#define COOK_ON_DEMAND 1 // @fixme: these directives should be on client, not within v4k.dll #define ENABLE_AUTOTESTS 1 #include "v4k.c" //#include "../tools/labs/objtests.h" // ---------------------------------------------------------------------------- TODO("editor_load_on_boot()"); TODO("editor_save_on_quit()"); TODO("file_id: glow.hdr vs glow.png"); TODO("reflect: iterate components+metas on REFLECT too, so they're properly saved/loaded"); TODO("edit: tree nav"); TODO("edit: keys up,down,left,right -> move selection"); TODO("edit: reordering/dragging items on a list. ctrl+cursors"); TODO("edit: tab -> cycle next node of matching highlighted type"); TODO("edit: ^C^V^X thru clipboard. ^C to serialize to clipboard."); TODO("edit: ^Z^Y cursor too. also fix undo ordering"); TODO("edit: ^S^L^N. load/save as filesystems"); TODO("edit: ^B(toolbar)"); TODO("edit: ^E prop single-view for multiple selections: should inspect common fields only"); TODO("edit: two-column way (or Nth) for multiple selections"); TODO("edit: tab/caps view, world + entity only, obj printf"); TODO("edit: obj bounds, obj picking, obj collisions"); TODO("edit: LMB object picking, RMB object serialization + log, floating ICONS bulb light"); TODO("edit: worldtraveller component"); TODO("edit: levelstreamer component"); TODO("edit: OSC server/client port 2023"); TODO("edit: add/rem entities, add/rem components, add/rem/pause/resume systems"); TODO("edit: event loop: tick,draw*,spawn,delete,un/load from bvh stream,"); TODO("edit: overlay scene editor"); TODO("edit: overlay0 artwork"); TODO("edit: overlay1 world editor: gizmo, grid, snap, splats (@todo: fixed screen size gizmos)"); TODO("edit: overlay2 script editor"); TODO("edit: overlay3 track, spline, keys editor"); TODO("edit: overlay4 node editor (shader/anim/bt/hfsm/material/audio/blueprints)"); TODO("edit: overlay5 csv editor"); TODO("edit: overlay6 bug/task editor"); TODO("gfx: tree traversal from game"); TODO("gfx: bvh and collision queries"); TODO("gfx: visibility and pvs queries"); TODO("obj: finish SYSTEMS and join queries"); TODO("obj: make it work with /GL flag (VC)"); TODO("obj: impl obj_mutate() ... deprecate?"); TODO("obj: make() from mpack(m) + native(n)"); TODO("obj: make() should save schema `[{mn`+version. and (m)pack and (n)ative should start with objtype"); TODO("obj: super()"); TODO("obj: lock()/trylock()/unlock()/barrier(N)"); TODO("obj: diff()/patch()"); TODO("obj: free obj_children()/payload"); TODO("obj: free obj_components()/payload2"); TODO("pack: mp2json, json2mp"); TODO("pack: simplify msgpack API, make it growth similar to va()") #if 0 // v4k_pack proposal static __thread char* mpin; static __thread unsigned mpinlen; static __thread char mpinbuf[256]; static __thread char* mpout; static __thread unsigned mpoutlen; static __thread char mpoutbuf[256]; #define PACKMSG(...) (msgpack_new(mpin = mpinbuf, mpinlen = sizeof(mpinbuf)), mpinlen = msgpack(__VA_ARGS__), cobs_encode(mpin, mpinlen, mpout = mpoutbuf, mpoutlen = cobs_bounds(mpinlen)), mpout) #define UNPACKMSG(ptr,fmt,...) (mpin = (char*)ptr, mpinlen = strlen(ptr), mpout = mpoutbuf, mpoutlen = sizeof(mpoutbuf), mpoutlen = cobs_decode(mpin, mpinlen, mpout, mpoutlen), msgunpack_new(mpout, mpoutlen) && msgunpack(fmt, __VA_ARGS__)) #endif TODO("serialize array(types)") TODO("serialize map(char*,types)") TODO("serialize map(int,types)") TODO("sprite: solid platforms, one-way platforms") TODO("sprite: shake left-right, up-down") TODO("sprite: coyote time") TODO("sprite: jump buffering before grounded") TODO("sprite: double jump, wall sliding, wall climbing") TODO("sprite: hitbox for enemies -> wall detection") TODO("new: integrate with Art/ browser") TODO("bug: lite key bindings are being sent to editor") TODO("bug: not sending quit signal to lite neither at window close nor editor close (see: temporary files)") TODO("bug: