Rename structs to more sane things
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@@ -14,17 +14,17 @@
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#include "stb_ds.h"
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struct mGameObject *gameobjects = NULL;
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struct gameobject *gameobjects = NULL;
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const int nameBuf[MAXNAME] = { 0 };
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const int prefabNameBuf[MAXNAME] = { 0 };
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struct mGameObject *get_gameobject_from_id(int id)
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struct gameobject *get_gameobject_from_id(int id)
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{
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return &gameobjects[id];
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}
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static void gameobject_setpickcolor(struct mGameObject *go)
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static void gameobject_setpickcolor(struct gameobject *go)
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{
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float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
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float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f;
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@@ -35,10 +35,10 @@ static void gameobject_setpickcolor(struct mGameObject *go)
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go->editor.color[2] = b;
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}
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struct mGameObject *MakeGameobject()
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struct gameobject *MakeGameobject()
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{
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YughInfo("Making new gameobject");
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struct mGameObject go = {
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struct gameobject go = {
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.editor.id = arrlen(gameobjects),
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.transform.scale = 1.f,
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.scale = 1.f,
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@@ -55,7 +55,7 @@ struct mGameObject *MakeGameobject()
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return &arrlast(gameobjects);
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}
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void gameobject_addcomponent(struct mGameObject *go, struct component *c)
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void gameobject_addcomponent(struct gameobject *go, struct component *c)
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{
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arrput(go->components, *c);
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struct component *newc = &arrlast(go->components);
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@@ -65,23 +65,25 @@ void gameobject_addcomponent(struct mGameObject *go, struct component *c)
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void gameobject_delete(int id)
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{
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struct mGameObject *go = &gameobjects[id];
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YughInfo("Deleting gameobject with id %d.", id);
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struct gameobject *go = &gameobjects[id];
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for (int i = 0; i < arrlen(go->components); i++) {
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free(go->components[i].data);
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go->components[i].delete(go->components[i].data);
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arrdel(go->components, i);
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}
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arrfree(go->components);
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arrdelswap(gameobjects, id);
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}
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void gameobject_delcomponent(struct mGameObject *go, int n)
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void gameobject_delcomponent(struct gameobject *go, int n)
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{
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go->components[n].delete(go->components[n].data);
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arrdel(go->components, n);
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}
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void setup_model_transform(struct mTransform *t, struct mShader *s, float scale)
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void setup_model_transform(struct mTransform *t, struct shader *s, float scale)
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{
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mfloat_t modelT[16] = { 0.f };
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mfloat_t matbuff[16] = { 0.f };
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@@ -93,7 +95,7 @@ void setup_model_transform(struct mTransform *t, struct mShader *s, float scale)
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}
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void gameobject_save(struct mGameObject *go, FILE * file)
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void gameobject_save(struct gameobject *go, FILE * file)
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{
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fwrite(go, sizeof(*go), 1, file);
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@@ -118,7 +120,7 @@ void gameobject_makefromprefab(char *path)
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return;
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}
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struct mGameObject *new = MakeGameobject();
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struct gameobject *new = MakeGameobject();
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fread(new, sizeof(*new), 1, fprefab);
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new->components = NULL;
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@@ -127,21 +129,28 @@ void gameobject_makefromprefab(char *path)
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fclose(fprefab);
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}
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void gameobject_init(struct mGameObject *go, FILE * fprefab)
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void gameobject_init(struct gameobject *go, FILE * fprefab)
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{
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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int comp_n;
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fread(&comp_n, sizeof(int), 1, fprefab);
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arrsetlen(go->components, comp_n);
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arrfree(go->components);
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int n;
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for (int i = 0; i < comp_n; i++) {
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/*
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fread(&n, sizeof(int), 1, fprefab);
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go->components[i] = components[n];
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struct component *newc = &go->components[i];
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newc->go = go;
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newc->data = calloc(1, newc->datasize);
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*/
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fread(&n, sizeof(int), 1, fprefab);
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arrput(go->components, components[n]);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = newc->make(newc->go);
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if (newc->io == NULL)
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fread(newc->data, newc->datasize, 1, fprefab);
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@@ -152,7 +161,7 @@ void gameobject_init(struct mGameObject *go, FILE * fprefab)
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}
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}
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void gameobject_saveprefab(struct mGameObject *go)
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void gameobject_saveprefab(struct gameobject *go)
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{
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char prefabfname[60] = { '\0' };
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strncat(prefabfname, go->editor.prefabName, MAXNAME);
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@@ -171,7 +180,7 @@ void gameobject_saveprefab(struct mGameObject *go)
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void gameobject_syncprefabs(char *revertPath)
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{
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/*
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struct mGameObject **go = objects;
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struct gameobject **go = objects;
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int i = 0;
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while(i != nobjects) {
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if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
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@@ -179,12 +188,12 @@ void gameobject_syncprefabs(char *revertPath)
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*/
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}
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void gameobject_revertprefab(struct mGameObject *go)
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void gameobject_revertprefab(struct gameobject *go)
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{
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}
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void toggleprefab(struct mGameObject *go)
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void toggleprefab(struct gameobject *go)
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{
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go->editor.prefabSync = !go->editor.prefabSync;
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@@ -196,13 +205,13 @@ void toggleprefab(struct mGameObject *go)
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}
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}
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void gameobject_update(struct mGameObject *go)
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void gameobject_update(struct gameobject *go)
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{
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if (go->script)
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script_run(go->script);
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}
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void gameobject_move(struct mGameObject *go, float xs, float ys)
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void gameobject_move(struct gameobject *go, float xs, float ys)
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{
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cpVect p = cpBodyGetPosition(go->body);
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p.x += xs * deltaT;
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@@ -210,7 +219,7 @@ void gameobject_move(struct mGameObject *go, float xs, float ys)
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cpBodySetPosition(go->body, p);
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}
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void gameobject_rotate(struct mGameObject *go, float as)
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void gameobject_rotate(struct gameobject *go, float as)
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{
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cpFloat a = cpBodyGetAngle(go->body);
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a += as * deltaT;
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@@ -223,7 +232,7 @@ void update_gameobjects() {
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}
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void object_gui(struct mGameObject *go)
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void object_gui(struct gameobject *go)
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{
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float temp_pos[2];
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temp_pos[0] = cpBodyGetPosition(go->body).x;
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