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path: root/src/editor/gui.cpp
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#include "editor.h"
#include "../game/world/bsp.h"
#include "../game/assets.h"
#include "../game.h"
#include "../render/gl_2d.h"

const I32 EDITOR_LAYOUT_MARGIN = 10;
const I32 EDITOR_LAYOUT_TITLE_OFFSET = 15;
const I32 EDITOR_LAYOUT_NAV_Y = 10;
const I32 EDITOR_LAYOUT_CONTENT_Y = 38;
const I32 EDITOR_LAYOUT_COLUMN_GAP = 10;
const I32 EDITOR_LAYOUT_VIEW_TOOL_GAP = 17;
const I32 EDITOR_LAYOUT_TOOL_BTN_TOP_GAP = 3;
const I32 EDITOR_LAYOUT_TOOL_PANEL_GAP = 5;
const I32 EDITOR_LAYOUT_LEFT_BOX_GAP = 10;
const I32 EDITOR_LAYOUT_STATUS_H = 22;
const I32 EDITOR_LAYOUT_STATUS_GAP = 6;
const I32 EDITOR_LAYOUT_TOOL_PANEL_W = 300;
const I32 EDITOR_LAYOUT_TOOL_PANEL_H = 150;
const I32 EDITOR_LAYOUT_PROPS_DEFAULT_W = 300;
const I32 EDITOR_LAYOUT_PROPS_DEFAULT_H = 300;
const I32 EDITOR_LAYOUT_VIEW_DEFAULT_H = 370;
const I32 EDITOR_LAYOUT_PROPS_MIN_W = 200;
const I32 EDITOR_LAYOUT_PROPS_MIN_H = 120;
const I32 EDITOR_LAYOUT_ASSETS_MIN_H = 120;
const I32 EDITOR_LAYOUT_VIEW_MIN_H = 140;
const I32 EDITOR_LAYOUT_RIGHT_MIN_W = 260;

enum EditorInfoBoxType_t {
  EDITOR_INFOBOX_ASSETS = 1,
  EDITOR_INFOBOX_STATUS = 2
};

struct GUI_EDITOR_INFOBOX : GUI_VIEW {
  U8 type{};
};

struct GUI_EDITOR_VIEWTYPE_SEGMENT : GUI_BASE {
  U8 held{};
  I32 held_seg{-1};
};

enum EditorViewMode_t {
  EDITOR_VIEWMODE_2D = 0,
  EDITOR_VIEWMODE_3D = 1,
  EDITOR_VIEWMODE_SIM = 2
};

enum Editor2DViewType_t {
  EDITOR_2DVIEW_TOP_DOWN = 0,
  EDITOR_2DVIEW_SIDE_ELEVATION = 1,
  EDITOR_2DVIEW_FRONT_ELEVATION = 2
};

static void editor_layout_map_view( GAME_EDITOR* e );

static void editor_apply_view_mode( GAME_EDITOR* e ) {
  if( !e || !e->gui.v2d || !e->gui.v3d )
    return;

  U8 mode = e->gui.view_mode;
  if( mode == EDITOR_VIEWMODE_2D ) {
    e->gui.v2d->enabled = 1;
    e->gui.v3d->enabled = 0;
    return;
  }

  e->gui.v2d->enabled = 0;
  e->gui.v3d->enabled = 1;
}

static void editor_header_back_cb( void* ) {
  editor_close( editor );
}

static void editor_header_save_cb( void* ) {
  editor_save_map( editor );
}

static void editor_set_view_mode( I32 mode ) {
  editor->gui.view_mode = mode;
  editor_apply_view_mode( editor );
  editor_layout_map_view( editor );
}

static void editor_header_mode_2d_cb( void* ) {
  editor_set_view_mode( EDITOR_VIEWMODE_2D );
}

static void editor_header_mode_3d_cb( void* ) {
  editor_set_view_mode( EDITOR_VIEWMODE_3D );
}

static void editor_header_mode_sim_cb( void* ) {
  editor_set_view_mode( EDITOR_VIEWMODE_SIM );
}

static void editor_header_viewtype_segment_widths( I32 w, I32* w0, I32* w1, I32* w2 ) {
  I32 base = max( 1, w / 3 );
  I32 rem = max( 0, w - base * 3 );
  *w0 = base + ( rem > 0 ? 1 : 0 );
  *w1 = base + ( rem > 1 ? 1 : 0 );
  *w2 = max( 1, w - *w0 - *w1 );
}

static I32 editor_header_viewtype_segment_index( GUI_EDITOR_VIEWTYPE_SEGMENT* seg, I32 mx, I32 my ) {
  I32 x = gui_relx( seg );
  I32 y = gui_rely( seg );
  if( mx < x || mx >= x + seg->w || my < y || my >= y + seg->h )
    return -1;

  I32 w0 = 0, w1 = 0, w2 = 0;
  editor_header_viewtype_segment_widths( seg->w, &w0, &w1, &w2 );
  I32 rel = mx - x;
  if( rel < w0 ) return 0;
  if( rel < w0 + w1 ) return 1;
  return 2;
}

static void gui_editor_viewtype_segment_draw_fn( void* ptr ) {
  GUI_EDITOR_VIEWTYPE_SEGMENT* seg = (GUI_EDITOR_VIEWTYPE_SEGMENT*)ptr;
  I32 x = gui_relx( seg );
  I32 y = gui_rely( seg );
  I32 mx, my;
  gui_cursor_pos( &mx, &my );
  I32 hover_seg = editor_header_viewtype_segment_index( seg, mx, my );
  I32 active_seg = editor->gui.view2d_type;
  U8 down = gui_mbutton_down( GUI_MBTNLEFT );

