roleplay/client/include/editor.h

103 lines
4.0 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;
// selected_vertices[i] (and hover_vertex below) is mode-dependent: a real
// vertex index (1-6) in Vertex mode, a wedge/triangle index (0-5) in Hex
// mode - same "hex mode used to just hardcode this to a placeholder"
// shape as before (that placeholder was always 0, now it's whichever
// wedge was actually picked). Always homogeneous within a frame, since
// on_mode_changed clears the selection on every mode switch.
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 destroy_editor_data(EditorData* data);
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_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);
// triangle (0-5) is always populated on a hit, independent of edge_only -
// it's the wedge the ray landed in, used by Hex-mode selection.
bool editor_pick(ClientContext* context, double cursor[2], uint32_t* rid, uint32_t* hid, uint32_t* vertex, uint32_t* triangle, bool edge_only);
// Declared here since set_vertex_color/set_vertex_height are defined in
// editor.c but need to be callable from editor_lua.c's Lua bindings.
VkResult set_vertex_height(float height, uint32_t region, uint32_t hex, uint32_t vertex, ClientContext* context);
VkResult set_vertex_color(vec4 color, uint32_t region, uint32_t hex, uint32_t vertex, ClientContext* context);
VkResult set_hex_triangle_color(vec4 color, uint32_t region, uint32_t hex, uint32_t triangle, ClientContext* context);
VkResult set_hex_flat(bool flat, uint32_t region, uint32_t hex, uint32_t triangle, ClientContext* context);
void editor_selection_set_color(ClientContext* context, vec4 color);
void editor_selection_nudge_height(ClientContext* context, float delta);
void editor_selection_toggle_flat(ClientContext* context);
#endif