Improving visuals and icons

This commit is contained in:
Chewico 2025-12-09 10:19:44 +01:00
parent 3817b5a355
commit 19c342b921
30 changed files with 667 additions and 253 deletions

View File

@ -62,8 +62,8 @@ namespace Deer {
REGISTER_OBJECT_METHOD("MeshComponent", "bool get_isActive() const property", StudioAPI::MeshComponentStruct, isActive);
REGISTER_OBJECT_METHOD("MeshComponent", "bool get_hasMesh() const property", StudioAPI::MeshComponentStruct, hasMesh);
REGISTER_OBJECT_METHOD("MeshComponent", "void clear()", StudioAPI::MeshComponentStruct, clear);
REGISTER_OBJECT_METHOD("MeshComponent", "GPUMeshResource get_meshResource() property", StudioAPI::MeshComponentStruct, getMesh);
REGISTER_OBJECT_METHOD("MeshComponent", "void set_meshResource(GPUMeshResource) property", StudioAPI::MeshComponentStruct, setMesh);
REGISTER_OBJECT_METHOD("MeshComponent", "GPUMesh get_meshResource() property", StudioAPI::MeshComponentStruct, getMesh);
REGISTER_OBJECT_METHOD("MeshComponent", "void set_meshResource(GPUMesh) property", StudioAPI::MeshComponentStruct, setMesh);
REGISTER_OBJECT_METHOD("MeshComponent", "void set_isActive(const bool) const property", StudioAPI::MeshComponentStruct, setActive);
}
@ -81,11 +81,11 @@ namespace Deer {
REGISTER_OBJECT_METHOD("ShaderComponent", "bool get_hasShader() const property", StudioAPI::ShaderComponentStruct, hasShader);
REGISTER_OBJECT_METHOD("ShaderComponent", "void clear()", StudioAPI::ShaderComponentStruct, clear);
REGISTER_OBJECT_METHOD("ShaderComponent", "ShaderResource get_shader() const property", StudioAPI::ShaderComponentStruct, getShader);
REGISTER_OBJECT_METHOD("ShaderComponent", "void set_shader(ShaderResource) property", StudioAPI::ShaderComponentStruct, setShader);
REGISTER_OBJECT_METHOD("ShaderComponent", "Shader get_shader() const property", StudioAPI::ShaderComponentStruct, getShader);
REGISTER_OBJECT_METHOD("ShaderComponent", "void set_shader(Shader) property", StudioAPI::ShaderComponentStruct, setShader);
REGISTER_OBJECT_METHOD("ShaderComponent", "TextureResource get_texture() const property", StudioAPI::ShaderComponentStruct, getTexture);
REGISTER_OBJECT_METHOD("ShaderComponent", "void set_texture(TextureResource) property", StudioAPI::ShaderComponentStruct, setTexture);
REGISTER_OBJECT_METHOD("ShaderComponent", "Texture get_texture() const property", StudioAPI::ShaderComponentStruct, getTexture);
REGISTER_OBJECT_METHOD("ShaderComponent", "void set_texture(Texture) property", StudioAPI::ShaderComponentStruct, setTexture);
}
void AngelScriptEngine::registerComponentComponentFunctions() {

View File

@ -10,7 +10,7 @@ namespace Deer {
}
void AngelScriptEngine::registerEnvironmentFunctions() {
scriptEngine->SetDefaultNamespace("Engine");
scriptEngine->SetDefaultNamespace("Resource");
REGISTER_GLOBAL_FUNC("Environment getMainEnvironment()", StudioAPI::getMainEnvironment);
REGISTER_GLOBAL_FUNC("Environment createLoadEnvironment(const string&in envId)", StudioAPI::createLoadEnvironment);
scriptEngine->SetDefaultNamespace("");

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@ -14,7 +14,7 @@ namespace Deer {
REGISTER_OBJECT_METHOD("FrameBuffer", "bool isValid()", StudioAPI::FrameBufferStruct, isValid);
REGISTER_EXT_OBJECT_CONSTRUCTOR("FrameBuffer", "void f()", StudioAPI::frameBuffer_constructor);
scriptEngine->SetDefaultNamespace("Engine");
scriptEngine->SetDefaultNamespace("Resource");
REGISTER_GLOBAL_FUNC("FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4)", StudioAPI::createLoadRGBA8FrameBuffer);
scriptEngine->SetDefaultNamespace("");
}