  CLR border = gui_is_fg_window( seg ) ? ui_clr.border : ui_clr.border_inactive;
  I32 inner_x = x + 1;
  I32 inner_y = y + 1;
  I32 inner_w = max( 1, seg->w - 2 );
  I32 inner_h = max( 1, seg->h - 2 );
  gui_draw_frect( inner_x, inner_y, inner_w, inner_h, ui_clr.bg_sec );

  I32 w0 = 0, w1 = 0, w2 = 0;
  editor_header_viewtype_segment_widths( inner_w, &w0, &w1, &w2 );
  I32 segx[3] = { inner_x, inner_x + w0, inner_x + w0 + w1 };
  I32 segw[3] = { w0, w1, w2 };
  const char* txts[3] = { "top down", "side", "front" };

  for( I32 i = 0; i < 3; ++i ) {
    U8 selected = i == active_seg;
    U8 hover = hover_seg == i;

    CLR fill = ui_clr.bg_sec;
    if( selected )
      fill = CLR::blend( ui_clr.bg_alt, ui_clr.border, 0.15f );
    else if( hover )
      fill = CLR::blend( ui_clr.bg_alt, ui_clr.bg_sec, 0.5f );

    if( selected && down && hover )
      fill = CLR::blend( fill, ui_clr.bg_sec, 0.35f );

    gui_draw_frect( segx[i], inner_y, max( 1, segw[i] ), inner_h, fill );

    CLR txt = selected ? ui_clr.txt : CLR::blend( ui_clr.txt, ui_clr.bg_sec, 0.45f );
    gui_draw_str( segx[i] + segw[i] / 2, y + ( seg->h / 2 ) - 7, ALIGN_C, FNT_JPN12, txt, txts[i] );
  }

  I32 split1_x = inner_x + w0;
  I32 split2_x = inner_x + w0 + w1;
  gui_draw_line( split1_x, inner_y, split1_x, inner_y + inner_h - 1, border );
  gui_draw_line( split2_x, inner_y, split2_x, inner_y + inner_h - 1, border );
  gui_draw_rect( x, y, seg->w, seg->h, border );
}

static void gui_editor_viewtype_segment_input_fn( void* ptr ) {
  GUI_EDITOR_VIEWTYPE_SEGMENT* seg = (GUI_EDITOR_VIEWTYPE_SEGMENT*)ptr;
  I32 mx, my;
  gui_cursor_pos( &mx, &my );
  U8 m1 = gui_mbutton_down( GUI_MBTNLEFT );
  I32 cur_seg = editor_header_viewtype_segment_index( seg, mx, my );

  if( m1 ) {
    if( !seg->held ) {
      seg->held = 1;
      seg->held_seg = cur_seg;
    }
    return;
  }

  if( seg->held && seg->held_seg >= 0 && seg->held_seg == cur_seg ) {
    editor->gui.view2d_type = seg->held_seg;
    editor_layout_map_view( editor );
  }

  seg->held = 0;
  seg->held_seg = -1;
}

static GUI_EDITOR_VIEWTYPE_SEGMENT* gui_editor_viewtype_segment( I32 x, I32 y, I32 w, I32 h, const char* name ) {
  if( !gui_check_target() )
    return 0;

  GUI_EDITOR_VIEWTYPE_SEGMENT* seg = new GUI_EDITOR_VIEWTYPE_SEGMENT;
  seg->x = x;
  seg->y = y;
  seg->w = w;
  seg->h = h;
  seg->xbound = w;
  seg->ybound = h;
  seg->draw_fn = gui_editor_viewtype_segment_draw_fn;
  seg->input_fn = gui_editor_viewtype_segment_input_fn;
  seg->held = 0;
  seg->held_seg = -1;
  strcpy( seg->name, name );

  GUI_VIEW* parent = gui_get_view();
  seg->parent = parent;
  parent->children.push( seg );
  return seg;
}

struct EDITOR_LAYOUT {
  I32 left_x;
  I32 left_w;
  I32 right_x;
  I32 right_w;
  I32 top_y;
  I32 props_y;
  I32 props_h;
  I32 assets_y;
  I32 assets_h;
  I32 view_y;
  I32 view_h;
  I32 tool_y;
  I32 tool_h;
  I32 tool_btn_x;
  I32 tool_btn_y;
  I32 tool_btn_w;
  I32 tool_btn_step;
  I32 tool_panel_x;
  I32 tool_panel_w;
  I32 tool_panel_h;
  I32 status_x;
  I32 status_y;
  I32 status_w;
  I32 status_h;
};

static void editor_set_bounds( GUI_BASE* node, I32 x, I32 y, I32 w, I32 h ) {
  if( !node )
    return;

  I32 x_extra = node->xbound - node->w;
  I32 y_extra = node->ybound - node->h;
  if( x_extra < 0 ) x_extra = 0;
  if( y_extra < 0 ) y_extra = 0;

  node->x = x;
  node->y = y;
  node->w = max( 1, w );
  node->h = max( 1, h );
  node->xbound = node->w + x_extra;
  node->ybound = node->h + y_extra;
}

static void editor_create_header_controls( GAME_EDITOR* e ) {
  GAME_EDITOR::EDITOR_GUI* egui = &e->gui;

  egui->header_back = gui_button( 10, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ back ]", editor_header_back_cb );
  egui->header_save = gui_button( 110, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ save ]", editor_header_save_cb );

  egui->header_viewtype_label = gui_label( 250, EDITOR_LAYOUT_NAV_Y + 4, "view type:" );
  egui->header_viewtype = gui_editor_viewtype_segment( 320, EDITOR_LAYOUT_NAV_Y, 186, 20, "viewtype segment" );

  egui->header_mode_2d = gui_button( 500, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ 2d view ]", editor_header_mode_2d_cb );
  egui->header_mode_3d = gui_button( 600, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ 3d view ]", editor_header_mode_3d_cb );
  egui->header_mode_sim = gui_button( 700, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ simulation ]", editor_header_mode_sim_cb );
}