missing search results window") TODO("bug: missing code completions popup") // TODO("eval: https://github.com/drmargarido/linters") // TODO("eval: https://github.com/monolifed/theme16") // TODO("eval: https://github.com/vincens2005/lite-formatters") // https://github.com/takase1121/lite-xl-img // https://github.com/takase1121/lite-xl-finder // https://github.com/rxi/lite/commit/236a585756cb9fa70130eee6c9a604780aced424 > suru.png // https://github.com/rxi/lite/commit/f90b00748e1fe1cd2340aaa06d2526a1b2ea54ec void editor_gizmos(int dim) { // debugdraw if(dim == 2) ddraw_push_2d(); ddraw_ontop_push(0); // draw gizmos, aabbs, markers, etc for each_map_ptr(*editor_selected_map(),void*,o,int,selected) { if( !*selected ) continue; void *obj = *o; // get transform vec3 *p = NULL; vec3 *r = NULL; vec3 *s = NULL; aabb *a = NULL; for each_objmember(obj,TYPE,NAME,PTR) { /**/ if( !strcmp(NAME, "position") ) p = PTR; else if( !strcmp(NAME, "pos") ) p = PTR; else if( !strcmp(NAME, "rotation") ) r = PTR; else if( !strcmp(NAME, "rot") ) r = PTR; else if( !strcmp(NAME, "scale") ) s = PTR; else if( !strcmp(NAME, "sca") ) s = PTR; else if( !strcmp(NAME, "aabb") ) a = PTR; } ddraw_ontop(0); // bounding box 3d if( 0 ) { aabb box; if( obj_hasmethod(*o, aabb) && obj_aabb(*o, &box) ) { ddraw_color_push(YELLOW); ddraw_aabb(box.min, box.max); ddraw_color_pop(); } } // 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(); if(dim == 2) ddraw_pop_2d(); } // ---------------------------------------------------------------------------- // demo typedef struct lit { OBJ vec3 pos; vec3 dir; int type; } lit; int lit_aabb(lit *obj, aabb *box) { *box = aabb( vec3(obj->pos.x-16,obj->pos.y-16,0), vec3(obj->pos.x+16,obj->pos.y+16,1) ); return 1; } const char *lit_icon(lit *obj) { const char *icon = obj->type == 0 ? ICON_MD_WB_IRIDESCENT : obj->type == 1 ? ICON_MD_WB_INCANDESCENT : obj->type == 2 ? ICON_MD_FLARE : obj->type == 3 ? ICON_MD_WB_SUNNY : ""; return icon; } int lit_edit(lit *obj) { const char *all_icons = ICON_MD_WB_IRIDESCENT ICON_MD_WB_INCANDESCENT ICON_MD_FLARE ICON_MD_WB_SUNNY ICON_MD_LIGHT_MODE ICON_MD_LIGHT ICON_MD_FLASHLIGHT_OFF ICON_MD_FLASHLIGHT_ON ICON_MD_HIGHLIGHT ICON_MD_HIGHLIGHT_ALT ICON_MD_LIGHTBULB ICON_MD_LIGHTBULB_OUTLINE ICON_MD_NIGHTLIGHT ICON_MD_NIGHTLIGHT_ROUND // MDI ICON_MDI_LIGHTBULB_ON_OUTLINE // generic ICON_MDI_WALL_SCONCE_ROUND // ICON_MDI_WALL_SCONCE_FLAT // emissive ICON_MDI_CEILING_LIGHT // spotlight ICON_MDI_TRACK_LIGHT // spotlight ICON_MDI_WEATHER_SUNNY // directional ICON_MDI_LIGHTBULB_FLUORESCENT_TUBE_OUTLINE ; // editor_symbol(obj->pos.x+16,obj->pos.y-32,all_icons); if( editor_selected(obj) ) { obj->pos.x += input(KEY_RIGHT) - input(KEY_LEFT); obj->pos.y += input(KEY_DOWN) - input(KEY_UP); obj->type = (obj->type + !!input_down(KEY_SPACE)) % 4; } editor_symbol(obj->pos.x,obj->pos.y,lit_icon(obj)); return 1; } OBJTYPEDEF(lit,200); AUTORUN { STRUCT(lit, vec3, pos); STRUCT(lit, vec3, dir); STRUCT(lit, int, type); EXTEND(lit, edit,icon,aabb); } typedef struct kid { OBJ int kid; vec2 pos; vec2 vel; float angle; unsigned color; int controllerid; // --- private char *filename; texture_t texture_; } kid; void kid_ctor(kid *obj) { obj->kid = randi(0,3); obj->pos = vec2(randi(0, window_width()), randi(0, window_height())); obj->vel.x = obj->vel.y = 100 + 200 * randf(); obj->controllerid = randi(0,3); obj->texture_ = texture(obj->filename, TEXTURE_RGBA|TEXTURE_LINEAR); } void kid_tick(kid *obj, float dt) { // add velocity to position vec2 off = vec2( input(KEY_RIGHT)-input(KEY_LEFT), input(KEY_DOWN)-input(KEY_UP) ); obj->pos = add2(obj->pos, scale2(mul2(obj->vel, off), dt * (obj->controllerid == 0))); // wrap at screen boundaries const int appw = window_width(), apph = window_height(); if( obj->pos.x < 0 ) obj->pos.x += appw; else if( obj->pos.x > appw ) obj->pos.x -= appw; if( obj->pos.y < 0 ) obj->pos.y += apph; else if( obj->pos.y > apph ) obj->pos.y -= apph; } void kid_draw(kid *obj) { // 4x4 tilesheet int col = (((int)obj->kid) % 4); int row = (((int)obj->pos.x / 10 ^ (int)obj->pos.y / 10) % 4); float position[3] = {obj->pos.x,obj->pos.y,obj->pos.y}; // position(x,y,depth: sort by Y) float offset[2]={0,0}, scale[2]={1,1}; float coords[3]={col * 4 + row,4,4}; // num_frame(x) in a 4x4(y,z) spritesheet unsigned flags = 0; sprite_sheet(obj->texture_, coords, position, obj->angle*TO_DEG, offset, scale, obj->color, flags); } int kid_aabb(kid *obj, aabb *box) { *box = aabb( vec3(obj->pos.x-16,obj->pos.y-16,0), vec3(obj->pos.x+16,obj->pos.y+16,1) ); return 1; } int kid_edit(kid *obj) { aabb box; if( kid_aabb(obj, &box) ) { ddraw_color_push(YELLOW); ddraw_push_2d(); ddraw_aabb(box.min, box.max); ddraw_pop_2d(); ddraw_color_pop(); } if( editor_selected(obj) ) { obj->pos.x += input(KEY_RIGHT) - input(KEY_LEFT); obj->pos.y += input(KEY_DOWN) - input(KEY_UP); editor_symbol(obj->pos.x+16,obj->pos.y-16,ICON_MD_VIDEOGAME_ASSET); } return 1; } void kid_menu(kid *obj, const char *argv) { ui_label("Private section"); ui_color4("Color_", &obj->color); ui_texture("Texture_", obj->texture_); ui_separator(); } OBJTYPEDEF(kid,201); AUTORUN { // reflect STRUCT(kid, int, kid); STRUCT(kid, vec2, pos); STRUCT(kid, vec2, vel); STRUCT(kid, float, angle, "Tilt degrees"); STRUCT(kid, rgba, color, "Tint color"); STRUCT(kid, char*, filename, "Filename" ); EXTEND(kid, ctor,tick,draw,aabb,edit,menu); } void game(unsigned frame, float dt, double t) { static kid *root; static kid *o1; static kid *o2; static camera_t cam; if( !frame ) { // init camera (x,y) (z = zoom) cam = camera(); cam.position = vec3(window_width()/2,window_height()/2,1); camera_enable(&cam); root = obj_make( "[kid]\n" "filename=spriteSheetExample.png\n" "pos=5,2\n" "angle=pi/12\n" "color=#ffcf\n" ); o1 = obj_make( "[kid]\n" "filename=spriteSheetExample.png\n" "pos=1,100\n" "angle=pi/12\n" "color=#fcc\n" ); o2 = obj_make( "[kid]\n" "filename=spriteSheetExample.png\n" "pos=50,200\n" "angle=pi/12\n" "color=#ccccffff\n" ); //obj_setname(root, "root"); obj_setname(o1, "o1"); obj_setname(o2, "o2"); obj*o3 = obj_make( "[lit]\n" "pos=300,300,0\n" "type=1" ); obj*o4 = obj_new_ext(obj, "o4"); obj*o5 = obj_new_ext(obj, "o5"); obj_attach(root, o1); obj_attach(o1, o2); obj_attach(o2, o3); obj_attach(o1, o4); obj_attach(root, o5); editor_watch(root); } // camera panning (x,y) & zooming (z) if(0) if( !ui_hover() && !ui_active() ) { if( input(MOUSE_L) ) cam.position.x -= input_diff(MOUSE_X); if( input(MOUSE_L) ) cam.position.y -= input_diff(MOUSE_Y); cam.position.z += input_diff(MOUSE_W) * 0.1; // cam.p.z += 0.001f; for tests } // tick game if( dt ) { kid_tick(root, dt); kid_tick(o1, dt); kid_tick(o2, dt); root->angle = 5 * sin(t+dt); } // fps camera bool active = 0; if( input_down(MOUSE_M) || input_down(MOUSE_R) ) { active = ui_hover() || ui_active() || gizmo_active() || editor_first_selected() ? false : true; } else { active = !window_has_cursor() && (input(MOUSE_M) || input(MOUSE_R)); } window_cursor( !active ); if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active); vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed); camera_moveby(&cam, wasdecq); camera_fps(&cam, mouse.x,mouse.y); // draw world ddraw_ontop_push(0); ddraw_grid(0); ddraw_ontop_pop(); ddraw_flush(); // draw game kid_draw(root); kid_draw(o1); kid_draw(o2); } int main(){ // borderless, see: // https://github.com/glfw/glfw/pull/1420 // https://github.com/glfw/glfw/pull/987 // https://github.com/glfw/glfw/pull/991 // https://github.com/glfw/glfw/pull/990 window_title("Editor " EDITOR_VERSION); if( flag("--transparent") ) window_create(101, 0); else window_create(80, flag("--windowed") ? 0 : WINDOW_BORDERLESS); window_icon("scale-ruler-icon.png"); while( window_swap() ) { editor_frame(game); editor_gizmos(2); } }