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@ -16,9 +16,9 @@ namespace Deer {
void AngelScriptEngine::registerResourceStructs() {
scriptEngine->SetDefaultNamespace("");
AS_CHECK(scriptEngine->RegisterObjectType("GPUMeshResource", sizeof(StudioAPI::APIResource<GPUMesh>), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_ALLINTS | asGetTypeTraits<StudioAPI::APIResource<GPUMesh>>()));
AS_CHECK(scriptEngine->RegisterObjectType("ShaderResource", sizeof(StudioAPI::APIResource<Shader>), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_ALLINTS | asGetTypeTraits<StudioAPI::APIResource<Shader>>()));
AS_CHECK(scriptEngine->RegisterObjectType("TextureResource", sizeof(StudioAPI::APIResource<Texture>), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_ALLINTS | asGetTypeTraits<StudioAPI::APIResource<Shader>>()));
AS_CHECK(scriptEngine->RegisterObjectType("GPUMesh", sizeof(StudioAPI::APIResource<GPUMesh>), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_ALLINTS | asGetTypeTraits<StudioAPI::APIResource<GPUMesh>>()));
AS_CHECK(scriptEngine->RegisterObjectType("Shader", sizeof(StudioAPI::APIResource<Shader>), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_ALLINTS | asGetTypeTraits<StudioAPI::APIResource<Shader>>()));
AS_CHECK(scriptEngine->RegisterObjectType("Texture", sizeof(StudioAPI::APIResource<Texture>), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_ALLINTS | asGetTypeTraits<StudioAPI::APIResource<Shader>>()));
scriptEngine->SetDefaultNamespace("");
scriptEngine->RegisterEnum("ResourceType");
@ -29,14 +29,14 @@ namespace Deer {
}
void AngelScriptEngine::registerResourceFunctions() {
registerResourceBasics<GPUMesh>("GPUMeshResource");
registerResourceBasics<Shader>("ShaderResource");
registerResourceBasics<Texture>("TextureResource");
registerResourceBasics<GPUMesh>("GPUMesh");
registerResourceBasics<Shader>("Shader");
registerResourceBasics<Texture>("Texture");
scriptEngine->SetDefaultNamespace("Resource");
REGISTER_GLOBAL_FUNC("GPUMeshResource loadGPUMesh(string&in path)", ResourceManager<GPUMesh>::loadResource<ResourceDataSource>);
REGISTER_GLOBAL_FUNC("ShaderResource loadShader(string&in path)", ResourceManager<Shader>::loadResource<ResourceDataSource>);
REGISTER_GLOBAL_FUNC("TextureResource loadTexture(string&in path)", ResourceManager<Texture>::loadResource<ResourceDataSource>);
REGISTER_GLOBAL_FUNC("GPUMesh loadGPUMesh(string&in path)", ResourceManager<GPUMesh>::loadResource<ResourceDataSource>);
REGISTER_GLOBAL_FUNC("Shader loadShader(string&in path)", ResourceManager<Shader>::loadResource<ResourceDataSource>);
REGISTER_GLOBAL_FUNC("Texture loadTexture(string&in path)", ResourceManager<Texture>::loadResource<ResourceDataSource>);
REGISTER_GLOBAL_FUNC("array<string>@ getResourceFolders(string&in path)", StudioAPI::getResourceFolders);
REGISTER_GLOBAL_FUNC("array<string>@ getResourceFiles(string&in path)", StudioAPI::getResourceFiles);

View File

@ -57,10 +57,10 @@ namespace Deer {
REGISTER_GLOBAL_FUNC("void drawIconHighlight(const string& in, int)", StudioAPI::drawIconHighlight);
REGISTER_GLOBAL_FUNC("void drawIconCenteredHighlight(const string& in, int)", StudioAPI::drawIconCenteredHighlight);
REGISTER_GLOBAL_FUNC("void drawIcon(TextureResource texture, int)", StudioAPI::drawIcon_resource);
REGISTER_GLOBAL_FUNC("void drawIconCentered(TextureResource texture, int)", StudioAPI::drawIconCentered_resource);
REGISTER_GLOBAL_FUNC("void drawIconHighlight(TextureResource texture, int)", StudioAPI::drawIconHighlight_resource);
REGISTER_GLOBAL_FUNC("void drawIconCenteredHighlight(TextureResource texture, int)", StudioAPI::drawIconCenteredHighlight_resource);
REGISTER_GLOBAL_FUNC("void drawIcon(Texture texture, int)", StudioAPI::drawIcon_resource);
REGISTER_GLOBAL_FUNC("void drawIconCentered(Texture texture, int)", StudioAPI::drawIconCentered_resource);
REGISTER_GLOBAL_FUNC("void drawIconHighlight(Texture texture, int)", StudioAPI::drawIconHighlight_resource);
REGISTER_GLOBAL_FUNC("void drawIconCenteredHighlight(Texture texture, int)", StudioAPI::drawIconCenteredHighlight_resource);
// Input state
REGISTER_GLOBAL_FUNC("bool isKeyDown(key)", StudioAPI::isKeyDown);

