v4k-git-backup/engine/split/v4k_editor.h

115 lines
4.1 KiB
C

// -----------------------------------------------------------------------------
// in-game editor
// - rlyeh, public domain.
#define EDITOR_VERSION "2023.10"
// ----------------------------------------------------------------------------
// editor bindings
typedef struct editor_bind_t {
const char *command;
const char *bindings;
void (*fn)();
} editor_bind_t;
API void editor_addbind(editor_bind_t bind);
#define EDITOR_BIND(CMD,KEYS,...) \
void macro(editor_bind_##CMD##_fn_)() { __VA_ARGS__ }; AUTORUN { array_push(editor_binds, ((editor_bind_t){#CMD,KEYS,macro(editor_bind_##CMD##_fn_)}) ); }
// ----------------------------------------------------------------------------
// editor properties
#define EDITOR_PROPERTYDEF(T,property_name) \
typedef map(void*,T) editor_##property_name##_map_t; \
API editor_##property_name##_map_t *editor_##property_name##_map(); \
API T editor_##property_name(const void *obj); \
API void editor_set##property_name(const void *obj, T value); \
API void editor_alt##property_name(const void *obj); \
API void editor_no##property_name(void *obj);
EDITOR_PROPERTYDEF(int, open); ///- whether object is tree opened in tree editor
EDITOR_PROPERTYDEF(int, selected); ///- whether object is displaying a contextual popup or not
EDITOR_PROPERTYDEF(int, changed); ///- whether object is displaying a contextual popup or not
EDITOR_PROPERTYDEF(int, popup); ///- whether object is displaying a contextual popup or not
EDITOR_PROPERTYDEF(int, bookmarked); ///-
EDITOR_PROPERTYDEF(int, visible); ///-
EDITOR_PROPERTYDEF(int, script); ///-
EDITOR_PROPERTYDEF(int, event); ///-
EDITOR_PROPERTYDEF(char*,iconinstance); ///-
EDITOR_PROPERTYDEF(char*,iconclass); ///-
EDITOR_PROPERTYDEF(int, treeoffsety); ///-
API void editor_destroy_properties(void *o);
API void editor_load_on_boot(void);
API void editor_save_on_quit(void);
// ----------------------------------------------------------------------------
// editor ui
enum EDITOR_MODE {
EDITOR_PANEL,
EDITOR_WINDOW,
EDITOR_WINDOW_NK,
EDITOR_WINDOW_NK_SMALL,
};
API int editor_begin(const char *title, int mode);
API int editor_end(int mode);
// ----------------------------------------------------------------------------------------
// editor selection
API int editor_filter();
API void editor_select(const char *mask);
API void editor_unselect(); // same than editor_select("!**");
API void editor_select_aabb(aabb box);
API void editor_selectgroup(obj *first, obj *last);
API void* editor_first_selected();
API void* editor_last_selected();
// ----------------------------------------------------------------------------------------
// editor instancing
API void editor_addtoworld(obj *o);
API void editor_watch(const void *o);
API void* editor_spawn(const char *ini); // deprecate?
API void editor_spawn1();
API void editor_destroy_selected();
API void editor_inspect(obj *o);
// ----------------------------------------------------------------------------------------
// editor utils
//API void editor();
//API bool editor_active();
API vec3 editor_pick(float mouse_x, float mouse_y);
API char* editor_path(const char *path);
API void editor_setmouse(int x, int y);
API vec2 editor_glyph(int x, int y, const char *style, unsigned codepoint);
API vec2 editor_glyphs(int x, int y, const char *style, const char *utf8);
API void editor_gizmos(int dim);
// ----------------------------------------------------------------------------------------
// editor loop
API int editor_send(const char *cmd); // returns job-id
API const char* editor_recv(int jobid, double timeout_ss);
API void editor_pump();
API void editor_frame( void (*game)(unsigned, float, double) );
// ----------------------------------------------------------------------------------------
// engine section: @todo: expand me
API float* engine_getf(const char *key);
API int* engine_geti(const char *key);
API char** engine_gets(const char *key);
API int engine_send(const char *cmd, const char *optional_value);
API int ui_engine();