static I32 editor_layout_props_w_max( GUI_EDITORWINDOW* wnd ) {
  I32 max_w = wnd->w - ( EDITOR_LAYOUT_MARGIN * 2 ) - EDITOR_LAYOUT_COLUMN_GAP - EDITOR_LAYOUT_RIGHT_MIN_W;
  return max( EDITOR_LAYOUT_PROPS_MIN_W, max_w );
}

static I32 editor_layout_content_bottom( GUI_EDITORWINDOW* wnd ) {
  return wnd->h - EDITOR_LAYOUT_MARGIN - EDITOR_LAYOUT_STATUS_H - EDITOR_LAYOUT_STATUS_GAP;
}

static I32 editor_layout_left_available_h( GUI_EDITORWINDOW* wnd ) {
  return max( 1, editor_layout_content_bottom( wnd ) - EDITOR_LAYOUT_CONTENT_Y );
}

static I32 editor_layout_view_h_max( GUI_EDITORWINDOW* wnd ) {
  I32 max_h = editor_layout_content_bottom( wnd )
            - EDITOR_LAYOUT_CONTENT_Y
            - EDITOR_LAYOUT_VIEW_TOOL_GAP
            - EDITOR_LAYOUT_TOOL_PANEL_H
            - ( EDITOR_LAYOUT_TITLE_OFFSET * 2 );
  return max( EDITOR_LAYOUT_VIEW_MIN_H, max_h );
}

static void editor_layout_clamp_custom_sizes( GAME_EDITOR* e ) {
  if( !e || !e->wnd )
    return;

  GAME_EDITOR::EDITOR_GUI* egui = &e->gui;
  if( egui->props_w <= 0 )
    egui->props_w = EDITOR_LAYOUT_PROPS_DEFAULT_W;
  if( egui->props_h <= 0 )
    egui->props_h = EDITOR_LAYOUT_PROPS_DEFAULT_H;
  if( egui->view_h <= 0 )
    egui->view_h = EDITOR_LAYOUT_VIEW_DEFAULT_H;

  egui->props_w = min( max( egui->props_w, EDITOR_LAYOUT_PROPS_MIN_W ), editor_layout_props_w_max( e->wnd ) );
  I32 left_avail_h = editor_layout_left_available_h( e->wnd );
  I32 max_props_h = left_avail_h
                  - EDITOR_LAYOUT_LEFT_BOX_GAP
                  - EDITOR_LAYOUT_ASSETS_MIN_H
                  - ( EDITOR_LAYOUT_TITLE_OFFSET * 2 );
  max_props_h = max( EDITOR_LAYOUT_PROPS_MIN_H, max_props_h );
  egui->props_h = min( max( egui->props_h, EDITOR_LAYOUT_PROPS_MIN_H ), max_props_h );

  I32 view_max = editor_layout_view_h_max( e->wnd );
  egui->view_h = view_max;
}

static const char* editor_tool_name() {
  switch( editor->tool.type ) {
    case EDITOR_TOOL_SELECT: return "select";
    case EDITOR_TOOL_WALL: return "wall";
    case EDITOR_TOOL_POLY: return "poly";
    case EDITOR_TOOL_SPRITE: return "sprite";
    case EDITOR_TOOL_ENT: return "ent";
    default: return "none";
  }
}

const I32 EDITOR_ASSETS_ROW_H = 28;
const I32 EDITOR_ASSETS_THUMB = 20;
const I32 EDITOR_ASSETS_INNER_PAD_X = 8;
const I32 EDITOR_ASSETS_INNER_PAD_Y = 6;
const I32 EDITOR_ASSETS_SCROLLBAR_W = 8;
const I32 EDITOR_ASSETS_SCROLLBAR_GAP = 4;
const I32 EDITOR_ASSETS_SCROLL_STEP = 20;

struct EDITOR_ASSETS_LAYOUT {
  I32 inner_x{};
  I32 inner_y{};
  I32 inner_w{};
  I32 list_h{};
  I32 row_x{};
  I32 row_w{};
  I32 count{};
  I32 content_h{};
  I32 max_scroll{};
  U8 show_scroll{};
  I32 track_x{};
  I32 track_y{};
  I32 track_h{};
};

static EDITOR_ASSETS_LAYOUT editor_assets_layout( GUI_EDITOR_INFOBOX* box, I32 panel_x, I32 panel_y, I32 prop_count ) {
  EDITOR_ASSETS_LAYOUT l{};
  l.inner_x = panel_x + EDITOR_ASSETS_INNER_PAD_X;
  l.inner_y = panel_y + EDITOR_ASSETS_INNER_PAD_Y;
  l.inner_w = max( 1, box->w - ( EDITOR_ASSETS_INNER_PAD_X * 2 ) );
  l.list_h = max( 1, box->h - ( EDITOR_ASSETS_INNER_PAD_Y * 2 ) );
  l.count = prop_count + 1;
  l.content_h = l.count * EDITOR_ASSETS_ROW_H;
  l.max_scroll = max( 0, l.content_h - l.list_h );
  l.show_scroll = l.content_h > l.list_h;
  l.row_x = l.inner_x + 1;
  l.row_w = l.inner_w - 2;
  if( l.show_scroll )
    l.row_w -= EDITOR_ASSETS_SCROLLBAR_W + EDITOR_ASSETS_SCROLLBAR_GAP;
  l.row_w = max( 1, l.row_w );
  l.track_x = l.inner_x + l.inner_w - EDITOR_ASSETS_SCROLLBAR_W;
  l.track_y = l.inner_y;
  l.track_h = l.list_h - 2;
  return l;
}

static void editor_assets_clamp_scroll( const EDITOR_ASSETS_LAYOUT& l ) {
  editor->gui.assets_scroll = min( max( 0, editor->gui.assets_scroll ), l.max_scroll );
}

static void gui_editor_infobox_draw_assets( GUI_EDITOR_INFOBOX* box, I32 panel_x, I32 panel_y ) {
  if( !editor->map )
    return;