View File

@ -11,6 +11,7 @@ namespace Deer {
Path rfPath = "Editor/fonts/Roboto-Regular.ttf";
Path faPath = "Editor/fonts/FontAwesome.otf";
Path faNPath = "Editor/fonts/FontAwesome-Normal.otf";
ImFontConfig cnfg;
// cnfg.SizePixels = 26
normalText = io.Fonts->AddFontFromFileTTF(rfPath.generic_string().c_str(), 18);
@ -27,6 +28,7 @@ namespace Deer {
cfg.GlyphRanges = icons_ranges;
cfg.GlyphMinAdvanceX = 18.0f;
io.Fonts->AddFontFromFileTTF(faPath.generic_string().c_str(), 14, &cfg);
io.Fonts->AddFontFromFileTTF(faNPath.generic_string().c_str(), 14, &cfg);
}
titleText = io.Fonts->AddFontFromFileTTF(rfPath.generic_string().c_str(), 32);
@ -35,8 +37,9 @@ namespace Deer {
ImFontConfig cfg;
cfg.MergeMode = true;
cfg.GlyphRanges = icons_ranges;
cfg.GlyphMinAdvanceX = 32.0f;
io.Fonts->AddFontFromFileTTF(faPath.generic_string().c_str(), 32, &cfg);
cfg.GlyphMinAdvanceX = 20.0f;
io.Fonts->AddFontFromFileTTF(faPath.generic_string().c_str(), 20, &cfg);
io.Fonts->AddFontFromFileTTF(faNPath.generic_string().c_str(), 20, &cfg);
}

View File

@ -51,7 +51,6 @@ namespace Deer {
}
bool FrameBufferStruct::isValid() {
DEER_CORE_TRACE("{} fbid", frameBufferId);
return frameBufferId >= 0 && frameBufferId < 100;
}
} // namespace StudioAPI

View File

@ -1,4 +1,4 @@
Entity entity = Engine::getMainEnvironment().getRootEntity();
Entity entity = Resource::getMainEnvironment().getRootEntity();
Entity getActiveEntity() {
return entity;
}

View File

@ -247,19 +247,19 @@ class SceneCamera {
Camera camera;
Transform transform;
}
class GPUMeshResource {
class GPUMesh {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -313,17 +313,17 @@ class MeshComponent {
bool get_isActive() const property;
bool get_hasMesh() const property;
void clear();
GPUMeshResource get_meshResource() property;
void set_meshResource(GPUMeshResource) property;
GPUMesh get_meshResource() property;
void set_meshResource(GPUMesh) property;
void set_isActive(const bool) const property;
}
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -419,18 +419,18 @@ namespace UI { void openPopup(const string&in, any@); }
namespace UI { void closePopup(); }
namespace UI { void dragDropSource(const string&in, any@, const string&in); }
namespace UI { void dragDropTarget(const string&in, AnyCallback@); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { GPUMesh loadGPUMesh(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
namespace Engine { Environment getMainEnvironment(); }
namespace Engine { Environment createLoadEnvironment(const string&in envId); }
namespace Resource { Environment getMainEnvironment(); }
namespace Resource { Environment createLoadEnvironment(const string&in envId); }
namespace Engine { Entity getRoot(); }
namespace Engine { void print(const string&in text); }
namespace Path { string getParent(const string&in path); }
namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Engine { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }
namespace Resource { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }

View File

@ -5,7 +5,7 @@ class AddComponentRender {
}
void addComponentPopup() {
UI::titleCenter("Component");
UI::titleCenter("\uf055 Add Component");
UI::separator();
UI::subMenu("Rendering", Callback(this.addComponentRendering));
if (UI::menuItem("Script Component")) {
@ -14,25 +14,25 @@ class AddComponentRender {
void addComponentRendering() {
if (entity.hasMeshComponent()) {
UI::menuItemDisabled("Mesh Render Component");
UI::menuItemDisabled("\uf248 Mesh Render Component");
} else {
if (UI::menuItem("Mesh Render Component")) {
if (UI::menuItem("\uf248 Mesh Render Component")) {
entity.createMeshComponent();
}
}
if (entity.hasShaderComponent()) {
UI::menuItemDisabled("Shader Render Component");
UI::menuItemDisabled("\uf042 Shader Render Component");
} else {
if (UI::menuItem("Shader Render Component")) {
if (UI::menuItem("\uf042 Shader Render Component")) {
entity.createShaderComponent();
}
}
if (entity.hasCameraComponent()) {
UI::menuItemDisabled("Camera Component");
UI::menuItemDisabled("\uf030 Camera Component");
} else {
if (UI::menuItem("Camera Component")) {
if (UI::menuItem("\uf030 Camera Component")) {
entity.createCameraComponent();
}
}

