2D/Blockout editor // - [ ] Level 3D/Blockout editor // - [*] World outliner // - [ ] Nodegraph editor (ShaderGraph, AnimGraph, AudioGraph, MaterialGraph, DialogGraph, AIGraph, QuestGraph, ...) // - [ ] Sequencer // - [ ] Tracker (music tracker) // - [ ] Etc... // // ### editor (v4) // Bring in remote datas into the editor. // Go social & marketplace. Allow others to expand, share, publish, subscribe, discuss their sub-editors within a small community. // I really like the way the way OpenFrameworks.cc does their addons, and I think we should do same: just discover and monitor github repos, and list everything on a website (v4k- prefix?). // Wishlist for a github-based community flow: discovery, transparent installs, publish on github, star there, watch commits & releases, track issues+discussions, etc // // We should have a generic, extensible, script/plugin-driven, working editor at this point (hopefully) that does not require maintenance. // ## Roadmaps // ### v1 roadmap (current) // - [*] menu: open, save, save as, save all, reload // - [x] basic gizmos (@todo: fixed screen size, snapping) // - [ ] add/rem entities, add/rem components, add/rem/pause/resume systems // - [ ] cut/copy/paste (ctrl-c to serialize) // - [ ] F1, detach from game (long press will send F1 key to game) // - [ ] TAB, isolated view of selected entity on/off. (long press will send TAB key to game) // - [ ] standardise binary format. msgpack(<->json)? go .ini instead? .ini+blob? .kvdb? // - [*] object processing from game: tick,draw*,spawn,delete,un/load from bvh stream, // - [ ] cut/copy/paste <--> add/del events into game (ctrl-c to serialize) // - [x] multiple selections/select all // - [x] tree traversal from game (parent->child) // - [ ] operations on trees: load/save -> as filesystem or .zipped level // // ### v2 roadmap (mid-term) // - [ ] add keyboard shortcuts // - [ ] tree traversal from game // - [ ] bvh and collision queries // - [ ] visibility and pvs queries // - [ ] art/ vs prefabs/ discrimination: prefabs/ are archetypes (composed types); ie, data-classes. art/ contains data files. // - [ ] can prefabs be done with ecs maybe? // - [ ] example: levels are prefabs, composed of other sub-prefabs or art assets. // - [ ] example: hitboxes+events. girl=pivot(p,r,s)+model(mesh,tex)+curframe // - [ ] extend widgets vec3 as range;customized mesh,texture,audio,any other asset,combo of anything) // // ### v3 roadmap (long-term) // ### v4 roadmap (long-term) // - [ ] osc server for properties and editor behavior // // ## Implementation ideas // ### editor // - [x] editor = tree of nodes. world, levels and objects are nodes, and even widgets are also nodes. // - [ ] you can perform actions on some or all of these nodes, with or without descendants, from any top-bottom or bottom-top directions. // - [ ] these actions include load/save, reset, undo/redo, play/render, toggle vis:on/off/alpha logic:on/off/other ddraw:on/off log:on/off, etc. // and that's all. // // ### organization: world as a filesystem // - [ ] anything can be serialized into disk. any object, any entity, any property or any widget can be serialized into disk. // - [ ] groups of them as well. the whole world state can be serialized into disk as a filesystem snapshot: // - [ ] - entities are folders. you can attach nodes on nodes (ie, create folders inside folders). // - [ ] - systems are dlls/scripts. you can modify them on the fly and they should reload. // - [ ] - components are data files. each component is a file. some components may be pure datas (ie, raw textures) but some others can be human-readable and editable. // inside of that, every line is a JSON/INI property that you can tweak, modify or inspect. // // ### replication: diffing zips // - [ ] the whole world/filesystem will be compressed into a zipfile and delivered to the network when sharding/replicating in a network scenario. // - [ ] clients will be diffing/patching their filesystems on every received packet. there will be 3 operations to support internally that will reflect what the E/C/S world is doing behind the curtains: // - [ ] - added files/folders [+] : when creating entities/components/systems // - [ ] - deleted files/folders [-] : when removing entities/components/systems // - [ ] - modifying files/folders [*] : when altering entities/components/systems // // ### communication: osc messages // - [ ] any living entity in the game, or within the editor, can be inspected, debugged or tweaked from external tools. // - [ ] in order to achieve that, an opensoundserver is listening on a binding IP and you can send UDP packets to every node in the world. // - [ ] the UDP port number matches current year (2021, 2022, 2023...) // // ### augmentation: widgets escalate from bottom // - [x] there are only a few basic supplied widgets. // - [x] and they correlate to C types: bool, u/int 8/16/32/64, float/double, strings and enums. // - [x] structs are covered by reflecting and editing all members separately. // - [ ] optionally, you can extend some basic types to have better visualization widgets. // ie, you could alias x4 float widgets together into a new shiny vec4 widget that is more compact, fancy and convenient to use. // then you can also alias that very same vec4 into a color picker for example; or maybe convert that vec3 into a position gizmo. // then maybe alias x2 color pickers and create a gradient widget. and so on... // ## old notes below // ================== // - [ ] editor (json level): load/save jsons, property editor for anything (remote osc server/client) // - gizmo: proportional, orbit/arcball XY (+shift for Z/tilt) // - scene: scenegraph, obj naming, ~~obj picking, obj bounds,~~ obj collisions, obj/scene streaming // - placeholders google // - vcs // - [ ] Level objects: ~~volumes, triggers, platforms, streaming~~. // - level: emitters: particles, lights, lightmaps, sound sources, triggers, etc // - level: box triggers, start/end, spawn, streaming, checkpoints, // - level: jump, shoots, platforms, collisions // - level: 60s, 70s, 80s, 90s // - [ ] Core: wecs+replication // - modules: script or dll + ram load/save/diff/patch + play/stop/init/ + attach/detach // - logic tree/ << [] |> || >> // - - scene |> // - - enemies // - ecs: sys are modules, ecs: char *messaging, ecs: filesystem (e/dir,c/files,s/dll) // - world: streaming, migration #include "v4k.h" // #include "labs.vm/ecs.c" #define EDITOR_VERSION "2022.7" #if 1 #define EDITOR_PRINTF PRINTF #else #define EDITOR_PRINTF(...) do {} while(0) #endif // editor controls //static int editor_attached = 1; static int editor_enabled = 1; static void* editor_selected_obj = 0; static int editor_key = 0; static vec2 editor_mouse = {0}; // 2d coord for ray/picking static bool editor_gamepad = 1; static int editor_hz = 60; static int editor_hz_mid = 18; static int editor_hz_low = 5; static bool editor_power_saving = 0; static double editor_t = 0, editor_dt = 0; static bool editor_lit = 1; static bool editor_ddraw = 1; static void editor_init_variables() { } bool editor_active() { return ui_hover() || ui_active() || gizmo_active() ? editor_enabled : 0; } double