  WORLD_MAP* map = editor->map;
  EDITOR_ASSETS_LAYOUT l = editor_assets_layout( box, panel_x, panel_y, (I32)map->props.size );
  editor_assets_clamp_scroll( l );
  I32 yoff = -editor->gui.assets_scroll;

  for( I32 idx = 0; idx < l.count; ++idx ) {
    I32 row_y = l.inner_y + idx * EDITOR_ASSETS_ROW_H + yoff;
    if( row_y + EDITOR_ASSETS_ROW_H - 2 <= l.inner_y || row_y >= l.inner_y + l.list_h )
      continue;

    U8 map_entry = idx == 0;
    SURF_PROPS* p = map_entry ? 0 : &map->props[idx - 1];
    U8 selected = 0;
    if( editor->gui.props ) {
      if( map_entry ) {
        selected = editor->gui.props->seltype == EDITOR_SELECT_ORIGIN
                && editor->gui.props->curselect == editor->map;
      } else {
        selected = editor->gui.props->seltype == EDITOR_SELECT_SURFPROPS
                && editor->gui.props->curselect == p;
      }
    }

    CLR rowbg = idx % 2 ? ui_clr.bg : ui_clr.bg_alt;
    if( selected )
      rowbg = CLR::blend( (CLR){ 0.f, 1.f, 0.f, 1.f }, ui_clr.bg, 0.85f );

    gui_draw_frect( l.row_x, row_y, l.row_w, EDITOR_ASSETS_ROW_H - 2, rowbg );
    if( selected )
      gui_draw_rect( l.row_x, row_y, l.row_w, EDITOR_ASSETS_ROW_H - 2, (CLR){ 0.f, 1.f, 0.f, 1.f } );

    I32 tx = l.row_x + 3;
    I32 ty = row_y + 3;
    gui_draw_frect( tx, ty, EDITOR_ASSETS_THUMB, EDITOR_ASSETS_THUMB, ui_clr.border );
    if( map_entry ) {
      gui_draw_frect( tx + 1, ty + 1, EDITOR_ASSETS_THUMB - 2, EDITOR_ASSETS_THUMB - 2, ui_clr.bg_alt );
      gui_draw_str( tx + EDITOR_ASSETS_THUMB / 2, ty + 4, ALIGN_C, FNT_JPN12, ui_clr.txt, "m" );
    } else if( p->tex ) {
      gl_2d_textured_frect( _gui.gl2d_font, { (F32)(tx + 1), (F32)(ty + 1) }, { (F32)(EDITOR_ASSETS_THUMB - 2), (F32)(EDITOR_ASSETS_THUMB - 2) }, p->tex );
    } else {
      gui_draw_frect( tx + 1, ty + 1, EDITOR_ASSETS_THUMB - 2, EDITOR_ASSETS_THUMB - 2, p->clr );
    }

    I32 text_x = tx + EDITOR_ASSETS_THUMB + 8;
    CLR txt = selected ? (CLR){ 0.8f, 1.f, 0.8f, 1.f } : ui_clr.txt;
    if( map_entry ) {
      gui_draw_str( text_x, row_y + 7, ALIGN_L, FNT_JPN12, txt, "[map] -> %s", map->name );
    } else if( p->tex ) {
      gui_draw_str( text_x, row_y + 7, ALIGN_L, FNT_JPN12, txt, "[%d] -> %s", idx - 1, p->tex->name );
    } else {
      gui_draw_str( text_x, row_y + 7, ALIGN_L, FNT_JPN12, txt, "[%d] -> %.2f, %.2f, %.2f", idx - 1, p->clr.r, p->clr.g, p->clr.b );
    }

  }

  if( l.show_scroll ) {
    gui_draw_frect( l.track_x, l.track_y, EDITOR_ASSETS_SCROLLBAR_W, l.track_h, ui_clr.bg_alt );
    gui_draw_rect( l.track_x, l.track_y, EDITOR_ASSETS_SCROLLBAR_W, l.track_h, ui_clr.border );

    I32 thumb_h = max( 18, ( l.track_h * l.list_h ) / max( 1, l.content_h ) );
    thumb_h = min( thumb_h, l.track_h );
    I32 travel = max( 1, l.track_h - thumb_h );
    I32 thumb_y = l.track_y + ( travel * editor->gui.assets_scroll ) / max( 1, l.max_scroll );
    gui_draw_frect( l.track_x + 1, thumb_y + 1, EDITOR_ASSETS_SCROLLBAR_W - 2, max( 1, thumb_h - 2 ), ui_clr.txt );
  }
}

static void gui_editor_infobox_draw_fn( void* ptr ) {
  GUI_EDITOR_INFOBOX* box = (GUI_EDITOR_INFOBOX*)ptr;