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@ -11,7 +11,7 @@ class PropertiesPanel : Panel {
// NAME
// Id:0 [+ add component]
UI::title(entity.name);
UI::title("\uf1b2 " + entity.name);
if (!entity.isRoot)
UI::contextItemPopup("##MenuOptions", Callback(this.renameEntityMenu));
UI::separator();
@ -22,35 +22,35 @@ class PropertiesPanel : Panel {
return;
UI::sameline();
if (UI::buttonEnd("Add Component")) {
if (UI::buttonEnd("\uf055 Add Component")) {
UI::openPopup("ADD_COMPONENT", any(entity));
}
UI::space();
TransformPropertiesRender transformComponentRender(entity);
UI::componentNode("Transform Component", Callback(transformComponentRender.renderTransformComponent));
UI::componentNode("\uf0b2 Transform Component", Callback(transformComponentRender.renderTransformComponent));
if (entity.hasMeshComponent()) {
MeshComponentRender meshComponentRender(entity);
UI::componentNodeContextMenu("Mesh Component", Callback(meshComponentRender.render), Callback(meshComponentRender.remove));
UI::componentNodeContextMenu("\uf248 Mesh Component", Callback(meshComponentRender.render), Callback(meshComponentRender.remove));
}
if (entity.hasShaderComponent()) {
ShaderComponentRender shaderComponentRender(entity);
UI::componentNodeContextMenu("Shader Component", Callback(shaderComponentRender.render), Callback(shaderComponentRender.remove));
UI::componentNodeContextMenu("\uf248 Shader Component", Callback(shaderComponentRender.render), Callback(shaderComponentRender.remove));
}
if (entity.hasCameraComponent()) {
CameraComponentRender cameraComponentRender(entity);
UI::componentNodeContextMenu("Camera Component", Callback(cameraComponentRender.render), Callback(cameraComponentRender.remove));
UI::componentNodeContextMenu("\uf030 Camera Component", Callback(cameraComponentRender.render), Callback(cameraComponentRender.remove));
}
UI::space();
UI::separator();
if (UI::buttonCenter("Add Component##2")) {
if (UI::buttonCenter("\uf055 Add Component##2")) {
UI::openPopup("ADD_COMPONENT", any(entity));
}

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@ -14,7 +14,7 @@ class ShaderComponentRender {
}
void setTexture(any@ texture_data) {
TextureResource texture;
Texture texture;
texture_data.retrieve(texture);
Engine::print(texture.name);

View File

@ -247,19 +247,19 @@ class SceneCamera {
Camera camera;
Transform transform;
}
class GPUMeshResource {
class GPUMesh {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -313,17 +313,17 @@ class MeshComponent {
bool get_isActive() const property;
bool get_hasMesh() const property;
void clear();
GPUMeshResource get_meshResource() property;
void set_meshResource(GPUMeshResource) property;
GPUMesh get_meshResource() property;
void set_meshResource(GPUMesh) property;
void set_isActive(const bool) const property;
}
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -419,18 +419,18 @@ namespace UI { void openPopup(const string&in, any@); }
namespace UI { void closePopup(); }
namespace UI { void dragDropSource(const string&in, any@, const string&in); }
namespace UI { void dragDropTarget(const string&in, AnyCallback@); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { GPUMesh loadGPUMesh(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
namespace Engine { Environment getMainEnvironment(); }
namespace Engine { Environment createLoadEnvironment(const string&in envId); }
namespace Resource { Environment getMainEnvironment(); }
namespace Resource { Environment createLoadEnvironment(const string&in envId); }
namespace Engine { Entity getRoot(); }
namespace Engine { void print(const string&in text); }
namespace Path { string getParent(const string&in path); }
namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Engine { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }
namespace Resource { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }

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@ -0,0 +1,7 @@
void do() {
array<int> arrayInt;
}

