Rename structs to more sane things

This commit is contained in:
2022-11-19 23:13:57 +00:00
parent 3641c246d4
commit 4224594ee4
30 changed files with 216 additions and 201 deletions

View File

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