  I32 x = gui_relx( box );
  I32 y = gui_rely( box );
  I32 w = box->w;
  I32 h = box->h;

  if( box->type == EDITOR_INFOBOX_STATUS ) {
    CLR col = gui_is_fg_window( box )? ui_clr.border : ui_clr.border_inactive;
    gui_draw_frect( x, y, w, h, col );
    gui_draw_frect( x + 1, y + 1, w - 2, h - 2, ui_clr.bg_sec );
    gui_draw_str(
      x + 6,
      y + 4,
      ALIGN_L,
      FNT_JPN12,
      ui_clr.txt,
      "selected tool: %s. click in viewport to create/edit.",
      editor_tool_name()
    );

    if( editor->game && editor->game->gl ) {
      GL_DATA* gl = editor->game->gl;
      gui_draw_str(
        x + w - 6,
        y + 4,
        ALIGN_R,
        FNT_JPN12,
        ui_clr.txt,
        "fps: %.3f (%.5f ms) %dx%d",
        gl->fps,
        gl->frametime,
        gl->canvas_size[0],
        gl->canvas_size[1]
      );
    }
    return;
  }

  gui_draw_str( x, y, ALIGN_L, FNT_JPN12, ui_clr.txt, "assets" );
  y += EDITOR_LAYOUT_TITLE_OFFSET;

  CLR col = gui_is_fg_window( box )? ui_clr.border : ui_clr.border_inactive;
  gui_draw_frect( x, y, w, h, col );
  gui_draw_frect( x + 1, y + 1, w - 2, h - 2, ui_clr.bg_sec );

  gui_draw_push_clip( x + 2, y + 2, w - 4, h - 4 );
  gui_editor_infobox_draw_assets( box, x, y );
  gui_draw_pop_clip();
}

static void gui_editor_infobox_input_fn( void* ptr ) {
  GUI_EDITOR_INFOBOX* box = (GUI_EDITOR_INFOBOX*)ptr;
  static U8 assets_click_held = 0;
  if( box->type == EDITOR_INFOBOX_ASSETS ) {
    I32 x = gui_relx( box );
    I32 y = gui_rely( box ) + EDITOR_LAYOUT_TITLE_OFFSET;
    I32 w = box->w;
    I32 h = box->h;
    I32 prop_count = editor->map ? (I32)editor->map->props.size : 0;
    EDITOR_ASSETS_LAYOUT l = editor_assets_layout( box, x, y, prop_count );
    editor_assets_clamp_scroll( l );
    I32 mx, my;
    gui_cursor_pos( &mx, &my );
    U8 inbounds = mx >= x && mx <= x + w && my >= y && my <= y + h;
    if( inbounds ) {
      U8 scroll = gui_mbutton_down( GUI_MBTNSCROLL );
      if( scroll ) {
        gui_capture_scroll();
        if( scroll == 1 )
          editor->gui.assets_scroll -= EDITOR_ASSETS_SCROLL_STEP;
        else if( scroll == (U8)-1 )
          editor->gui.assets_scroll += EDITOR_ASSETS_SCROLL_STEP;

        editor_assets_clamp_scroll( l );
      }

      U8 m1 = gui_mbutton_down( GUI_MBTNLEFT );
      if( m1 && !assets_click_held && editor->map ) {
        if( mx >= l.row_x && mx < l.row_x + l.row_w ) {
          I32 idx = ( my - l.inner_y + editor->gui.assets_scroll ) / EDITOR_ASSETS_ROW_H;
          if( idx >= 0 && idx < l.count && editor->gui.props ) {
            if( idx == 0 )
              gui_editor_propview_select( editor->gui.props, editor->map, EDITOR_SELECT_ORIGIN );
            else
              gui_editor_propview_select( editor->gui.props, &editor->map->props[idx - 1], EDITOR_SELECT_SURFPROPS );
          }
        }
      }
      assets_click_held = m1;
    }
    if( !gui_mbutton_down( GUI_MBTNLEFT ) )
      assets_click_held = 0;
  }

  gui_base_input_fn( box );
}

static GUI_EDITOR_INFOBOX* gui_editor_infobox( I32 x, I32 y, I32 w, I32 h, U8 type, const char* name ) {
  if( !gui_check_target() )
    return 0;

  GUI_EDITOR_INFOBOX* box = new GUI_EDITOR_INFOBOX;
  box->x = x;
  box->y = y;
  box->w = w;
  box->h = h;
  box->xbound = w;
  box->ybound = h + ( type == EDITOR_INFOBOX_STATUS ? 0 : EDITOR_LAYOUT_TITLE_OFFSET );
  box->draw_fn = gui_editor_infobox_draw_fn;
  box->input_fn = gui_editor_infobox_input_fn;
  box->type = type;
  strcpy( box->name, name );

  GUI_VIEW* parent = gui_get_view();
  box->parent = parent;
  parent->children.push( box );
  return box;
}

static EDITOR_LAYOUT editor_calc_layout( GAME_EDITOR* e ) {
  GUI_EDITORWINDOW* wnd = e->wnd;
  editor_layout_clamp_custom_sizes( e );

  EDITOR_LAYOUT l{};
  l.left_x = EDITOR_LAYOUT_MARGIN;
  l.left_w = e->gui.props_w;
  l.right_x = l.left_x + l.left_w + EDITOR_LAYOUT_COLUMN_GAP;
  l.right_w = max( 1, wnd->w - EDITOR_LAYOUT_MARGIN - l.right_x );
  l.tool_btn_x = l.right_x;
  l.tool_btn_w = 45;
  l.tool_panel_x = l.tool_btn_x + l.tool_btn_w + EDITOR_LAYOUT_TOOL_PANEL_GAP;
  l.tool_panel_w = EDITOR_LAYOUT_TOOL_PANEL_W;

  l.top_y = EDITOR_LAYOUT_NAV_Y;
  l.props_y = EDITOR_LAYOUT_CONTENT_Y;
  l.view_y = EDITOR_LAYOUT_CONTENT_Y;
  l.props_h = e->gui.props_h;
  I32 left_total_h = max( 1, editor_layout_content_bottom( wnd ) - l.props_y );
  I32 props_max_h = left_total_h
                  - EDITOR_LAYOUT_LEFT_BOX_GAP
                  - EDITOR_LAYOUT_ASSETS_MIN_H
                  - ( EDITOR_LAYOUT_TITLE_OFFSET * 2 );
  props_max_h = max( EDITOR_LAYOUT_PROPS_MIN_H, props_max_h );
  l.props_h = min( max( l.props_h, EDITOR_LAYOUT_PROPS_MIN_H ), props_max_h );
  l.assets_y = l.props_y + EDITOR_LAYOUT_TITLE_OFFSET + l.props_h + EDITOR_LAYOUT_LEFT_BOX_GAP;
  l.assets_h = max( EDITOR_LAYOUT_ASSETS_MIN_H, editor_layout_content_bottom( wnd ) - l.assets_y - EDITOR_LAYOUT_TITLE_OFFSET );