View File

@ -0,0 +1,405 @@
//This file was generated automatically
funcdef void Callback();
funcdef void AnyCallback(any@);
funcdef void ReciverFunc(any@);
funcdef void TransferFunc(any@, any@);
enum ResourceType {
None = 0,
Mesh = 1,
Shader = 2,
Texture = 3
}
enum key {
A = 546,
B = 547,
C = 548,
D = 549,
E = 550,
F = 551,
G = 552,
H = 553,
I = 554,
J = 555,
K = 556,
L = 557,
M = 558,
N = 559,
O = 560,
P = 561,
Q = 562,
R = 563,
S = 564,
T = 565,
U = 566,
V = 567,
W = 568,
X = 569,
Y = 570,
Z = 571,
K0 = 536,
K1 = 537,
K2 = 538,
K3 = 539,
K4 = 540,
K5 = 541,
K6 = 542,
K7 = 543,
K8 = 544,
K9 = 545,
Tab = 512,
Enter = 525,
Escape = 526,
Backspace = 523,
Space = 524,
Delete = 522,
Insert = 521,
Home = 519,
End = 520,
PageUp = 517,
PageDown = 518,
Right = 514,
Up = 515,
Down = 516,
Left = 513,
RightCtrl = 531,
LeftShift = 528,
RightShift = 532,
LeftAlt = 529,
RightAlt = 533,
LeftSuper = 530,
RightSuper = 534,
LeftCtrl = 527,
MouseLeft = 656,
MouseRight = 657,
MouseMiddle = 658
}
class ref {
~ref();
ref();
ref(const ref&in);
ref(const ?&in);
void opCast(?&out);
ref& opHndlAssign(const ref&in);
ref& opHndlAssign(const ?&in);
bool opEquals(const ref&in) const;
bool opEquals(const ?&in) const;
}
class any {
any@ any();
any@ any(?&in);
any@ any(const int64&in);
any@ any(const double&in);
any& opAssign(any&in);
void store(?&in);
void store(const int64&in);
void store(const double&in);
bool retrieve(?&out);
bool retrieve(int64&out);
bool retrieve(double&out);
}
class string {
~string();
string();
string(const string&in);
string& opAssign(const string&in);
string& opAddAssign(const string&in);
bool opEquals(const string&in) const;
int opCmp(const string&in) const;
string opAdd(const string&in) const;
uint length() const;
void resize(uint);
bool isEmpty() const;
uint8& opIndex(uint);
const uint8& opIndex(uint) const;
string& opAssign(double);
string& opAddAssign(double);
string opAdd(double) const;
string opAdd_r(double) const;
string& opAssign(float);
string& opAddAssign(float);
string opAdd(float) const;
string opAdd_r(float) const;
string& opAssign(int64);
string& opAddAssign(int64);
string opAdd(int64) const;
string opAdd_r(int64) const;
string& opAssign(uint64);
string& opAddAssign(uint64);
string opAdd(uint64) const;
string opAdd_r(uint64) const;
string& opAssign(bool);
string& opAddAssign(bool);
string opAdd(bool) const;
string opAdd_r(bool) const;
string substr(uint start = 0, int count = - 1) const;
int findFirst(const string&in, uint start = 0) const;
int findFirstOf(const string&in, uint start = 0) const;
int findFirstNotOf(const string&in, uint start = 0) const;
int findLast(const string&in, int start = - 1) const;
int findLastOf(const string&in, int start = - 1) const;
int findLastNotOf(const string&in, int start = - 1) const;
void insert(uint pos, const string&in other);
void erase(uint pos, int count = - 1);
}
class dictionaryValue {
~dictionaryValue();
dictionaryValue();
dictionaryValue& opAssign(const dictionaryValue&in);
dictionaryValue& opHndlAssign(const ?&in);
dictionaryValue& opHndlAssign(const dictionaryValue&in);
dictionaryValue& opAssign(const ?&in);
dictionaryValue& opAssign(double);
dictionaryValue& opAssign(int64);
void opCast(?&out);
void opConv(?&out);
int64 opConv();
double opConv();
}
class dictionary {
dictionary@ dictionary();
dictionary& opAssign(const dictionary&in);
void set(const string&in, const ?&in);
bool get(const string&in, ?&out) const;
void set(const string&in, const int64&in);
bool get(const string&in, int64&out) const;
void set(const string&in, const double&in);
bool get(const string&in, double&out) const;
bool exists(const string&in) const;
bool isEmpty() const;
uint getSize() const;
bool delete(const string&in);
void deleteAll();
string[]@ getKeys() const;
dictionaryValue& opIndex(const string&in);
const dictionaryValue& opIndex(const string&in) const;
}
class vec3 {
vec3();
vec3(float, float = 0, float = 0);
vec3 opAdd(const vec3&in);
vec3 opSub(const vec3&in) const;
vec3 opNeg() const;
vec3 opMul(float) const;
vec3 opMul_r(float) const;
float x;
float y;
float z;
}
class quat {
~quat();
quat();
quat(float, float, float, float);
quat opMul(const quat&in) const;
vec3 getEuler() const;
void setEuler(vec3);
float x;
float y;
float z;
float w;
}
class Transform {
Transform();
vec3 relative(vec3);
vec3 position;
vec3 scale;
quat rotation;
}
class Camera {
Camera();
float fov;
float aspect;
float nearZ;
float farZ;
}
class SceneCamera {
SceneCamera();
Camera camera;
Transform transform;
}
class GPUMesh {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class Environment {
void render(FrameBuffer, SceneCamera&in);
Entity getRootEntity();
Entity getEntity(int);
}
class Entity {
string get_name() const property;
void set_name(string&in) property;
int get_id() const property;
Entity createChild(const string&in);
bool get_isRoot() const property;
void destroy();
bool get_exists() const property;
Entity get_parent() property;
void set_parent(Entity) property;
bool isDescendantOf(Entity);
bool opEquals(const Entity&in) const;
EntityChilds get_childs() const property;
TransformComponent get_transform() const property;
MeshComponent getMeshComponent();
MeshComponent createMeshComponent();
bool hasMeshComponent();
void removeMeshComponent();
ShaderComponent getShaderComponent();
ShaderComponent createShaderComponent();
bool hasShaderComponent();
void removeShaderComponent();