editor_ss() { return 1000 + editor_t; } double editor_delta() { return editor_dt; } enum editor_keys { key_none, key_pause, key_reload, key_browser, key_recording, key_fullscreen, key_screenshot, // @todo: add meta-info in exif or invisibile pixels (cam details, player details, map level, map location, level state, etc) key_quit, key_mute, key_battery, key_profiler, key_stop, key_outliner, key_undo, key_redo, key_save_mem, key_save_disk, key_load_disk, key_reset, key_debugger, key_gamepad, key_lit, key_ddraw, }; // editor core typedef void* obj_t; typedef array(obj_t) objs_t; typedef struct property { // meta: "vec3 namespace.position = {1,2,3}; // minv=(0,0,0) key1=value1 key2=value2 [...] @this is a tooltip @@this is a comment" char *mark; // namespace char *name; // display name char *type; // pointed type char *hint; // name@tooltip char *minv; // min value char *maxv; // max value #if 0 // @todo: implement me char *incv; // inc value char *defv; // default value char *isro; // is read-only/enabled char *issv; // is save pending #endif void *value; unsigned typebits; unsigned flags; } property; // low-level operations int save1(bool apply, array(char) *buffer, array(property) arrp) { // iterate and save unsigned total = 0; for each_array_ptr(arrp, property, p) { unsigned bytes = 0; /**/ if( p->type[0] == 'f') bytes = sizeof(float); else if( p->type[0] == 'v') bytes = sizeof(vec3); else if( p->type[0] == 'i') bytes = sizeof(int); else if( p->type[0] == 'b') bytes = sizeof(bool); if( !apply ) continue; if( bytes ) { array_resize(*buffer, array_count(*buffer) + bytes); memcpy( &(*buffer)[array_count(*buffer) - bytes], p->value, bytes); total += bytes; } } EDITOR_PRINTF("%d bytes written\n", total); return total; } int load1(bool apply, const char *buffer, unsigned buflen, array(property) arrp, unsigned skip_bytes) { // iterate and load properties unsigned cursor = 0, loaded = 0, limit = buflen; while( cursor <= skip_bytes ) for each_array_ptr(arrp, property, p) { unsigned bytes = 0; /**/ if( p->type[0] == 'f') bytes = sizeof(float); else if( p->type[0] == 'v') bytes = sizeof(vec3); else if( p->type[0] == 'i') bytes = sizeof(int); else if( p->type[0] == 'b') bytes = sizeof(bool); if( (cursor + bytes) > limit ) { return -1; } if( apply && cursor >= skip_bytes ) { memcpy( p->value, &buffer[cursor], bytes); loaded += bytes; } cursor += bytes; } EDITOR_PRINTF("%d bytes read, %d bytes loaded\n", cursor, loaded); return cursor; } int diff1( array(char) src, array(char) dst, array(char) *patch ) { // @testme int slen = array_count(src); int dlen = array_count(dst); if( dlen != slen ) return -1; for( int i = 0; i < slen; ++i ) { int diff = dst[i] - src[i]; array_push(*patch, (char)diff); } EDITOR_PRINTF("%d bytes diff\n", slen); return slen; } int patch1( array(char) src, array(char) dst, array(char) patch ) { // @testme int slen = array_count(src); int dlen = array_count(dst); if( dlen != slen ) return -1; int plen = array_count(patch); if( plen != dlen ) return -1; for( int i = 0; i < plen; ++i ) { dst[i] += patch[i]; } EDITOR_PRINTF("%d bytes patched\n", plen); return plen; } // syntax sugars for collections/containers // #define bulk_load(obj_min,obj_max,objs,...) for( unsigned i = 0; i < array_count(objs); ++i ) { bool apply = obj_min >= i && i < obj_max; load1(apply, objs[i], __VA_ARGS__); } // #define bulk_save(obj_min,obj_max,objs,...) for( unsigned i = 0; i < array_count(objs); ++i ) { bool apply = obj_min >= i && i < obj_max; save1(apply, objs[i], __VA_ARGS__); } // state - retained mode typedef struct editor_state_t { array(property) properties; array(char) buffer; array(vec2i) history; unsigned cursor; } editor_state_t; typedef map(char*, char*) editor_dict_t; typedef struct editor_call_t { void* (*call)(); unsigned bound; void *vargs[4]; } editor_call_t; typedef struct editor_module_t { enum { fn_init, fn_load, fn_tick, fn_draw, fn_aabb, // hitboxes fn_debug, // call for debug ui (like loggers and sliders) fn_save, fn_quit, fn_num_, } dummy; editor_call_t methods[fn_num_]; } editor_module_t; static map(void*, editor_state_t) editor_state; // world static map(void*, array(void*)) editor_children; // groups for stacking, bvh and visibility static map(void*, array(void*)) editor_children_tick; // groups for ticking static map(void*, array(void*)) editor_children_draw; // groups for drawing static map(void*, editor_module_t) editor_module; static map(void*, editor_dict_t) editor_dicts; static set(void*) editor_world; static set(void*) editor_selection; // objects selected in scene void editor_init_states() { do_once map_init_ptr(editor_state); do_once map_init_ptr(editor_module); do_once map_init_ptr(editor_children); do_once map_init_ptr(editor_children_tick); do_once map_init_ptr(editor_children_draw); do_once map_init_ptr(editor_dicts); do_once set_init_ptr(editor_world); do_once set_init_ptr(editor_selection); } // handle selection void editor_select(void *obj, bool multi) { do_once editor_init_states(); editor_selected_obj = NULL; if(!multi) { set_clear(editor_selection); if( obj ) set_find_or_add(editor_selection, editor_selected_obj = obj); } else { if( !obj ) return; bool on = !!set_find(editor_selection, obj); if(on) set_erase(editor_selection, obj); else set_find_or_add(editor_selection, editor_selected_obj = obj); } } bool editor_is_selected(void *obj) { do_once editor_init_states(); return !!set_find(editor_selection, obj); } void editor_select_none(void) { editor_select(NULL, false); } void editor_select_all(void) { editor_select_none(); for each_set_ptr(editor_world, void*, o) { void *obj = *o; editor_select(obj, true); } } // obj/scene: load/save, undo/redo, bool editor_clear_redo(void *obj) { editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); if( ed->cursor >= array_count(ed->history) ) return false; array_resize(ed->buffer, ed->history[ed->cursor].to); array_resize(ed->history, ed->cursor + 1); return true; } bool editor_save_disk(const void *obj, const char *outfile) { editor_state_t *ed = map_find_or_add(editor_state, (void*)obj, (editor_state_t){0}); static __thread array(char) buffer = 0; array_resize(buffer, 0); // <-- reused as an optimization bool ok = 0; if( save1(true, &buffer, ed->properties) > 0 ) { ok = file_write(outfile, buffer, array_count(buffer)); } ui_notify("Save", ok ? "OK" : ICON_MD_WARNING " Failed!"); return ok; } bool editor_load_disk(void *obj, const char *infile) { editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); int buflen; char *buffer = file_load(infile, &buflen); if( buffer && buflen ) { if( load1(true, buffer, buflen, ed->properties, 0) > 0 ) { return true; } } return false; } bool editor_save_mem(void *obj) { editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); static array(char) buffer = 0; array_resize(buffer, 0); // save int bytes = save1(true, &buffer, ed->properties); if( bytes <= 0 ) return false; // discard save if same size + same content (ie, no changes between this save and previous one) if( array_count(ed->history) > 1 ) { vec2i before = *array_back(ed->history); if( bytes == (before.to - before.from) ) { if( !memcmp(buffer, ed->buffer + array_count(ed->buffer) - bytes, bytes ) ) { return false; // puts("discarding save..."); } } } #if 0 // discard redo if( ed->cursor < array_count(ed->history) ) { array_resize(ed->buffer, ed->history[ed->cursor].to); array_resize(ed->history, ed->cursor + 1); } #else editor_clear_redo(obj); #endif // append int checkpoint = array_count(ed->buffer); array_resize(ed->buffer, array_count(ed->buffer) + bytes); memcpy(ed->buffer + checkpoint, buffer, bytes); // proceed array_push(ed->history, vec2i(checkpoint, array_count(ed->buffer))); // move cursor to latest ed->cursor = array_count(ed->history) - 1; return true; } bool editor_load_mem(void *obj) { editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); // load latest & update history int slots = array_count(ed->history); if( slots ) if( load1(true, ed->buffer, array_count(ed->buffer), ed->properties, ed->history[slots - 1].from) > 0 ) return ed->cursor = slots - 1, true; return false; } bool editor_reset(void *obj) { // load first checkpoint editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); // load first slot if( load1(true, ed->buffer, array_count(ed->buffer), ed->properties, ed->history[0].from) > 0 ) { // discard redo array_resize(ed->buffer, ed->history[0].to); // update history array_resize(ed->history, 1); // move cursor to latest ed->cursor = array_count(ed->history) - 1; return true; } return false; } bool editor_undo(void *obj) { editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); // load previous & rewind history by -1 if( ed->cursor > 0 ) if( load1(true, ed->buffer, array_count(ed->buffer), ed->properties, ed->history[ed->cursor - 1].from) >= 0 ) return ed->cursor -= 1, true; return false; } bool editor_redo(void *obj) { editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); // load next & forward history by +1 if( ed->cursor < (array_count(ed->history)-1) ) if( load1(true, ed->buffer, array_count(ed->buffer), ed->properties, ed->history[ed->cursor + 1].from) >= 0 ) return ed->cursor += 1, true; return false; } bool editor_diff(const void *obj1, const void *obj2, array(char) patch) { // @todo // @todo check: if both valid && both same type return false; } bool editor_patch(void *obj1, array(char) patch) { // @todo return false; } // obj/module: persist char *editor_obj_intern(void *obj, const char *quark, const char *value) { editor_init_states(); editor_dict_t *dict = map_find_or_add(editor_dicts, obj, 0); if( *dict == 0 ) map_init_str(*dict); char **key = map_find_or_add_allocated_key(*dict, STRDUP(quark), 0); if(*key) FREE(*key); *key = STRDUP(value); return *key; } char *editor_obj_string(const void *obj, const char *quark) { editor_dict_t *dict = map_find_or_add(editor_dicts, (void*)obj, 0); if( *dict == 0 ) map_init_str(*dict); char **key = map_find_or_add_allocated_key(*dict, STRDUP(quark), 0); return *key ? *key : ""; } // obj/module: hierarchy void editor_obj_childof_tick(void *obj, void *parent) { array(void*) *found = map_find(editor_children_tick, parent); if(!found) found = map_insert(editor_children_tick, parent, 0); if( obj && obj != parent ) { // dont recurse for( int i = 0; i < array_count(*found); ++i ) { if( (*found)[i] == obj ) return; // child was already added } array_push(*found, obj); } } void editor_obj_childof_draw(void *obj, void *parent) { array(void*) *found = map_find(editor_children_draw, parent); if(!found) found = map_insert(editor_children_draw, parent, 0); if( obj && obj != parent ) { // dont recurse for( int i = 0; i < array_count(*found); ++i ) { if( (*found)[i] == obj ) return; // child was already added } array_push(*found, obj); } } void editor_obj_childof(void *obj, void *parent) { array(void*) *found = map_find(editor_children, parent); if(!found) found = map_insert(editor_children, parent, 0); if( obj && obj != parent ) { // dont recurse for( int i = 0; i < array_count(*found); ++i ) { if( (*found)[i] == obj ) return; // child was already added } array_push(*found, obj); } } // obj/module: methods typedef void* (*generic_method)(); void editor_obj_bind0(const void *obj, unsigned method, generic_method func ) { do_once editor_init_states(); editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); m->call = func; m->bound = 0; set_find_or_add(editor_world, (void*)obj); } void editor_obj_bind1(const void *obj, unsigned method, generic_method func, void *arg1 ) { do_once editor_init_states(); editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); m->call = func; m->vargs[0] = arg1; m->bound = 1; set_find_or_add(editor_world, (void*)obj); } void editor_obj_bind2(const void *obj, unsigned method, generic_method func, void *arg1, void *arg2 ) { do_once editor_init_states(); editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); m->call = func; m->vargs[0] = arg1; m->vargs[1] = arg2; m->bound = 2; set_find_or_add(editor_world, (void*)obj); } void editor_obj_bind3(const void *obj, unsigned method, generic_method func, void *arg1, void *arg2, void *arg3 ) { do_once editor_init_states(); editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); m->call = func; m->vargs[0] = arg1; m->vargs[1] = arg2; m->vargs[2] = arg3; m->bound = 3; set_find_or_add(editor_world, (void*)obj); } void editor_obj_bind4(const void *obj, unsigned method, generic_method func, void *arg1, void *arg2, void *arg3, void *arg4 ) { do_once editor_init_states(); editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); m->call = func; m->vargs[0] = arg1; m->vargs[1] = arg2; m->vargs[2] = arg3; m->vargs[3] = arg4; m->bound = 4; set_find_or_add(editor_world, (void*)obj); } void *editor_obj_call0(const void *obj, unsigned method ) { editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); if( !m->call ) return 0; if( m->bound == 1 ) return (m->call)(obj, m->vargs[0]); if( m->bound == 2 ) return (m->call)(obj, m->vargs[0], m->vargs[1]); if( m->bound == 3 ) return (m->call)(obj, m->vargs[0], m->vargs[1], m->vargs[2]); if( m->bound == 4 ) return (m->call)(obj, m->vargs[0], m->vargs[1], m->vargs[2], m->vargs[3]); return (m->call)(obj); } void *editor_obj_call1(const void *obj, unsigned method, void *arg1 ) { editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); return m->call ? m->call(obj, arg1) : 0; } void *editor_obj_call2(const void *obj, unsigned method, void *arg1, void *arg2 ) { editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); return m->call ? m->call(obj, arg1, arg2) : 0; } void *editor_obj_call3(const void *obj, unsigned method, void *arg1, void *arg2, void *arg3 ) { editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); return m->call ? m->call(obj, arg1, arg2, arg3) : 0; } void *editor_obj_call4(const void *obj, unsigned method, void *arg1, void *arg2, void *arg3, void *arg4 ) { editor_call_t *m = &(map_find_or_add(editor_module, (void*)obj, (editor_module_t){0})->methods[method]); return m->call ? m->call(obj, arg1, arg2, arg3, arg4) : 0; } // obj/module: ui/property void editor_obj_property(void *obj, void *value, const char *metas) { do_once editor_init_states(); ASSERT( obj ); ASSERT( value ); ASSERT( metas ); char *meta = va("%s", metas); struct property p = {0}; // parse tooltip, if present for( char *tooltip = strstr(meta, " @"); tooltip; *tooltip = 0, tooltip = 0) { p.hint = STRDUP(tooltip + 2); } // parse metas, if present for( char *metas = strstr(meta, "//"); metas; *metas = 0, metas = 0) { for each_substring(metas + 2, " ", token) { /**/ if(strbegi(token, "hint=")) token = token + 5 + strspn(token + 5, " "), p.hint = STRDUP(token); else if(strbegi(token, "minv=")) token = token + 5 + strspn(token + 5, " "), p.minv = STRDUP(token); else if(strbegi(token, "maxv=")) token = token + 5 + strspn(token + 5, " "), p.maxv = STRDUP(token); } } // parse declaration unsigned field = ~0u; for each_substring(meta, "={,}(); ", token) { // next field ++field; // parse fields /**/ if(field == 0) p.type = STRDUP(token); else if(field == 1) { // either name or namespace.name p.name = strchr(token, '.'); if( !p.name ) p.name = STRDUP(token); else p.name = STRDUP(p.name + 1), p.mark = STRDUP(token), *strchr(p.mark, '.') = '\0'; } else {} // any initialization values here } // required fields ASSERT(p.name); ASSERT(p.type); // combine name+hint together if( p.hint ) { char *combined = va("%s@%s", p.name, p.hint); FREE(p.hint), p.hint = 0; strcatf(&p.hint, "%s", combined); } else { p.hint = p.name; } // defaults p.value = value; editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); array_push( ed->properties, p ); } void* editor_obj_get_property_by_index(const void *obj, unsigned property_no) { editor_state_t *ed = map_find_or_add(editor_state, (void*)obj, (editor_state_t){0}); return property_no < array_count(ed->properties) ? ed->properties[property_no].value : 0; } void* editor_obj_get_property_by_name(const void *obj, const char *property_name) { editor_state_t *ed = map_find_or_add(editor_state, (void*)obj, (editor_state_t){0}); for each_array(ed->properties, struct property, p) { if( !strmatchi(p.name, property_name) ) continue; return p.value; } return 0; } bool editor_obj_render_min_properties(const void *obj, const char *mask) { editor_state_t *ed = map_find_or_add(editor_state, (void*)obj, (editor_state_t){0}); if(!mask) return false; const char *section = 0; for each_array(ed->properties, struct property, p) { if( p.mark ) { if( section == 0 || strcmp(section, p.mark) ) { if( section != 0 ) ui_separator(); section = p.mark; ui_label(va("*%s", section)); // '*' adds bold style in labels } } if( !strmatchi(p.name, mask) ) continue; /**/ if( p.type[0] == 'l') ui_label(p.hint); else if( p.type[0] == 'f') ui_float(p.hint, p.value); else if( p.type[0] == 'v') ui_float3(p.hint, p.value); else if( p.type[0] == 'i') ui_int(p.hint, p.value); else if( p.type[0] == 'b') ui_bool(p.hint, p.value); } return true; } void editor_obj_render_max_properties(void *obj, const char *mask) { // headless, needs layout (window/panel) const char *toolbar_text = va( ICON_MD_LOOP ";" ICON_MD_SD_CARD ";" ICON_MD_UNDO ";" ICON_MD_REDO ";Save;Load;%s", va(ICON_MD_BUG_REPORT "@Raise breakpoint (%sebugger detected).", has_debugger() ? "D":"No d")); // ICON_MD_FRONT_HAND int button = ui_toolbar(toolbar_text); if( button ) { if( button == 1 ) editor_key = key_load_disk; // key_reset; if( button == 2 ) editor_key = key_save_disk; if( button == 3 ) editor_key = key_undo; if( button == 4 ) editor_key = key_redo; if( button == 5 ) editor_key = key_save_disk; if( button == 6 ) editor_key = key_load_disk; if( button == 7 ) editor_key = key_debugger; } ui_separator(); editor_obj_render_min_properties(obj, mask); ui_separator(); ui_label("*Debug"); editor_state_t *ed = map_find_or_add(editor_state, obj, (editor_state_t){0}); static char *s = 0; if(s) *s = 0; for( int i = 0; i < array_count(ed->history); ++i ) strcatf(&s, ",%s%d..%d", ed->cursor == i ? "->":"", (int)ed->history[i].from, (int)ed->history[i].to); if(s) ui_label(va("Object Savepoints: %s", s+1)); ui_buffer("Object console", va("%s","(empty)"), 7+1); } // main editor interface void editor_render_menubar() { int alts = input(KEY_LALT) || input(KEY_RALT); // @todo: move to v4k.c int ctrls = input(KEY_LCTRL) || input(KEY_RCTRL); // @todo: move to v4k.c int shifts = input(KEY_LSHIFT) || input(KEY_RSHIFT); // @todo: move to v4k.c int mods = alts || ctrls || shifts; // @todo: move to v4k.c if( input_down(KEY_F5) ) editor_key = key_reload; if( input_down(KEY_F11) ) editor_key = key_fullscreen; if( input_down(KEY_PAUSE) ) editor_key = key_pause; if( input_down(KEY_PRINT) ) editor_key = (mods ? key_recording : key_screenshot); // if( input_down(KEY_W) && input_held(KEY_LCTRL) ) editor_key = key_quit; if( ctrls ) { /**/ if( input_down(KEY_Z) ) editor_key = key_undo; else if( input_down(KEY_Y) ) editor_key = key_redo; else if( input_down(KEY_S) ) editor_key = key_save_disk; else if( input_down(KEY_A) ) editor_select_all(); else if( input_down(KEY_D) ) editor_select_none(); } if( !editor_key /*&& !input_anykey()*/ && editor_selected_obj ) { if( input_up(MOUSE_L) ) editor_key = key_save_mem; if( input_down(MOUSE_R) ) ui_show("Properties", true); #if 0 { vec2 dims = { 200, 400 }; if( nk_tooltip_begin(ui_ctx, dims.w)) { nk_layout_row_dynamic(ui_ctx, dims.h, 1); editor_obj_render_min_properties(editor_selected_obj); nk_tooltip_end(ui_ctx); } } #endif } // @fixme: send all editor keys to game? // if( input_repeat(KEY_ESC, 300)) {} // if( input_repeat(KEY_F1, 300)) {} // etc... // menubar if( ui_menu( ICON_MD_SETTINGS "@Preferences;" ICON_MD_G_TRANSLATE " Language;" ICON_MD_FACE " Profile;" // editor account, but also fake profile and 1st party credentials ICON_MD_MESSAGE " Social;" ICON_MD_ROCKET_LAUNCH " Game;" // ICON_MD_KEYBOARD " Keyboard;" ICON_MD_MOUSE " Mouse;" ICON_MD_GAMEPAD " Gamepad;" ICON_MD_MONITOR " Display;" // @todo: RENDER settings, AUDIO settings ICON_MD_WIFI " Network;" ICON_MD_SAVINGS " Budget;" // mem,gfx,net,hdd,... also logging ICON_MD_CREATE_NEW_FOLDER " Folders;" // including project folders ICON_MD_EXTENSION " Plugins;" // including VCS ICON_MD_REPLAY " Restart;" ICON_MD_CLOSE " Quit;" "-" ICON_MD_RECYCLING " Reset all preferences;" ICON_MD_SAVE_AS " Save all preferences" ) ) { if( ui_item() == 3 ) {} // key mappings if( ui_item() == 4 ) {} // sensitivity, invert xylrw if( ui_item() == 5 ) {} // sensitivity, invert xy,ab, deadzones if( ui_item() == 7 ) {} // name,email,icon,link,github if( ui_item() == 13) editor_key = key_reload; if( ui_item() == 14) editor_key = key_quit; } if( ui_menu( window_has_pause() ? ICON_MD_PLAY_ARROW "@Tap to Play Game" : ICON_MD_PAUSE "@Tap to Pause Game" )) editor_key = key_pause; if( ui_menu( ICON_MD_STOP "@Stop game" )) editor_key = key_stop; if( ui_menu( ICON_MD_CLOSE "@Close game" ) ) {} static char game_args[16] = "--game-args"; // @fixme @todo remove '_' special char to signal that ui_menu() is writeable (inputbox) if( ui_menu_editbox( game_args, 16 ) ) {} // ICON_MD_TROUBLESHOOT -> PROFILER // ICON_MD_SCHEMA -> GRAPHNODES // ICON_MD_ACCOUNT_TREE -> GRAPHNODES // ICON_MD_TIPS_AND_UPDATES -> BULB // if( ui_menu( ICON_MD_MENU )) {} if( ui_menu( ICON_MD_FOLDER_SPECIAL "@Content browser" )) editor_key = key_browser; if( ui_menu( va(ICON_MD_VIEW_IN_AR " %d/%d@World outliner", set_count(editor_selection), map_count(editor_state) ))) editor_key = key_outliner; if( ui_menu( va(ICON_MD_BUILD "@Build game"))) ui_notify("Build", ICON_MD_WARNING " Not implemented."); if( ui_menu( ICON_MD_PHOTO_CAMERA "@Take Screenshot" )) editor_key = key_screenshot; // MD_SCREENSHOT_MONITOR if( ui_menu( record_active() ? ICON_MD_VIDEOCAM_OFF "@Stop video recording" : ICON_MD_VIDEOCAM "@Start video recording" )) { if(record_active()) record_stop(); else editor_key = key_recording; } if( ui_menu( editor_gamepad ? ICON_MD_VIDEOGAME_ASSET "@Gamepad is enabled. Tap to disable." : ICON_MD_VIDEOGAME_ASSET_OFF "@Gamepad is disabled. Tap to enable." )) editor_key = key_gamepad; if( ui_menu( audio_volume_master(-1) > 0 ? ICON_MD_VOLUME_UP "@Audio is enabled. Tap to mute." : ICON_MD_VOLUME_OFF "@Audio is muted. Tap to enable." )) editor_key = key_mute; if( ui_menu( window_has_fullscreen() ? ICON_MD_FULLSCREEN_EXIT "@Fullscreen. Tap to go Windowed." : ICON_MD_FULLSCREEN "@Windowed. Tap to go Fullscreen." )) editor_key = key_fullscreen; if( ui_menu( editor_ddraw ? ICON_MD_IMAGE_SEARCH "@Debug renderer. Tap to go Retail Renderer." : ICON_MD_INSERT_PHOTO "@Retail renderer. Tap to go Debug Renderer." )) editor_key = key_ddraw; // ICON_MD_ADD_PHOTO_ALTERNATE if( ui_menu( editor_lit ? ICON_MD_LIGHTBULB "@Lit. Tap to disable lighting." : ICON_MD_LIGHTBULB_OUTLINE "@Unlit. Tap to enable lighting." )) editor_key = key_lit; // logic: either plug icon (power saving off) or one of the following ones (power saving on): // if 0% batt (no batt): battery alert // if discharging: battery levels [alert,0..6,full] // if charging: battery charging int battery_read = app_battery(); int battery_level = abs(battery_read); int battery_discharging = battery_read < 0 && battery_level < 100; const char *battery_levels[9] = { // @todo: remap [7%..100%] -> [0..1] ? ICON_MD_BATTERY_ALERT, ICON_MD_BATTERY_0_BAR,ICON_MD_BATTERY_1_BAR, ICON_MD_BATTERY_2_BAR,ICON_MD_BATTERY_3_BAR, ICON_MD_BATTERY_4_BAR,ICON_MD_BATTERY_5_BAR, ICON_MD_BATTERY_6_BAR,ICON_MD_BATTERY_FULL, }; if( ui_menu( !editor_power_saving ? ICON_MD_POWER"@Full power. Tap to save power." : va("%s@Power saving. Tap to go full power. %3d%% battery.", battery_read == 0 ? ICON_MD_BATTERY_ALERT : battery_discharging ? battery_levels[(int)((9-1)*clampf(battery_level/100.f,0,1))] : ICON_MD_BATTERY_CHARGING_FULL, battery_level) )) editor_key = key_battery; // @todo: combine-in-1? cycle mem -> cpu/profiler -> network mon -> debugger if( ui_menu(va(ICON_MD_SIGNAL_CELLULAR_ALT " 0/0KiB" ))) {} // SIGNAL_CELLULAR_1_BAR SIGNAL_CELLULAR_2_BAR if( ui_menu(va(ICON_MD_STORAGE " %s", xstats() ))) {} // 012/136MB if( ui_menu(va(ICON_MD_SPEED " %5.2f/%d", window_fps(), (int)window_fps_target()))) editor_key = key_profiler; // 012/136MB // @todo: alarm/snooze, chrono, time (calendar?) { static double base = 0, tap = 0, delta = 0, enabled = 0; double timer = base + delta; if( ui_menu( !enabled ? va(ICON_MD_TODAY "%02d:%02d@Tap to start chrono.", (int)((date() / 10000) % 100), (int)((date() / 100) % 100)) : va(ICON_MD_TIMELAPSE "%02dh:%02dm:%02ds:%02df@Tap to reset chrono.",((int)(timer/3600))%24,((int)(timer/60))%60,((int)timer)%60,(int)((timer - (int)timer)*window_fps_target())))) { base = 0, tap = time_ss(), delta = 0; enabled = 1; } if( editor_key == key_stop ) enabled = 0; if( enabled ) { if( !window_has_pause() ) delta = time_ss() - tap; else base += delta, tap = time_ss(), delta = 0; } } for each_map_ptr(editor_state, void *, o, editor_state_t, ed) { profile_incstat("Editor.num_objects", +1); void *obj = *o; // auto-load from disk during init. @fixme kvdb database if( array_count(ed->history) == 0 ) if( editor_load_disk(obj, editor_obj_string(obj, ".path")) ) {} // auto-save in-mem during first edit if( array_count(ed->history) == 0 ) editor_save_mem(obj); // @todo: continue if obj not found in selection set if( obj != editor_selected_obj ) continue; if( editor_key == key_debugger ) { breakpoint("User requested breakpoint on this object"); } if( editor_key == key_reset ) { const char *ok = editor_reset(obj) ? "ok" : "err"; EDITOR_PRINTF("reset: %s\n", ok); } if( editor_key == key_save_mem ) { const char *ok = editor_save_mem(obj) ? "ok" : "err"; EDITOR_PRINTF("mem saved: %s\n", ok); } if( editor_key == key_undo ) { const char *ok = editor_undo(obj) ? "ok" : "err"; EDITOR_PRINTF("undo: %s\n", ok); } if( editor_key == key_redo ) { const char *ok = editor_redo(obj) ? "ok" : "err"; EDITOR_PRINTF("redo: %s\n", ok); } if( editor_key == key_save_disk ) { const char *ok = editor_save_disk(obj, editor_obj_string(obj, ".path")) ? "ok" : "err"; EDITOR_PRINTF("save: %s\n", ok); } if( editor_key == key_load_disk ) { const char *ok = editor_load_disk(obj, editor_obj_string(obj, ".path")) ? "ok" : "err"; EDITOR_PRINTF("load: %s\n", ok); } } char *name; switch( editor_key ) { default: break; case key_quit: record_stop(), exit(0); break; case key_stop: window_pause(1); break; case key_mute: audio_volume_master( 1 ^ !!audio_volume_master(-1) ); break; case key_pause: window_pause( window_has_pause() ^ 1 ); break; case key_reload: window_reload(); break; case key_battery: editor_power_saving ^= 1; break; case key_browser: ui_show("File Browser", ui_visible("File Browser") ^ true); break; case key_outliner: ui_show("Outliner", ui_visible("Outliner") ^ true); break; case key_recording: name = file_counter(va("%s.mp4",app_name())), window_record(name), ui_notify(va("Video capturing: %s", name), date_string()); break; case key_screenshot: name = file_counter(va("%s.png",app_name())), window_screenshot(name), ui_notify(va("Screenshot: %s", name), date_string()); break; case key_profiler: ui_show("Profiler", profiler_enable(ui_visible("Profiler") ^ true)); break; case key_fullscreen: record_stop(), window_fullscreen( window_has_fullscreen() ^ 1 ); // framebuffer resizing corrupts video stream, so stop any recording beforehand break; case key_gamepad: editor_gamepad ^= 1; break; case key_lit: editor_lit ^= 1; break; case key_ddraw: editor_ddraw ^= 1; } } int do_context_cmd = 0; void *do_context_obj = 0; void editor_obj_render_properties_recursively(void *obj, const char *mask) { array(void*) *found = map_find(editor_children, obj); int num_subobjects = found ? array_count(*found) : 0; char *name = editor_obj_string(obj,".name"); name = name[0] ? name : va("%p", obj); char *title = va("%s%s/ (%d)", editor_is_selected(obj) ? ICON_MD_CHECK_BOX : ICON_MD_CHECK_BOX_OUTLINE_BLANK, name, num_subobjects); // if( !strmatchi(title, mask) ) return; char *id = va("LVL%p",obj); int clicked_or_toggled, open; // 1|clicked, 2|toggled for( int p = (open = ui_collapse(title, id)), dummy = (clicked_or_toggled = ui_collapse_clicked()); p; ui_collapse_end(), p = 0) { // contextual menu (open) if( ui_contextual() ) { if( ui_button_transparent("C"); if( choice ) printf("%d\n", choice); for( int i = 0; i < num_subobjects; ++i ) { editor_tick_objs_recursively((*found)[i], flags); } } } else { for( int i = 0; i < num_subobjects; ++i ) { editor_tick_objs_recursively((*found)[i], flags); } } } void editor_draw_objs_recursively(void *obj, unsigned flags) { array(void*) *found = map_find(editor_children_draw, obj); int num_subobjects = found ? array_count(*found) : 0; if( flags & DRAW_ENABLED ) editor_obj_call0(obj, fn_draw); if( flags & DRAW_DO_UI ) { char *name = editor_obj_string(obj,".name"); name = name[0] ? name : va("%p", obj); char *title = va("%s%s/ (%d)", editor_is_selected(obj) ? ICON_MD_CHECK_BOX : ICON_MD_CHECK_BOX_OUTLINE_BLANK, name, num_subobjects); // if( !strmatchi(title, mask) ) return; char *id = va("GPU%p",obj); int clicked; for( int p = ui_collapse(title, id), dummy = (clicked = ui_collapse_clicked()); p; ui_collapse_end(), p = 0) { int choice = ui_submenu("D"); if( choice ) printf("%d\n", choice); for( int i = 0; i < num_subobjects; ++i ) { editor_draw_objs_recursively((*found)[i], flags); } } } else { for( int i = 0; i < num_subobjects; ++i ) { editor_draw_objs_recursively((*found)[i], flags); } } } void editor_render_windows() { // content browser if( ui_window("File Browser", 0) ) { const char *file = 0; if( ui_browse(&file, NULL) ) { const char *sep = ifdef(win32, "\"", "'"); app_exec(va("%s %s%s%s", ifdef(win32, "start \"\"", ifdef(osx, "open", "xdg-open")), sep, file, sep)); } ui_window_end(); } // console/terminal window if( 0 && ui_window("Console", 0) ) { ui_console(); ui_window_end(); } // Scene/nodes if( ui_window("Outliner", 0) ) { // @todo: keys up,down,left,right -> tree nav // @todo: tab -> cycle next node of matching highlighted type static int do_filter = 0; int choice = ui_toolbar(ICON_MD_SEARCH"@Filter;"ICON_MD_UPLOAD"@Load;"ICON_MD_DOWNLOAD"@Save;"ICON_MD_REFRESH"@Reset;"ICON_MD_UNDO"@Undo;"ICON_MD_REDO"@Redo;"); if( choice == 1 ) do_filter ^= 1; static char filter[128] = {0}; if( do_filter ) { ui_buffer(ICON_MD_SEARCH " Filter", filter, 128); } else { filter[0] = '\0'; } char *mask = filter[0] ? va("*%s*", filter) : "*"; #if 0 static unsigned tabs = 0xFF; int choice = ui_toolbar( "LV@Level tree: hierarchical logic datas used when ticking game.;" "RN@Rendering tree: hierarchical rendering datas used when drawing game.;" "VS@Visibility tree: hierarchical visibility datas used when ticking game and editor. Also collisions.;" "ST@Streaming tree: hierarchical streaming datas used when streaming content off disk.;" "PS@Persist tree: hierarchical storage datas within different game sessions.;" "PR@Prefabs tree: hierarchical datas of prefabs definitions.;" "ED@Editor tree: hierarchical datas used when ticking editor.;" ); #endif for( int c = ui_collapse(ICON_MD_FOLDER_SPECIAL " Art/", "ART"); c; ui_collapse_end(), c = 0) { static const char *file; static bool show_browser = 1; if( ui_browse(&file, &show_browser) ) { app_exec(va("%s %s", ifdef(win32, "start", ifdef(osx, "open", "xdg-open")), file)); //puts(file); } } // for( int c = ui_collapse(va(ICON_MD_FACTORY " Prefabs/ (%d)", map_count(editor_state)), "PRF"); c; ui_collapse_end(), c = 0) for each_map_ptr(editor_state, void*, o, editor_state_t, ed) { void *k = *o; for( int p = ui_collapse(va("%s",strrchr(editor_obj_string(k,".path"),'/')+1), va("PF#%p",k)); p; ui_collapse_end(), p = 0) { editor_obj_render_min_properties(k, mask); } } // dynamic/static bounds: depth + bounds + visibility do_context_cmd = 0; do_context_obj = 0; for( int c = ui_collapse(va(ICON_MD_ACCOUNT_TREE " Levels/ (%d)", map_count(editor_children)), "LVL"); c; ui_collapse_end(), c = 0) for each_map_ptr(editor_children, void*, o, array(void*), objs) { void *k = *o; editor_obj_render_properties_recursively(k, mask); } if( do_context_cmd == cc4(l,i,s,t) && do_context_obj ) { printf("list [%p]\n", do_context_obj); } // draw: depth + state (alpha0=off) // @fixme: make it a tree for( int c = ui_collapse(va(ICON_MD_PALETTE " Rendering/ (%d)", map_count(editor_children_draw)), "GPU"); c; ui_collapse_end(), c = 0) for each_map_ptr(editor_children_draw, void*, o, array(void*), objs) { void *k = *o; editor_draw_objs_recursively(k, DRAW_DO_UI); } // tick: depth + rate (00=off) --> logic // @todo: physics tick group? anim tick group? any other tick group? // @fixme: make it a tree for( int c = ui_collapse(va(ICON_MD_FLAG " Ticking/ (%d)", map_count(editor_children_tick)), "CPU"); c; ui_collapse_end(), c = 0) for each_map_ptr(editor_children_tick, void*, o, array(void*), objs) { void *k = *o; editor_tick_objs_recursively(k, TICK_DO_UI); } // init/quit: depth + prio // @fixme: make it a tree for( int c = ui_collapse(ICON_MD_CLOUD " Streaming/", "BVH"); c; ui_collapse_end(), c = 0) {} // save/load: depth + savetomem?yn + savetodisk?yn + quant + lossy/lossless // @fixme: make it a tree for( int c = ui_collapse(va(ICON_MD_SD_CARD " Storage/ (%d)", map_count(editor_dicts)), "DSK"); c; ui_collapse_end(), c = 0) for each_map_ptr(editor_dicts, void*, o, editor_dict_t, d) { void *k = *o; for( int p = ui_collapse(editor_obj_string(k,".name"), va("DSK%p",k)); p; ui_collapse_end(), p = 0) { for each_map(*d, char*, s, char *, v) { ui_label(va("%s: %s", s, v)); } } } // others for( int c = ui_collapse(ICON_MD_PRECISION_MANUFACTURING " Editors/", "EDT"); c; ui_collapse_end(), c = 0) { // @todo: add settings here as well? } for( int c = ui_collapse(ICON_MD_INFO " Help", "NFO"); c; ui_collapse_end(), c = 0) { ui_label("=*General"); ui_label2("*ESC", ">Editor on/off"); ui_label2("*F11", ">Fullscreen on/off"); ui_label2("*F5", ">Refresh"); ui_separator(); ui_label("=*Edit"); ui_label2("*^Z, ^Y", ">Undo, Redo"); ui_label2("*^X, ^C, ^V", ">Cut, Copy, Paste"); ui_label2("*^S, ^L, ^R", ">Save, Load*, Restart*"); ui_separator(); ui_label("=*Select"); ui_label2("*LMB, ^A, ^D", ">Select, All, None"); ui_label2("*RMB", ">Contextual menu*"); ui_label2("*SPACE@Cycle transform gizmo: position, rotation, scale.", ">Cycle transform gizmo"); ui_separator(); ui_label("=*Camera"); ui_label2("*Q,E,C", ">Camera elevation"); ui_label2("*W,A,S,D", ">Camera move"); ui_label2("*LMB/RMB+drag", ">Camera view"); ui_label2("*WMB", ">Camera speed"); } ui_window_end(); } // UI properties if( ui_window("Properties", NULL) ) { if( editor_selected_obj ) editor_obj_render_max_properties(editor_selected_obj, "*"); ui_window_end(); } // Icon browser if( ui_window("Icon Palette", 0 )) { static const char *icons[] = { #define ICON(x) ICON_MD_##x #include "editor" }; static const char *titles[] = { #define ICON(x) #x #include "editor" }; for( int i = 0, cols = 8; i < countof(icons); i += cols ) { char buf[256], *p = buf; for( int j = i, jmax = mini(i+cols, countof(icons)); j < jmax; ++j ) p += sprintf(p, "%s%03d@%s;", icons[j], j, titles[j]); ui_toolbar(buf); } ui_window_end(); } } ray *editor_pickup() { // if(!window_has_cursor()) return NULL; // pick entity bool any_active = ui_active() || ui_hover() || gizmo_active() || gizmo_hover() || input_touch_active(); if( editor_enabled && !any_active && input_down(MOUSE_L) ) { editor_mouse = vec2(input(MOUSE_X), input(MOUSE_Y)); vec3 out = editor_pick(editor_mouse.x, editor_mouse.y); // unprj 2d as 3d coord vec3 from = camera_get_active()->position, to = out; static ray last_ray; last_ray = ray(from, to); return &last_ray; } return 0; } static void editor_init() { // enable outlines do_once fx_load("editorOutline.fs"); do_once fx_enable(0, 1); // init editor do_once editor_init_states(); do_once editor_init_variables(); } bool editor() { do_once editor_init(); // timing editor_dt = window_delta() * !window_has_pause(); if(editor_dt > 1/60.f) editor_dt = 1/60.f; editor_t += editor_dt; // enabled? if( input_up(KEY_ESC) ) editor_enabled ^= 1; // editor on/off if( !editor_enabled ) return false; // rendering + logic editor_key = 0; editor_render_windows(); editor_render_menubar(); // must be last // adaptive framerate int app_on_background = !window_has_focus(); int hz = app_on_background ? editor_hz_low : editor_power_saving ? editor_hz_mid : editor_hz; window_fps_lock( hz < 5 ? 