  l.view_h = e->gui.view_h;
  l.tool_y = l.view_y + EDITOR_LAYOUT_TITLE_OFFSET + l.view_h + EDITOR_LAYOUT_VIEW_TOOL_GAP;
  l.tool_btn_y = l.tool_y + EDITOR_LAYOUT_TOOL_BTN_TOP_GAP;

  I32 bottom_content = editor_layout_content_bottom( wnd );
  l.tool_h = max( 1, bottom_content - l.tool_y - EDITOR_LAYOUT_TITLE_OFFSET );
  l.tool_panel_h = l.tool_h;
  l.tool_btn_step = 23;

  l.tool_panel_w = EDITOR_LAYOUT_TOOL_PANEL_W;
  I32 required_w = l.tool_btn_w + EDITOR_LAYOUT_TOOL_PANEL_GAP + l.tool_panel_w;
  if( required_w > l.right_w ) {
    I32 overflow = required_w - l.right_w;
    I32 shrink_panel = min( overflow, max( 0, l.tool_panel_w - 180 ) );
    l.tool_panel_w -= shrink_panel;
  }

  l.tool_panel_x = l.tool_btn_x + l.tool_btn_w + EDITOR_LAYOUT_TOOL_PANEL_GAP;

  l.status_x = EDITOR_LAYOUT_MARGIN;
  l.status_w = max( 1, wnd->w - EDITOR_LAYOUT_MARGIN * 2 );
  l.status_h = EDITOR_LAYOUT_STATUS_H;
  l.status_y = wnd->h - EDITOR_LAYOUT_MARGIN - l.status_h;

  return l;
}

static void editor_resize_base_view( GUI_EDITORWINDOW* wnd ) {
  GUI_VIEW* base = (GUI_VIEW*)gui_find_node( wnd, "BASE_VIEW" );
  if( !base )
    return;

  editor_set_bounds( base, 1, 1, wnd->w - 2, wnd->h - 2 );
}

static void editor_layout_start_menu( GAME_EDITOR* e ) {
  GUI_EDITORWINDOW* wnd = e->wnd;
  GUI_LIST* list = (GUI_LIST*)gui_find_node( wnd, "map list" );
  GUI_BUTTON* new_map = (GUI_BUTTON*)gui_find_node( wnd, "new map" );
  GUI_BUTTON* load_map = (GUI_BUTTON*)gui_find_node( wnd, "load map" );
  if( !list || !new_map || !load_map )
    return;

  const I32 min_margin = 10;
  const I32 list_title_offset = 15;
  const I32 button_gap = 10;
  const I32 button_h = 25;
  const I32 list_button_gap = 5;
  I32 list_w = 200;
  I32 list_h = 200;
  I32 max_list_w = max( 80, wnd->w - min_margin * 2 );
  I32 start_y = EDITOR_LAYOUT_CONTENT_Y;
  I32 max_list_h = max( 80, wnd->h - ( start_y + list_title_offset + list_button_gap + button_h + min_margin ) );
  if( list_w > max_list_w ) list_w = max_list_w;
  if( list_h > max_list_h ) list_h = max_list_h;

  I32 x = ( wnd->w - list_w ) / 2;
  I32 y = start_y;
  I32 bottom = y + list_title_offset + list_h + list_button_gap + button_h;
  if( bottom > wnd->h - min_margin ) {
    y = max( min_margin, wnd->h - min_margin - ( list_title_offset + list_h + list_button_gap + button_h ) );
  }

  editor_set_bounds( list, x, y, list_w, list_h );
  I32 bw = max( 50, ( list_w - button_gap ) / 2 );
  I32 by = y + list_title_offset + list_h + list_button_gap;
  editor_set_bounds( new_map, x, by, bw, button_h );
  editor_set_bounds( load_map, x + bw + button_gap, by, bw, button_h );
}

static void editor_layout_tool_buttons( GUI_EDITORWINDOW* wnd, const EDITOR_LAYOUT& l ) {
  const char* names[] = { "none", "select", "wall", "poly", "sprite", "ent" };
  I32 y = l.tool_btn_y;
  for( U32 i = 0; i < sizeof( names ) / sizeof( names[0] ); ++i ) {
    GUI_BUTTON* btn = (GUI_BUTTON*)gui_find_node( wnd, names[i] );
    editor_set_bounds( btn, l.tool_btn_x, y, l.tool_btn_w, 20 );
    y += l.tool_btn_step;
  }
}

static void editor_layout_map_view( GAME_EDITOR* e ) {
  if( !e->gui.v2d || !e->gui.v3d || !e->gui.props || !e->gui.tool )
    return;

  EDITOR_LAYOUT l = editor_calc_layout( e );

