Fix seg faults when loading gameobjects

This commit is contained in:
2022-08-16 04:46:06 +00:00
parent 4f0a59f581
commit 7aef7afc90
5 changed files with 35 additions and 33 deletions

View File

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