CameraComponent getCameraComponent();
CameraComponent createCameraComponent();
bool hasCameraComponent();
void removeCameraComponent();
}
class EntityChilds {
int get_count() const property;
Entity opIndex(int) const;
}
class TransformComponent {
vec3 get_position() const property;
vec3 get_scale() const property;
vec3 get_rotation() const property;
void set_position(const vec3) property;
void set_scale(const vec3) property;
void set_rotation(const vec3) property;
}
class MeshComponent {
bool get_isActive() const property;
bool get_hasMesh() const property;
void clear();
GPUMesh get_meshResource() property;
void set_meshResource(GPUMesh) property;
void set_isActive(const bool) const property;
}
class ShaderComponent {
bool get_hasShader() const property;
void clear();
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
float get_aspectRatio() const property;
float get_nearZ() const property;
float get_farZ() const property;
void set_fov(float) property;
void set_aspectRatio(float) property;
void set_nearZ(float) property;
void set_farZ(float) property;
}
class Panel {
void render();
}
class Service {
}
class FrameBuffer {
FrameBuffer();
void clearRGBA(int, int, int, int);
int get_height() const property;
void resize(int, int);
string get_name() const property;
bool isValid();
}
string formatInt(int64 val, const string&in options = "", uint width = 0);
string formatUInt(uint64 val, const string&in options = "", uint width = 0);
string formatFloat(double val, const string&in options = "", uint width = 0, uint precision = 0);
int64 parseInt(const string&in, uint base = 10, uint&out byteCount = 0);
uint64 parseUInt(const string&in, uint base = 10, uint&out byteCount = 0);
double parseFloat(const string&in, uint&out byteCount = 0);
namespace UI { bool button(const string&in text); }
namespace UI { bool buttonCenter(const string&in text); }
namespace UI { bool buttonEnd(const string&in text); }
namespace UI { bool cartIconButton(const string&in label, const string&in icon, int iconSize, int width); }
namespace UI { bool checkbox(const string&in text, bool value); }
namespace UI { bool checkboxDisabled(const string&in text, bool value); }
namespace UI { float magicSlider(const string&in text, float value, float speed); }
namespace UI { vec3 magicSlider3(const string&in text, vec3 value, float speed); }
namespace UI { int sliderInt(string&in text, int value, int min, int max); }
namespace UI { float slider(string&in text, float value, float min, float max); }
namespace UI { bool inputText(const string&in text, const string&in value, string&out valueOutput); }
namespace UI { bool menuItem(const string&in text); }
namespace UI { void menuItemDisabled(const string&in text); }
namespace UI { void subMenu(const string&in text, Callback@ func); }
namespace UI { void text(const string&in text); }
namespace UI { void textCenter(const string&in text); }
namespace UI { void textEnd(const string&in text); }
namespace UI { void textColor(float r, float g, float b, const string&in text); }
namespace UI { void title(const string&in text); }
namespace UI { void titleCenter(const string&in text); }
namespace UI { void titleCenterY(const string&in text, int height); }
namespace UI { void titleEnd(const string&in text); }
namespace UI { void sameline(); }
namespace UI { void separator(); }
namespace UI { void space(); }
namespace UI { void space(int x, int y = 10); }
namespace UI { void drawFrameBuffer(FrameBuffer, int, int); }
namespace UI { void drawFrameBufferCentered(FrameBuffer, int, int); }
namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
namespace UI { bool isItemClicked(int); }
namespace UI { bool isMouseDoubleClicked(int); }
namespace UI { float getMouseDragDeltaX(); }
namespace UI { float getMouseDragDeltaY(); }
namespace UI { float getMouseDeltaX(); }
namespace UI { float getMouseDeltaY(); }
namespace UI { bool isPanelActive(); }
namespace UI { void disablePanelPadding(bool); }
namespace UI { int getAvailableSizeX(); }
namespace UI { int getAvailableSizeY(); }
namespace UI { void automaticColumns(int); }
namespace UI { void columns(int); }
namespace UI { void nextColumn(); }
namespace UI { void endColumns(); }
namespace UI { void treeNodeLeaf(const string&in, bool); }
namespace UI { bool treeNode(const string&in, bool, Callback@); }
namespace UI { bool componentNode(const string&in, Callback@); }
namespace UI { bool componentNodeContextMenu(const string&in, Callback@, Callback@); }
namespace UI { void contextItemPopup(const string&in, Callback@); }
namespace UI { void contextMenuPopup(const string&in, Callback@); }
namespace UI { void modalPopup(const string&in, Callback@); }
namespace UI { void simplePopup(const string&in, Callback@); }
namespace UI { void openPopup(const string&in, any@); }
namespace UI { void closePopup(); }
namespace UI { void dragDropSource(const string&in, any@, const string&in); }
namespace UI { void dragDropTarget(const string&in, AnyCallback@); }
namespace Resource { GPUMesh loadGPUMesh(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
namespace Resource { Environment getMainEnvironment(); }
namespace Resource { Environment createLoadEnvironment(const string&in envId); }
namespace Engine { Entity getRoot(); }
namespace Engine { void print(const string&in text); }
namespace Path { string getParent(const string&in path); }
namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }

