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-rw-r--r--src/engine/editor/Editor.cpp166
1 files changed, 166 insertions, 0 deletions
diff --git a/src/engine/editor/Editor.cpp b/src/engine/editor/Editor.cpp
new file mode 100644
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--- /dev/null
+++ b/src/engine/editor/Editor.cpp
@@ -0,0 +1,166 @@
+#include <libultraship/libultraship.h>
+#include <libultra/gbi.h>
+#include "../CoreMath.h"
+#include <libultra/types.h>
+#include "../World.h"
+
+#include "Editor.h"
+#include "Collision.h"
+#include "Light.h"
+
+#include "port/Engine.h"
+#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
+#include <window/Window.h>
+
+#include "engine/actors/Ship.h"
+#include "port/Game.h"
+
+extern "C" {
+#include "common_structs.h"
+#include "main.h"
+#include "defines.h"
+#include "actors.h"
+#include "camera.h"
+}
+
+namespace Editor {
+ int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
+ uint8_t resize);
+
+ Editor::Editor() {
+ }
+
+ void Editor::Load() {
+ printf("Editor: Loading Editor...\n");
+ eObjectPicker.Load();
+ for (auto& object : eGameObjects) {
+ GenerateCollisionMesh(object, object->Model, 1.0f);
+ object->Load();
+ }
+ printf("Editor: Loading Complete!\n");
+ }
+
+ void Editor::Tick() {
+
+ if (CVarGetInteger("gEditorEnabled", 0) == true) {
+ bEditorEnabled = true;
+ } else {
+ bEditorEnabled = false;
+ return;
+ }
+
+ auto wnd = GameEngine::Instance->context->GetWindow();
+
+ static bool wasMouseDown = false;
+ static bool isDragging = false;
+ static Ship::Coords mouseStartPos;
+
+ Ship::Coords mousePos = wnd->GetMousePos();
+ bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT);
+
+ eGameObjects.erase(
+ std::remove_if(eGameObjects.begin(), eGameObjects.end(),
+ [](const auto& object) { return (*object->DespawnFlag) == object->DespawnValue; }),
+ eGameObjects.end());
+
+ if (isMouseDown && !wasMouseDown) {
+ // Mouse just pressed (Pressed state)
+ mouseStartPos = mousePos;
+ isDragging = false;
+ }
+
+ if (isMouseDown) {
+ // Mouse is being held (Held state)
+ int dx = mousePos.x - mouseStartPos.x;
+ int dy = mousePos.y - mouseStartPos.y;
+ int dragThreshold = 5; // Adjust as needed
+
+ if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) {
+ // Squared distance check to avoid unnecessary sqrt()
+ isDragging = true;
+ eObjectPicker.DragHandle(); // Call drag logic
+ }
+ }
+
+ if (!isMouseDown && wasMouseDown) {
+ // Mouse just released (Released state)
+ eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None;
+ eObjectPicker.eGizmo.ManipulationStart = true;
+ if (!isDragging) {
+ eObjectPicker.SelectObject(eGameObjects);
+ }
+
+ }
+
+ wasMouseDown = isMouseDown; // Update previous state
+
+ eObjectPicker.Tick();
+
+ for (auto& object : eGameObjects) {
+ object->Tick();
+ }
+ }
+
+ void Editor::Draw() {
+ if (!bEditorEnabled) {
+ return;
+ }
+ eObjectPicker.Draw();
+ for (auto& object : eGameObjects) {
+ object->Draw();
+ }
+ }
+
+ GameObject* Editor::AddObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, float collScale, GameObject::CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) {
+ //printf("After AddObj: Pos(%f, %f, %f), Name: %s, Model: %s\n",
+ // pos->x, pos->y, pos->z, name, model);
+ if (model != nullptr) {
+ eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, collision, boundingBoxSize, despawnFlag, despawnValue));
+ GenerateCollisionMesh(eGameObjects.back(), model, collScale);
+ } else { // to bounding box or sphere collision
+ eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, GameObject::CollisionType::BOUNDING_BOX,
+ 10.0f, despawnFlag, despawnValue));
+ }
+ return eGameObjects.back();
+ }
+
+ void Editor::AddLight(const char* name, FVector* pos, s8* rot) {
+ eGameObjects.push_back(new LightObject(name, pos, rot));
+ }
+
+ void Editor::ClearObjects() {
+ for (auto& obj : eGameObjects) {
+ delete obj;
+ }
+ eGameObjects.clear();
+ }
+
+ void Editor::DeleteObject() {
+ GameObject* obj = eObjectPicker.eGizmo._selected;
+
+ if (obj) {
+ *obj->DespawnFlag = obj->DespawnValue;
+ obj = nullptr;
+ eObjectPicker._selected = nullptr;
+ }
+ }
+
+ void Editor::ClearMatrixPool() {
+ EditorMatrix.clear();
+ }
+
+ void Editor::SelectObjectFromSceneExplorer(GameObject* object) {
+ eObjectPicker._selected = object;
+ eObjectPicker.eGizmo.Enabled = true;
+ eObjectPicker.eGizmo.SetGizmoNoCursor(object);
+ }
+
+ void Editor::SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
+ eObjectPicker.eGizmo.dimensions.MinX = minX + -1000;
+ eObjectPicker.eGizmo.dimensions.MaxX = maxX + 1000;
+ eObjectPicker.eGizmo.dimensions.MinY = minY + -100;
+ eObjectPicker.eGizmo.dimensions.MaxY = maxY + 500;
+ eObjectPicker.eGizmo.dimensions.MinZ = minZ + -1000;
+ eObjectPicker.eGizmo.dimensions.MaxZ = maxZ + 1000;
+ }
+}