5 : hz ); return true; } void editor_camera_fps(void) { static camera_t cam = {0}; cam = *camera_get_active(); vec3 move = {0}; vec2 view = {0}; // show/hide cursor bool dragging = input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); bool any_active = ui_active() || ui_hover() || gizmo_active() || input_touch_active(); if( any_active ) dragging = false; window_cursor( !dragging ); // keyboard/mouse if( dragging ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_Q)||input(KEY_C)),input(KEY_W)-input(KEY_S)), cam.speed * !any_active); vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * dragging * !any_active); if( !input(KEY_LCTRL) && !input(KEY_RCTRL) ) // invalidate keys if pressing ctrl (ie, when saving CTRL-S) move = add3(move, wasdec); view = add2(view, mouse); // gamepad if(0) { vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/); vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f /*15% deadzone*/); vec3 gamepad_move = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f); vec2 gamepad_view = scale2(filtered_rpad, 1.0f); move = add3(move, gamepad_move); view = add2(view, gamepad_view); } // multi-touch vec2 touch_move = input_touch_delta_from_origin(0, 0.0125f /*sensitivityFwd*/); // button #0 (left border) vec2 touch_view = input_touch_delta(1, 0.125f /*sensitivityRot*/); // button #1 (right border) move = add3(move, vec3(touch_move.x, 0, -touch_move.y)); view = add2(view, vec2(touch_view.x, -touch_view.y)); // apply inputs camera_moveby(&cam, move); camera_fps(&cam, view.x,view.y); } // sugars static void *editor_with = 0; #define editor_obj(x) (editor_with = (x)) #define editor_obj_childof(...) editor_obj_childof(editor_with, __VA_ARGS__) #define editor_obj_childof_tick(...) editor_obj_childof_tick(editor_with, __VA_ARGS__) #define editor_obj_childof_draw(...) editor_obj_childof_draw(editor_with, __VA_ARGS__) #define editor_obj_intern(...) editor_obj_intern(editor_with, __VA_ARGS__) #define editor_obj_property(...) editor_obj_property(editor_with, __VA_ARGS__) #define editor_obj_bind1(...) editor_obj_bind1(editor_with, __VA_ARGS__) #define editor_obj_bind2(...) editor_obj_bind2(editor_with, __VA_ARGS__) #define editor_obj_bind3(...) editor_obj_bind3(editor_with, __VA_ARGS__) #define editor_obj_bind4(...) editor_obj_bind4(editor_with, __VA_ARGS__) // my game void* mygrid_draw(void *singleton, float *ground_size) { ddraw_ontop_push(0); ddraw_grid(*ground_size); ddraw_ontop_pop(); ddraw_flush(); return 0; } void* mymodel_draw(model_t *m, float pivot[16]) { camera_t *cam = camera_get_active(); model_render(*m, cam->proj, cam->view, pivot, 0); return 0; } void* mymodel_tick(model_t *m, float pivot[16], vec3 *p, vec3 *r, vec3 *s) { rotationq44(pivot, eulerq(*r)); scale44(pivot, s->x,s->y,s->z); relocate44(pivot,p->x,p->y,p->z); return 0; } void* mymodel_aabb(model_t *m, float pivot[16]) { static __thread struct aabb aabb[64]; static __thread int counter = 0; counter = (counter + 1) % 64; aabb[counter] = model_aabb(*m, pivot); return &aabb[counter]; } int main() { // 80% window, MSAAx2 flag window_create(80, WINDOW_MSAA2); window_title("Editor " EDITOR_VERSION " (wip)"); window_icon("logo.png"); // @fixme camera_t x = camera(); // config ground floor float ground_size = 0; editor_obj(&ground_size); editor_obj_intern(".name", "ground"); editor_obj_intern(".path", editor_path("ground.ini")); editor_obj_property(&ground_size, "float Size"); editor_obj_bind1(fn_draw, mygrid_draw, &ground_size); // config 3d model #1 mat44 witch_pivot; vec3 witch_p = {-5,0,-5}, witch_r={-180,180,0}, witch_s={0.1,-0.1,0.1}; model_t witch = model("witch/witch.obj", 0); model_set_texture(witch, texture("witch/witch_diffuse.tga.png", 0)); editor_obj(&witch); editor_obj_childof(&ground_size); editor_obj_childof_tick(&ground_size); editor_obj_childof_draw(&ground_size); editor_obj_intern(".name", "witch"); editor_obj_intern(".path", editor_path("witch.ini")); editor_obj_property(&witch_p, "vec3 Position"); // property #0 editor_obj_property(&witch_r, "vec3 Rotation"); // property #1 editor_obj_property(&witch_s, "vec3 Scale"); // property #2 editor_obj_bind1(fn_draw, mymodel_draw, witch_pivot); editor_obj_bind1(fn_aabb, mymodel_aabb, witch_pivot); editor_obj_bind4(fn_tick, mymodel_tick, witch_pivot, &witch_p, &witch_r, &witch_s); // config 3d model #2 mat44 girl_pivot; id44(girl_pivot); model_t girl = model("kgirl/kgirls01.fbx", 0); vec3 girl_p = {0,0,0}, girl_r = {270,0,0}, girl_s = {2,2,2}; editor_obj(&girl); editor_obj_childof(&ground_size); editor_obj_childof_tick(&ground_size); editor_obj_childof_draw(&ground_size); editor_obj_intern(".name", "girl"); editor_obj_intern(".path", editor_path("girl.ini")); editor_obj_property(&girl_p, "vec3 Transform.Position; // @Position in world units"); editor_obj_property(&girl_r, "vec3 Transform.Rotation; // @Rotation in degrees"); editor_obj_property(&girl_s, "vec3 Transform.Scale; // @Scale factor (decimal)"); editor_obj_bind1(fn_draw, mymodel_draw, girl_pivot); editor_obj_bind1(fn_aabb, mymodel_aabb, girl_pivot); editor_obj_bind4(fn_tick, mymodel_tick, girl_pivot, &girl_p, &girl_r, &girl_s); // meta(&girl_frame, "float Animation.Frame; // @Animation frame"); editor_select(&girl, false); ui_notify("Hint", "Keys I/J/K/L + Z/X to control the girl"); // editor loop while( window_swap() ) { // editor tick profile("Editor") { editor(); //ui_demo(); } // fps camera if( /*editor_attached ||*/ editor_enabled ) { profile("Editor.Camera") { editor_camera_fps(); } } else { profile("Game.Camera") { camera_t *cam = camera_get_active(); static vec3 source; do_once source = cam->position; vec3 target = add3(girl_p, vec3(0,10,0)); target = add3(target, scale3(norm3(sub3(source, target)), 10.0)); source = mix3(source, target, 1-0.99f); camera_teleport(cam, source); camera_lookat(cam, vec3(girl_p.x,0,girl_p.z)); // @todo: orbit cam w/ right pad } } double GAME_JUMP_DOWN = input_down(KEY_Z); double GAME_FIRE_DOWN = input_down(KEY_X); double GAME_JUMP = input(KEY_Z); double GAME_FIRE = input(KEY_X); double GAME_LEFT = input(KEY_J); double GAME_RIGHT = input(KEY_L); double GAME_UP = input(KEY_I); double GAME_DOWN = input(KEY_K); double GAME_AXISX = input(KEY_L) - input(KEY_J); double GAME_AXISY = input(KEY_I) - input(KEY_K); if( editor_gamepad && !input_anykey() ) { if( input(GAMEPAD_CONNECTED) ) { vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/); GAME_JUMP_DOWN = input_down(GAMEPAD_A); GAME_FIRE_DOWN = input_down(GAMEPAD_B) || input_down(GAMEPAD_X) || input_down(GAMEPAD_Y); GAME_JUMP = input(GAMEPAD_A); GAME_FIRE = input(GAMEPAD_B) || input(GAMEPAD_X) || input(GAMEPAD_Y); GAME_AXISX = filtered_lpad.x; GAME_AXISY = filtered_lpad.y; } } profile("Game.Animate scene") if( editor_delta() ) { float delta = editor_delta() * 30; // 30fps anim // animate girl girl.curframe = model_animate(girl, girl.curframe + delta); // jump controller: jump duration=1.5s, jump height=6 units, anims (expo->circ) float jump_delta = 1.0; static double jump_timer = 0, jump_ss = 1.5, jump_h = 6; if( GAME_JUMP_DOWN ) if( jump_timer == 0 ) jump_timer = editor_ss(); jump_delta = clampf(editor_ss() - jump_timer, 0, jump_ss) * (1.0/jump_ss); if( jump_delta >= 1 ) { jump_timer = 0; } float y = ease_ping_pong( jump_delta, ease_out_expo, ease_out_circ); girl_p.y = y * jump_h; // punch controller float punch_delta = 1; if( jump_delta >= 1 ) { static vec3 origin; static double punch_timer = 0, punch_ss = 0.5; if( GAME_FIRE_DOWN ) if( punch_timer == 0 ) punch_timer = editor_ss(), origin = girl_p; punch_delta = clampf(editor_ss() - punch_timer, 0, punch_ss) * (1.0/punch_ss); if( punch_delta >= 1 ) { punch_timer = 0; } else { float x = ease_out_expo( punch_delta ); vec3 fwd = rotate3q(vec3(0,0,1), eulerq(vec3(girl_r.x - 170,girl_r.y,girl_r.z))); vec3 mix = mix3(girl_p, add3(origin,scale3(fwd,x*2)), x); girl_p.x = mix.x, girl_p.z = mix.z; } } int modern_controller = 1; int running = 0; // girl controller // locomotion vars float speed = 0.2f * delta; float yaw_boost = GAME_AXISY > 0 ? 1.0 : 1.75; if(punch_delta < 1) yaw_boost = 0.0; // if firing... else if(punch_delta <= 0.1) yaw_boost = 4.0; // unless initial punch chaining, extra yaw // old fashioned locomotion controller (boat controller) if(!modern_controller) { running = GAME_AXISY > 0; girl_r.x -= 170; quat q = eulerq(girl_r); // += custom.pivot vec3 rgt = rotate3q(vec3(1,0,0), q); vec3 up = rotate3q(vec3(0,1,0), q); vec3 fwd = rotate3q(vec3(0,0,1), q); vec3 dir = scale3(fwd, speed * GAME_AXISY * (GAME_AXISY > 0 ? 2.0 : 0.5)); girl_r.x += speed * 20.0 * yaw_boost * GAME_AXISX; // yaw girl_p = add3(girl_p, dir); girl_r.x += 170; } // modern locomotion controller (mario 3d) if(modern_controller) { running = GAME_AXISX != 0 || GAME_AXISY != 0; camera_t *cam = camera_get_active(); vec3 fwd = sub3(girl_p, cam->position); fwd.y = 0; fwd = norm3(fwd); vec3 rgt = norm3(cross3(fwd, vec3(0,1,0))); // target vec3 dir = add3( scale3(fwd, GAME_AXISY), scale3(rgt, GAME_AXISX) ); dir.y = 0; dir = norm3(dir); // smoothing static vec3 olddir; do_once olddir = dir; dir = mix3(dir, olddir, 1 - (yaw_boost / 4.0) * 0.85); olddir = dir; // vis // ddraw_arrow(girl_p, add3(girl_p,scale3(dir,10))); // apply direction girl_p = add3(girl_p, scale3(dir, speed * 2)); // apply rotation { girl_r.x -= 170; quat q = eulerq(girl_r); vec3 fwdg = rotate3q(vec3(0,0,1), q); girl_r.x += 170; //float cosAngle = dot3(dir,fwdg); //float angle = acos(cosAngle) * TO_DEG; float angle = TO_DEG * ( atan2(fwdg.z, fwdg.x) - atan2(dir.z, dir.x)); if( !isnan(angle) ) { girl_r.x -= angle; while(girl_r.x> 180) girl_r.x-=360; while(girl_r.x<-180) girl_r.x+=360; } } } // anim loops if( jump_delta < 1 ) { // jump/kick anim #if 0 girl.curframe = clampf(girl.curframe, 184, 202); if( girl.curframe > 202-4 && GAME_FIRE_DOWN ) girl.curframe = 184+4; #else #define loopf(frame, min, max) (frame < min ? min : frame > max ? min + frame - max : frame) if(girl.curframe >= 203) girl.curframe = loopf(girl.curframe, 203, 220); else girl.curframe = clampf(girl.curframe, 184, 202); if( girl.curframe > 202-4 && girl.curframe < 208 && GAME_FIRE_DOWN ) girl.curframe = 203; #endif } else if( punch_delta < 1 ) { // punch anim girl.curframe = clampf(girl.curframe, 90, 101); if( girl.curframe > 101-6 && GAME_FIRE_DOWN ) girl.curframe = 101-6; } else if( running ) { // loop running anim if( girl.curframe < 65 ) girl.curframe = 65; if( girl.curframe > 85 ) girl.curframe = 65; } else { // loop idle anim if( girl.curframe > 59 ) girl.curframe = 0; } } profile("Game.collisions") { bool punching = girl.curframe >= 90 && girl.curframe < 101; bool air_kicking = girl.curframe >= 184 && girl.curframe < 202; bool jump_kicking = girl.curframe >= 203 && girl.curframe < 220; bool attacking = punching || air_kicking || jump_kicking; if( attacking ) { aabb boxg = model_aabb(girl, girl_pivot); aabb boxw = model_aabb(witch, witch_pivot); #if 0 // halve aabb. ok { vec3 diag = sub3(boxg.max, boxg.min); vec3 halve = scale3(diag, 0.25); vec3 center = scale3(add3(boxg.min, boxg.max), 0.5); boxg.min = sub3(center, halve); boxg.max = add3(center, halve); } #endif hit* h = aabb_hit_aabb(boxg, boxw); if( h && GAME_FIRE ) { vec3 dir = norm3(sub3(witch_p, girl_p)); witch_p = add3(witch_p, mul3(dir,vec3(1,0,1))); } if( editor_enabled && editor_ddraw ) { ddraw_color_push(h ? RED : GREEN); ddraw_aabb(boxw.min, boxw.max); ddraw_aabb(boxg.min, boxg.max); ddraw_color_pop(); } } } camera_t *cam = camera_get_active(); profile("Game.Draw scene") { // draw grid/axis editor_obj_call0(&ground_size, fn_draw); // tick+draw girl editor_obj_call0(&girl, fn_tick); editor_obj_call0(&girl, fn_draw); // tick+draw witch editor_obj_call0(&witch, fn_tick); editor_obj_call0(&witch, fn_draw); } if(!editor_enabled) continue; profile("Editor.Draw outline") { // handle (multi-)selection ray *r = editor_pickup(); if( r ) { bool found = false; bool multi_selection = input(KEY_LCTRL) || input(KEY_RCTRL); for each_map_ptr(editor_state, void*, o, editor_state_t, ed) { void *obj = *o; if( obj == &ground_size ) continue; // @fixme: add ray+plane. also, bvh aabb *box = editor_obj_call0(obj, fn_aabb); if( ray_hit_aabb(*r, *box)) { editor_select(obj, multi_selection); found = true; } } if( !found ) if( ray_hit_plane(*r, plane(vec3(0,0,0), vec3(0,1,0)) )) { editor_select(&ground_size, multi_selection); } } if(!set_count(editor_selection)) continue; // draw silhouettes fx_begin(); for each_set_ptr(editor_selection, void*, o) { void *obj = *o; editor_obj_call0(obj, fn_draw); } fx_end(); // draw gizmos, aabbs, markers, etc for each_set_ptr(editor_selection, void*, o) { void *obj = *o; // get transform vec3 *p = editor_obj_get_property_by_name(obj, "position"); vec3 *r = p ? editor_obj_get_property_by_name(obj, "rotation") : NULL; vec3 *s = r ? editor_obj_get_property_by_name(obj, "scale") : NULL; // debugdraw ddraw_ontop_push(0); // bounding box aabb *box = editor_obj_call0(obj, fn_aabb); if( box ) { ddraw_color_push(YELLOW); ddraw_aabb(box->min, box->max); ddraw_color_pop(); } // skeleton anim // model_render_skeleton(model, pivot); // position marker if( p ) { static map(void*, vec3) prev_dir = 0; do_once map_init_ptr(prev_dir); vec3* dir = map_find_or_add(prev_dir, obj, vec3(1,0,0)); static map(void*, vec3) prev_pos = 0; do_once map_init_ptr(prev_pos); vec3* found = map_find_or_add(prev_pos, obj, *p), fwd = sub3(*p, *found); if( (fwd.y = 0, len3sq(fwd)) ) { *found = *p; *dir = norm3(fwd); } // float diameter = len2( sub2(vec2(box->max.x,box->max.z), vec2(box->min.x,box->min.z) )); // float radius = diameter * 0.5; ddraw_position_dir(*p, *dir, 1); } ddraw_ontop(1); // transform gizmo if( p && r && s ) { gizmo(p,r,s); } ddraw_ontop_pop(); } } } } // @todo // editor_add_tick_before() // editor_add_tick_after() // editor_add_draw_before() // editor_add_draw_after()