#include "editor.h" #include "../game/world/bsp.h" void gui_editorwindow_draw_fn( void* ptr ) { GUI_EDITORWINDOW* wnd = (GUI_EDITORWINDOW*)ptr; CLR clr = gui_is_fg_window( wnd )? ui_clr.border : ui_clr.border_inactive; gui_draw_frect( wnd->x, wnd->y, wnd->w, wnd->h, clr ); gui_draw_frect( wnd->x + 1, wnd->y + 1, wnd->w - 2, wnd->h - 2, ui_clr.bg ); wnd->children.each( fn( GUI_BASE** ptr ) { GUI_BASE* it = *ptr; if( !it->enabled ) return; if( it->draw_fn ) it->draw_fn( it ); else dlog( "gui_editorwindow_draw_fn(): child %p has no draw_fn", it ); } ); } GUI_EDITORWINDOW* gui_editorwindow_create( I32 w, I32 h ) { GUI_EDITORWINDOW* wnd = new GUI_EDITORWINDOW; wnd->x = 0; wnd->y = 0; wnd->w = w; wnd->h = h; wnd->locked = 1; wnd->draw_fn = gui_editorwindow_draw_fn; strcpy( wnd->name, "EDITORWINDOW" ); _gui.windows.push( wnd ); gui_set_window( wnd ); gui_set_view( 0 ); gui_view( 1, 1, w - 2, h - 2 ); return wnd; } GUI_EDITORWINDOW* gui_editorwindow( I32 w, I32 h ) { GUI_EDITORWINDOW* wnd = gui_editorwindow_create( w, h ); gui_title( "ray2Dscape (level editor)" ); GAME_EDITOR* e = editor; LIST* map_list = editor_get_map_list( e ); gui_list( wnd->w / 2 - 100, 40, 200, 200, "map list", map_list, &editor->gui.map_select ); gui_button( wnd->w / 2 - 100, 260, 95, 25, "new map", editor_new_map_cb ); gui_button( wnd->w / 2 + 5, 260, 95, 25, "load map", editor_load_map_cb ); return wnd; } void editor_update_active_tool_label( GAME_EDITOR* e ) { char lstr[256]; switch( e->tool ) { case EDITOR_TOOL_SELECT: sprintf( lstr, "current tool: select" ); break; case EDITOR_TOOL_WALL: sprintf( lstr, "current tool: wall" ); break; case EDITOR_TOOL_POLY: sprintf( lstr, "current tool: polygon" ); break; case EDITOR_TOOL_SPRITE: sprintf( lstr, "current tool: sprite" ); break; case EDITOR_TOOL_ENT: sprintf( lstr, "current tool: entity" ); break; default: sprintf( lstr, "current tool: none" ); break; } strcpy( e->gui.toollabel->name, lstr ); } void editor_update_properties_column( GAME_EDITOR* e ) { GAME_EDITOR::EDITOR_GUI* egui = &e->gui; gui_editor_propview_update( egui->props ); } void editor_create_properties_column( GAME_EDITOR* e ) { GAME_EDITOR::EDITOR_GUI* egui = &e->gui; gui_button( 10, 10, 145, 20, "back", pfn( void* ) { editor_close( editor ); } ); gui_button( 165, 10, 145, 20, "save", pfn( void* ) { editor_save_map( editor ); } ); egui->props = gui_editor_propview( 10, 38, 300, 460 ); gui_editor_propview_select( egui->props, e->map, EDITOR_SELECT_ORIGIN ); } void editor_create_game_view_column( GAME_EDITOR* e ) { GAME_EDITOR::EDITOR_GUI* egui = &e->gui; I32 x = 320, y = 10; gui_button( x, y, 229, 20, "2d view", pfn( void* ptr ) { editor->gui.v3d->enabled = 0; editor->gui.v2d->enabled = 1; } ); gui_button( x + 239, y, 229, 20, "3d view", pfn( void* ptr ) { editor->gui.v3d->enabled = 1; editor->gui.v2d->enabled = 0; } ); y += 28; egui->v2d = gui_editor_2dview( x, y, 468, 370 ); egui->v3d = gui_editor_3dview( x, y, 468, 370 ); egui->v2d->enabled = 0; egui->v3d->enabled = 1; } void settool( U8 t ) { editor->tool = t; editor_update_active_tool_label( editor ); } void editor_create_tools_row( GAME_EDITOR* e ) { I32 x = 10, y = 520; e->gui.toollabel = gui_label( x, y, "current tool: none" ); y += 16; gui_button( x, y, 80, 20, "none", pfn( void* ) { settool( EDITOR_TOOL_NONE ); } ); x += 90; gui_button( x, y, 80, 20, "select", pfn( void* ) { settool( EDITOR_TOOL_SELECT ); } ); x += 90; gui_button( x, y, 80, 20, "wall", pfn( void* ) { settool( EDITOR_TOOL_WALL ); } ); x += 90; x = 10; y += 28; gui_button( x, y, 80, 20, "polygon", pfn( void* ) { settool( EDITOR_TOOL_POLY ); } ); x += 90; gui_button( x, y, 80, 20, "sprite", pfn( void* ) { settool( EDITOR_TOOL_SPRITE ); } ); x += 90; gui_button( x, y, 80, 20, "entity", pfn( void* ) { settool( EDITOR_TOOL_ENT ); } ); x += 90; editor_update_active_tool_label( e ); } void editor_create_map_view( GAME_EDITOR* e ) { if( !e->map ) { dlog( "editor_create_map_views() : no map loaded\n" ); return; } GUI_EDITORWINDOW* w = e->wnd; w->children.each( fn( GUI_BASE** ptr ) { gui_free( *ptr ); } ); w->children.clear(); gui_set_window( w ); gui_set_view( 0 ); gui_view( 1, 1, w->w - 2, w->h - 2 ); editor_create_properties_column( e ); editor_create_game_view_column( e ); editor_create_tools_row( e ); } void close_new_map_popup( void* ) { gui_push_callback( pfn( void* ) { GUI_WINDOW* popup = editor->gui.new_map_popup; if( !popup ) return; gui_free( popup ); editor->gui.new_map_popup = 0; } ); } void editor_new_map_cb( void* ptr ) { if( editor->gui.new_map_popup ) return; GUI_WINDOW* cwnd = gui_get_window(); GUI_VIEW* view = gui_get_view(); I32 wx = 250; I32 wy = 140; I32 ww = 300; I32 wh = 200; editor->gui.new_map_popup = gui_window( wx, wy, ww, wh ); gui_title( "new map" ); GUI_TEXTBOX* tb = gui_textbox( 10, 20, ww - 20, 20, "name", 32 ); tb->active = 1; gui_button( ww - 50 - 70, wh - 20 - 10, 50, 20, "ok", pfn( void* ptr ) { GUI_BUTTON* btn = (GUI_BUTTON*)ptr; GUI_TEXTBOX* name = (GUI_TEXTBOX*)gui_find_node( btn->parent, "name" ); if( !name ) return; editor_new_map( editor, name->value ); close_new_map_popup( 0 ); } ); gui_button( ww - 50 - 10, wh - 20 - 10, 50, 20, "cancel", close_new_map_popup ); gui_set_window( cwnd ); gui_set_view( view ); } void editor_load_map_cb( void* ptr ) { GUI_LIST* list = (GUI_LIST*)gui_find_node( editor->wnd, "map list" ); GUI_LIST_ENTRY* e = gui_list_get_selected( list ); if( !e ) return; char full_path[256]; sprintf( full_path, "../assets/maps/%s", e->title ); if( editor->map ) editor_close( editor ); editor_load_map( editor, full_path ); }