View File

@ -71,7 +71,7 @@ bool drawFileIcon(string&in name, string&in dragId, any dragData, string&in over
return click;
}
bool drawTextureIcon(string&in name, string&in dragId, any dragData, string&in overlay, TextureResource texture, bool selected = false) {
bool drawTextureIcon(string&in name, string&in dragId, any dragData, string&in overlay, Texture texture, bool selected = false) {
bool click = false;
if (selected) {
UI::drawIconCenteredHighlight(texture, 64);

View File

@ -56,7 +56,7 @@ class ResourceExplorer : Panel {
}
if (resType == ResourceType::Texture) {
TextureResource textureResource = Resource::loadTexture(filename);
Texture texture = Resource::loadTexture(filename);
if (UI::cartIconButton(Path::getName(filename), "texture.png", 64, UI::getAvailableSizeX())) {
selectedResource = filename;
}

View File

@ -247,19 +247,19 @@ class SceneCamera {
Camera camera;
Transform transform;
}
class GPUMeshResource {
class GPUMesh {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -313,17 +313,17 @@ class MeshComponent {
bool get_isActive() const property;
bool get_hasMesh() const property;
void clear();
GPUMeshResource get_meshResource() property;
void set_meshResource(GPUMeshResource) property;
GPUMesh get_meshResource() property;
void set_meshResource(GPUMesh) property;
void set_isActive(const bool) const property;
}
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -419,18 +419,18 @@ namespace UI { void openPopup(const string&in, any@); }
namespace UI { void closePopup(); }
namespace UI { void dragDropSource(const string&in, any@, const string&in); }
namespace UI { void dragDropTarget(const string&in, AnyCallback@); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { GPUMesh loadGPUMesh(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
namespace Engine { Environment getMainEnvironment(); }
namespace Engine { Environment createLoadEnvironment(const string&in envId); }
namespace Resource { Environment getMainEnvironment(); }
namespace Resource { Environment createLoadEnvironment(const string&in envId); }
namespace Engine { Entity getRoot(); }
namespace Engine { void print(const string&in text); }
namespace Path { string getParent(const string&in path); }
namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Engine { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }
namespace Resource { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }

View File

@ -247,19 +247,19 @@ class SceneCamera {
Camera camera;
Transform transform;
}
class GPUMeshResource {
class GPUMesh {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -313,17 +313,17 @@ class MeshComponent {
bool get_isActive() const property;
bool get_hasMesh() const property;
void clear();
GPUMeshResource get_meshResource() property;
void set_meshResource(GPUMeshResource) property;
GPUMesh get_meshResource() property;
void set_meshResource(GPUMesh) property;
void set_isActive(const bool) const property;
}
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -419,18 +419,18 @@ namespace UI { void openPopup(const string&in, any@); }
namespace UI { void closePopup(); }
namespace UI { void dragDropSource(const string&in, any@, const string&in); }
namespace UI { void dragDropTarget(const string&in, AnyCallback@); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { GPUMesh loadGPUMesh(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
namespace Engine { Environment getMainEnvironment(); }
namespace Engine { Environment createLoadEnvironment(const string&in envId); }
namespace Resource { Environment getMainEnvironment(); }
namespace Resource { Environment createLoadEnvironment(const string&in envId); }
namespace Engine { Entity getRoot(); }
namespace Engine { void print(const string&in text); }
namespace Path { string getParent(const string&in path); }
namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Engine { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }
namespace Resource { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }

View File

@ -70,8 +70,8 @@ class ViewportPanel : Panel {
}
void init() {
frameBuffer = Engine::createLoadRGBA8FrameBuffer("MainFrameBuffer", 400, 400);
mainEnv = Engine::getMainEnvironment();
frameBuffer = Resource::createLoadRGBA8FrameBuffer("MainFrameBuffer", 400, 400);
mainEnv = Resource::getMainEnvironment();
sceneCamera.transform.position = vec3(0, 1, -2);
sceneCamera.camera.nearZ = 0.1;

