Moved source file locations for easier compiling; cleaned up Makefile; cleaned up opengl code

This commit is contained in:
2022-12-13 18:32:36 +00:00
parent 18eefd4937
commit 60bf5ca7bc
50 changed files with 47 additions and 777 deletions

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#include "ed_project.h"
#include "editor.h"
void editor_init_project(struct gameproject *gp)
{
/*
cur_project = gp;
DATA_PATH = strdup(gp->path);
stemlen = strlen(DATA_PATH);
findPrefabs();
get_levels();
get_all_files();
*/
}
void editor_make_project(char *path)
{
FILE *f = path_open("w", "%s%s", path, "/project.yugh");
cur_project =
(struct gameproject *) malloc(sizeof(struct gameproject));
strncpy(cur_project->name, "New Game", 127);
strncpy(cur_project->path, path, 2048);
vec_add(projects, cur_project);
fwrite(cur_project, sizeof(*cur_project), 1, f);
fclose(f);
editor_init_project(cur_project);
editor_save_projects();
}
void editor_import_project(char *path)
{
FILE *f = path_open("r", "%s%s", path, "/project.yugh");
if (!f)
return;
struct gameproject *gp = (struct gameproject *) malloc(sizeof(*gp));
fread(gp, sizeof(*gp), 1, f);
fclose(f);
vec_add(projects, gp);
}
void editor_project_btn_gui(struct gameproject *gp)
{
/*
if (ImGui::Button(gp->name))
editor_init_project(gp);
ImGui::SameLine();
ImGui::Text("%s", gp->path);
*/
}
void editor_proj_select_gui()
{
/*
ImGui::Begin("Project Select");
vec_walk(projects, (void (*)(void *)) &editor_project_btn_gui);
ImGui::InputText("Project import path", setpath, MAXPATH);
ImGui::SameLine();
if (ImGui::Button("Create")) {
editor_make_project(setpath);
}
ImGui::SameLine();
if (ImGui::Button("Import")) {
editor_import_project(setpath);
}
ImGui::End();
*/
}
void editor_load_projects()
{
FILE *f = fopen("projects.yugh", "r");
if (!f)
return;
vec_load(projects, f);
fclose(f);
}
void editor_save_projects()
{
FILE *f = fopen("projects.yugh", "w");
vec_store(projects, f);
fclose(f);
}

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#ifndef ED_PROJECT_H
#define ED_PROJECT_H
#include "config.h"
struct gameproject {
char name[127];
char path[MAXPATH];
};
void editor_init_project(struct gameproject *gp);
void editor_save_projects();
void editor_load_projects();
void editor_proj_select_gui();
void editor_import_project(char *path);
void editor_make_project(char *path);
#endif

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#ifndef EDITOR_H
#define EDITOR_H
#include <config.h>
#include <stdbool.h>
#include "resources.h"
#include "nuke.h"
#define ASSET_TYPE_NULL 0
#define ASSET_TYPE_IMAGE 1
#define ASSET_TYPE_TEXT 2
#define ASSET_TYPE_SOUND 3
struct fileasset {
char *filename;
bool searched;
short type;
void *data; // Struct of the underlying asset - Texture struct, etc
};
typedef struct {
bool show;
struct nk_rect rect;
} editor_win;
struct editorVars {
editor_win stats;
editor_win hierarchy;
editor_win gamesettings;
editor_win viewmode;
editor_win debug;
editor_win assets;
editor_win asset;
editor_win repl;
editor_win export;
editor_win level;
editor_win gameobject;
editor_win components;
editor_win simulate;
editor_win prefab;
nk_flags text_ed;
nk_flags asset_srch;
};
struct gameobject;
extern int show_desktop;
#define NK_MENU_START(VAR) if (editor.VAR.show && !show_desktop) { \
if (editor.VAR.rect.w == 0) editor.VAR.rect = nk_rect_std; \
if (nk_begin(ctx, #VAR, editor.VAR.rect, nuk_std)) { \
editor.VAR.rect = nk_window_get_bounds(ctx);
#define NK_MENU_END() } nk_end(ctx); }
#define NK_FORCE(VAR) if (editor.VAR.rect.w == 0) editor.VAR.rect = nk_rect_std; \
if (!show_desktop && nk_begin(ctx, #VAR, editor.VAR.rect, nuk_std)) { \
editor.VAR.rect = nk_window_get_bounds(ctx);
#define NK_FORCE_END() nk_end(ctx); }
#define NEGATE(VAR) VAR = ! VAR
struct vec;
struct gameproject;
struct sprite;
extern struct gameproject *cur_project;
extern struct vec *projects;
struct Texture;
struct window;
void pickGameObject(int pickID);
int is_allowed_extension(const char *ext);
void editor_init(struct window *window);
void editor_input();
void editor_render();
int editor_wantkeyboard();
void editor_save();
void editor_makenewobject();
void editor_project_gui();
void editor_selectasset(struct fileasset *asset);
void editor_selectasset_str(const char *path);
void editor_asset_gui(struct fileasset *asset);
void editor_asset_tex_gui(struct Texture *tex);
void editor_asset_text_gui(char *text);
void editor_level_btn(char *level);
void editor_prefab_btn(char *prefab);
void game_start();
void game_resume();
void game_stop();
void game_pause();
void get_levels();
int obj_gui_hierarchy(struct gameobject *selected);
void sprite_gui(struct sprite *sprite);
#endif

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#include "editorstate.h"
#include <stdio.h>
/*
void (*asset_command)(char *asset) = print_file;
void print_file(char *file)
{
YughInfo("File path: %s", file);
}
void set_new_model(char *modelPath)
{
printf("Loading new model: %s\n", modelPath);
curActor->model = GetExistingModel(modelPath);
strcpy(curActor->currentModelPath, modelPath);
}
*/

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#ifndef EDITORSTATE_H
#define EDITORSTATE_H
void set_new_model(char *modelPath);
extern void (*asset_command)(char *asset);
void print_file(char *file);
#endif