  GAME_EDITOR::EDITOR_GUI* egui = &e->gui;
  GUI_BUTTON* back = egui->header_back;
  GUI_BUTTON* save = egui->header_save;
  GUI_BUTTON* v2btn = egui->header_mode_2d;
  GUI_BUTTON* v3btn = egui->header_mode_3d;
  GUI_BUTTON* simbtn = egui->header_mode_sim;
  GUI_LABEL* view_type_lbl = egui->header_viewtype_label;
  GUI_BASE* view_type_seg = egui->header_viewtype;

  const I32 top_btn_y = l.top_y;
  const I32 top_btn_h = 20;
  const I32 nav_left_x = 10;
  const I32 nav_btn_w = 92;
  const I32 nav_gap = 8;
  const I32 mode_btn_w = 92;
  I32 mode_group_w = mode_btn_w * 3 + nav_gap * 2;
  I32 mode_x = e->wnd->w - EDITOR_LAYOUT_MARGIN - mode_group_w;
  I32 type_seg_x = l.right_x;
  I32 type_lbl_w = 64;
  I32 type_lbl_x = type_seg_x - type_lbl_w - 6;
  I32 max_type_w = mode_x - type_seg_x - 8;
  I32 type_seg_w = min( 174, max( 120, max_type_w ) );

  editor_set_bounds( back, nav_left_x, top_btn_y, nav_btn_w, top_btn_h );
  editor_set_bounds( save, nav_left_x + nav_btn_w + nav_gap, top_btn_y, nav_btn_w, top_btn_h );

  GUI_BUTTON* mode_btns[] = { v2btn, v3btn, simbtn };
  const char* mode_names[] = { "[ 2d view ]", "[ 3d view ]", "[ simulation ]" };
  for( I32 i = 0; i < 3; ++i ) {
    I32 bx = mode_x + ( mode_btn_w + nav_gap ) * i;
    editor_set_bounds( mode_btns[i], bx, top_btn_y, mode_btn_w, top_btn_h );
    if( mode_btns[i] )
      snprintf( mode_btns[i]->name, GUI_NAME_LEN, "%s", mode_names[i] );
  }

  U8 show_viewtype = e->gui.view_mode == EDITOR_VIEWMODE_2D;
  if( view_type_lbl ) {
    view_type_lbl->x = type_lbl_x;
    view_type_lbl->y = top_btn_y + 4;
    view_type_lbl->enabled = show_viewtype;
  }
  if( view_type_seg ) {
    editor_set_bounds( view_type_seg, type_seg_x, top_btn_y, type_seg_w, top_btn_h );
    view_type_seg->enabled = show_viewtype;
  }

  editor_set_bounds( e->gui.props, l.left_x, l.props_y, l.left_w, l.props_h );
  if( e->gui.props->itemview ) {
    editor_set_bounds(
      e->gui.props->itemview,
      0,
      EDITOR_LAYOUT_TITLE_OFFSET,
      e->gui.props->w,
      e->gui.props->h
    );
  }
  if( e->gui.assets ) {
    editor_set_bounds( e->gui.assets, l.left_x, l.assets_y, l.left_w, l.assets_h );
  }

  editor_set_bounds( e->gui.v2d, l.right_x, l.view_y, l.right_w, l.view_h );
  e->gui.v2d->ybound = e->gui.v2d->h + EDITOR_LAYOUT_TITLE_OFFSET;
  editor_set_bounds( e->gui.v3d, l.right_x, l.view_y, l.right_w, l.view_h );
  e->gui.v3d->ybound = e->gui.v3d->h + EDITOR_LAYOUT_TITLE_OFFSET;

  editor_layout_tool_buttons( e->wnd, l );

  editor_set_bounds( e->gui.tool, l.tool_panel_x, l.tool_y, l.tool_panel_w, l.tool_panel_h );
  if( e->gui.tool->itemview ) {
    editor_set_bounds(
      e->gui.tool->itemview,
      0,
      EDITOR_LAYOUT_TITLE_OFFSET,
      e->gui.tool->w,
      e->gui.tool->h
    );
  }
  if( e->gui.status ) {
    editor_set_bounds( e->gui.status, l.status_x, l.status_y, l.status_w, l.status_h );
  }

  editor_apply_view_mode( e );

  if( e->gui.gridlabel ) {
    I32 gx = 150;
    I32 gy = e->gui.v2d->h - 4;
    e->gui.gridlabel->x = gx;
    e->gui.gridlabel->y = gy + 1;

    GUI_BUTTON* plus = (GUI_BUTTON*)gui_find_node( e->gui.v2d, "+" );
    GUI_BUTTON* minus = (GUI_BUTTON*)gui_find_node( e->gui.v2d, "-" );
    GUI_CHECKBOX* propgrid = (GUI_CHECKBOX*)gui_find_node( e->gui.v2d, "properties grid" );
    GUI_CHECKBOX* wireframe = (GUI_CHECKBOX*)gui_find_node( e->gui.v2d, "wireframe" );
    editor_set_bounds( plus, gx + 70, gy, 18, 18 );
    editor_set_bounds( minus, gx + 93, gy, 18, 18 );
    editor_set_bounds( propgrid, gx + 120, gy, propgrid ? propgrid->w : 120, 18 );
    editor_set_bounds( wireframe, gx + 240, gy, wireframe ? wireframe->w : 80, 18 );
  }

  GUI_BUTTON* compile = (GUI_BUTTON*)gui_find_node( e->gui.v3d, "compile bsp" );
  GUI_CHECKBOX* drawbsp = (GUI_CHECKBOX*)gui_find_node( e->gui.v3d, "draw bsp" );
  I32 gy3d = e->gui.v3d->h - 4;
  editor_set_bounds( compile, 1, gy3d, 90, 18 );
  editor_set_bounds( drawbsp, 101, gy3d, drawbsp ? drawbsp->w : 80, 18 );

  editor_update_properties_column( e );
  gui_editor_toolview_update( e->gui.tool );
  editor_notify_grid_change( e );
}

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->xbound = wnd->w = w;
  wnd->ybound = 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 );

