roleplay/client/include/editor.h

84 lines
2.7 KiB
C

#ifndef EDITOR_H
#define EDITOR_H
#include "engine.h"
typedef enum EditorModeEnum {
MODE_NONE,
MODE_VERTEX,
MODE_NEIGHBOR,
MODE_HEX,
MODE_REGION,
MODE_MAX_ENUM,
} EditorMode;
typedef struct EditorDataStruct EditorData;
typedef struct ModeKeyStruct ModeKey;
typedef void(*ModeKeyCallback)(EditorData* data, ClientContext* context, ModeKey* binding, int action, int mods);
struct ModeKeyStruct {
int key;
ModeKeyCallback logic;
int axis;
float amount;
};
struct EditorDataStruct {
ModeKey* mode_keys[MODE_MAX_ENUM];
uint32_t mode_key_counts[MODE_MAX_ENUM];
// The full-window container hosting context->camera (see editor_startup/
// container_set_camera) - kept around so editor_frame_callback's resize
// check can update its size without a lookup every frame.
Container* main_container;
uint32_t selected_max;
uint32_t selected_count;
uint32_t* selected_regions;
uint32_t* selected_hexes;
uint32_t* selected_vertices;
bool hover_valid;
uint32_t hover_region;
uint32_t hover_hex;
uint32_t hover_vertex;
// Camera control scheme: WASD/scroll accumulate into these, which
// editor_frame_callback integrates into context->camera each frame. The
// camera itself (position/rotation/distance/view) is engine-owned
// (ClientContext.camera) - this is app policy for how input drives it,
// not camera state, so a different app (or a scripted sequence) can drive
// the same camera without this accumulator scheme at all.
vec3 velocity;
int32_t spin[2];
int32_t zoom;
float spin_speed;
float zoom_speed;
float move_speed;
};
EditorData* create_editor_data(void);
void editor_startup(ClientContext* context);
void editor_frame_callback(ClientContext* context, double delta_time);
void editor_key_callback(ClientContext* context, int key, int action, int mods);
void editor_scroll_callback(ClientContext* context, double x, double y);
void editor_button_callback(ClientContext* context, float x, float y, int button, int action, int mods);
void editor_cursor_callback(ClientContext* context, float x, float y);
EditorMode current_mode(ClientContext* context);
void editor_set_mode(ClientContext* context, EditorMode mode);
void resize_selected(EditorData* data, unsigned int size);
int32_t find_selected_hex(EditorData* data, uint32_t region, uint32_t hex);
int32_t find_selected_vertex(EditorData* data, uint32_t region, uint32_t hex, uint32_t vertex);
void add_selected(EditorData* data, uint32_t region, uint32_t hex, uint32_t vertex);
void remove_selected_at(EditorData* data, uint32_t index);
bool editor_pick(ClientContext* context, double cursor[2], uint32_t* rid, uint32_t* hid, uint32_t* vertex, bool edge_only);
#endif