Fix seg faults when loading gameobjects
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@@ -388,6 +388,7 @@ static void edit_mouse_cb(GLFWwindow *w, int button, int action, int mods) {
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void editor_init(struct mSDLWindow *window) {
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levels = vec_make(MAXNAME, 10);
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get_levels();
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editor_load_projects();
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findPrefabs();
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@@ -453,6 +454,8 @@ void editor_project_gui() {
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*/
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NK_MENU_START(level)
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nk_layout_row_dynamic(ctx,25,3);
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nk_labelf(ctx, "Current level: %s", current_level[0] == '\0' ? "No level loaded." : current_level);
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if (nk_button_label(ctx, "New")) {
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new_level();
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current_level[0] = '\0';
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@@ -464,8 +467,9 @@ void editor_project_gui() {
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}
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if (nk_button_label(ctx, "Save as")) {
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save_level(levelname);
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strcpy(current_level, levelname);
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strncat(current_level, EXT_LEVEL, MAXNAME);
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save_level(current_level);
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levelname[0] = '\0';
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get_levels();
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}
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@@ -968,8 +972,7 @@ void sprite_gui(struct mSprite *sprite) {
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if (sprite->tex != NULL) {
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nk_labelf(ctx, NK_TEXT_LEFT, "%s", sprite->tex->path);
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nk_labelf(ctx, NK_TEXT_LEFT, "%dx%d", sprite->tex->width,
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sprite->tex->height);
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nk_labelf(ctx, NK_TEXT_LEFT, "%dx%d", sprite->tex->width, sprite->tex->height);
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if (nk_button_label(ctx, "Imgbutton"))
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editor_selectasset_str(sprite->tex->path);
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// if (ImGui::ImageButton ((void *) (intptr_t) sprite->tex->id, ImVec2(50,
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