  GAME_EDITOR* e = editor;
  LIST<GUI_LIST_ENTRY>* map_list = editor_get_map_list( e );

  gui_list( wnd->w / 2 - 100, EDITOR_LAYOUT_CONTENT_Y, 200, 200, "map list", map_list, &editor->gui.map_select );
  gui_button( wnd->w / 2 - 100, EDITOR_LAYOUT_CONTENT_Y + 220, 95, 25, "new map", editor_new_map_cb );
  gui_button( wnd->w / 2 + 5, EDITOR_LAYOUT_CONTENT_Y + 220, 95, 25, "load map", editor_load_map_cb );
  return wnd;
}


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;
  egui->props = gui_editor_propview( 10, EDITOR_LAYOUT_CONTENT_Y, 300, 460 );
  gui_editor_propview_select( egui->props, e->map, EDITOR_SELECT_ORIGIN );
}

void editor_create_auxiliary_panels( GAME_EDITOR* e ) {
  GAME_EDITOR::EDITOR_GUI* egui = &e->gui;
  egui->assets = gui_editor_infobox( 10, EDITOR_LAYOUT_CONTENT_Y + 310, 300, 180, EDITOR_INFOBOX_ASSETS, "EDITOR_ASSETS_VIEW" );
  egui->status = gui_editor_infobox( 10, 568, 780, EDITOR_LAYOUT_STATUS_H, EDITOR_INFOBOX_STATUS, "EDITOR_STATUS_VIEW" );
}

void editor_update_toolview( GAME_EDITOR* e ) {
  GAME_EDITOR::EDITOR_GUI* egui = &e->gui;
  gui_editor_toolview_update( egui->tool );
}

void settool( U8 t ) {
  editor->tool.type = t;

  if( editor->gui.v2d ) {
    editor->gui.v2d->poly_drag = 0;
  }

  if( editor->gui.tool ) {
    editor_update_toolview( editor );
  }
}

static U8 EDITOR_TOOL_BUTTON_TYPES[] = {
  EDITOR_TOOL_NONE,
  EDITOR_TOOL_SELECT,
  EDITOR_TOOL_WALL,
  EDITOR_TOOL_POLY,
  EDITOR_TOOL_SPRITE,
  EDITOR_TOOL_ENT
};

static void settool_btn_cb( void* ptr ) {
  GUI_BUTTON* btn = (GUI_BUTTON*)ptr;
  if( !btn || !btn->extra )
    return;

  settool( *(U8*)btn->extra );
}

void editor_create_toolview_column( GAME_EDITOR* e ) {
  GAME_EDITOR::EDITOR_GUI* egui = &e->gui;

  I32 x = 320;
  I32 y = EDITOR_LAYOUT_CONTENT_Y + EDITOR_LAYOUT_VIEW_DEFAULT_H + EDITOR_LAYOUT_VIEW_TOOL_GAP + EDITOR_LAYOUT_TOOL_BTN_TOP_GAP;
  I32 off = 23;
  const char* labels[] = { "none", "select", "wall", "poly", "sprite", "ent" };

  for( U32 i = 0; i < sizeof( labels ) / sizeof( labels[0] ); ++i ) {
    GUI_BUTTON* btn = gui_button( x, y, 45, 20, labels[i], settool_btn_cb );
    btn->extra = &EDITOR_TOOL_BUTTON_TYPES[i];
    y += off;
  }

  egui->tool = gui_editor_toolview( 370, y - EDITOR_LAYOUT_TOOL_BTN_TOP_GAP, 300, 150 );
  gui_editor_toolview_update( egui->tool );
}

void editor_create_game_view_column( GAME_EDITOR* e ) {
  GAME_EDITOR::EDITOR_GUI* egui = &e->gui;
  I32 x = 320, y = EDITOR_LAYOUT_CONTENT_Y;
  egui->v2d = gui_editor_2dview( x, y, 468, 370 );
  egui->v3d = gui_editor_3dview( x, y, 468, 370 );
  egui->v2d->enabled = 1;
  egui->v3d->enabled = 0;
}

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();
  e->gui.assets = 0;
  e->gui.status = 0;
  e->gui.assets_scroll = 0;
  e->gui.header_viewtype_label = 0;
  e->gui.header_back = 0;
  e->gui.header_save = 0;
  e->gui.header_mode_2d = 0;
  e->gui.header_mode_3d = 0;
  e->gui.header_mode_sim = 0;
  e->gui.header_viewtype = 0;
  e->gui.view2d_type = EDITOR_2DVIEW_TOP_DOWN;
  e->gui.view_mode = EDITOR_VIEWMODE_2D;

  gui_set_window( w );
  gui_set_view( 0 );

  gui_view( 1, 1, w->w - 2, w->h - 2 );

  editor_create_header_controls( e );
  editor_create_properties_column( e );
  editor_create_toolview_column( e );
  editor_create_game_view_column( e );
  editor_create_auxiliary_panels( e );
  editor_layout_map_view( e );
}

void editor_resize( GAME_EDITOR* e, I32 w, I32 h ) {
  if( !e || !e->wnd )
    return;

  w = max( 1, w );
  h = max( 1, h );

  GUI_EDITORWINDOW* wnd = e->wnd;
  if( wnd->w == w && wnd->h == h )
    return;

  editor_set_bounds( wnd, 0, 0, w, h );
  editor_resize_base_view( wnd );

  if( e->map )
    editor_layout_map_view( e );
  else
    editor_layout_start_menu( e );

  if( e->gui.new_map_popup ) {
    GUI_WINDOW* popup = e->gui.new_map_popup;
    if( popup->x > w - 5 ) popup->x = w - 5;
    if( popup->x + popup->w < 5 ) popup->x = 5 - popup->w;
    if( popup->y > h - 5 ) popup->y = h - 5;
    if( popup->y + popup->h < 5 ) popup->y = 5 - popup->h;
  }
}

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 );
}