View File

@ -142,7 +142,6 @@ class string {
void erase(uint pos, int count = - 1);
}
class array<T> {
funcdef bool less(const T&in a, const T&in b);
T[]@ array(int&in);
T[]@ array(int&in, uint length);
T[]@ array(int&in, uint length, const T&in value);
@ -169,6 +168,7 @@ class array<T> {
int findByRef(uint startAt, const T&in value) const;
bool opEquals(const T[]&in) const;
bool isEmpty() const;
funcdef bool less(const T&in a, const T&in b);
void sort(T[]::less&in, uint startAt = 0, uint count = uint ( - 1 ));
funcdef bool less(const T&in, const T&in);
}
@ -247,19 +247,19 @@ class SceneCamera {
Camera camera;
Transform transform;
}
class GPUMeshResource {
class GPUMesh {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -313,17 +313,17 @@ class MeshComponent {
bool get_isActive() const property;
bool get_hasMesh() const property;
void clear();
GPUMeshResource get_meshResource() property;
void set_meshResource(GPUMeshResource) property;
GPUMesh get_meshResource() property;
void set_meshResource(GPUMesh) property;
void set_isActive(const bool) const property;
}
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -419,18 +419,18 @@ namespace UI { void openPopup(const string&in, any@); }
namespace UI { void closePopup(); }
namespace UI { void dragDropSource(const string&in, any@, const string&in); }
namespace UI { void dragDropTarget(const string&in, AnyCallback@); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { GPUMesh loadGPUMesh(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
namespace Engine { Environment getMainEnvironment(); }
namespace Engine { Environment createLoadEnvironment(const string&in envId); }
namespace Resource { Environment getMainEnvironment(); }
namespace Resource { Environment createLoadEnvironment(const string&in envId); }
namespace Engine { Entity getRoot(); }
namespace Engine { void print(const string&in text); }
namespace Path { string getParent(const string&in path); }
namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Engine { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }
namespace Resource { FrameBuffer createLoadRGBA8FrameBuffer(const string&in, int width, int height, int samples = 4); }

View File

@ -14,7 +14,7 @@ class ShaderComponentRender {
}
void setTexture(any@ texture_data) {
TextureResource texture;
Texture texture;
texture_data.retrieve(texture);
Engine::print(texture.name);

View File

@ -259,10 +259,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -336,13 +336,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -413,8 +413,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
@ -695,10 +695,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -772,13 +772,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -822,10 +822,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -849,8 +849,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }

View File

@ -72,7 +72,7 @@ bool drawFileIcon(string&in name, string&in dragId, any dragData, string&in over
return click;
}
bool drawTextureIcon(string&in name, string&in dragId, any dragData, string&in overlay, TextureResource texture, bool selected = false) {
bool drawTextureIcon(string&in name, string&in dragId, any dragData, string&in overlay, Texture texture, bool selected = false) {
bool click = false;
if (selected) {
UI::drawIconCenteredHighlight(texture, 64);

View File

@ -50,8 +50,8 @@ class ResourceExplorer : DockPanel {
}
if (resType == ResourceType::Texture) {
TextureResource textureResource = Resource::loadTexture(filename);
if (drawTextureIcon(Path::getName(filename), "TEXTURE", any(textureResource), Path::getName(filename), textureResource, selected)) {
Texture Texture = Resource::loadTexture(filename);
if (drawTextureIcon(Path::getName(filename), "TEXTURE", any(Texture), Path::getName(filename), Texture, selected)) {
selectedResource = filename;
}
return;

View File

@ -259,10 +259,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -336,13 +336,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -413,8 +413,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
@ -695,10 +695,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -772,13 +772,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -822,10 +822,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -849,8 +849,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }

View File

@ -259,10 +259,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -336,13 +336,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -413,8 +413,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
@ -695,10 +695,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -772,13 +772,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -822,10 +822,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -849,8 +849,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }

View File

@ -259,10 +259,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -336,13 +336,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -413,8 +413,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }
@ -695,10 +695,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -772,13 +772,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -822,10 +822,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -849,8 +849,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }

View File

@ -259,10 +259,10 @@ class MeshComponent {
class ShaderComponent {
bool get_hasShader() const property;
void clear();
ShaderResource get_shader() const property;
void set_shader(ShaderResource) property;
TextureResource get_texture() const property;
void set_texture(TextureResource) property;
Shader get_shader() const property;
void set_shader(Shader) property;
Texture get_texture() const property;
void set_texture(Texture) property;
}
class CameraComponent {
float get_fov() const property;
@ -336,13 +336,13 @@ class GPUMeshResource {
string get_path() const property;
int get_resourceId() const property;
}
class ShaderResource {
class Shader {
bool isValid() const;
string get_name() const property;
string get_path() const property;
int get_resourceId() const property;
}
class TextureResource {
class Texture {
bool isValid() const;
string get_name() const property;
string get_path() const property;
@ -386,10 +386,10 @@ namespace UI { void drawIcon(const string&in, int); }
namespace UI { void drawIconCentered(const string&in, int); }
namespace UI { void drawIconHighlight(const string&in, int); }
namespace UI { void drawIconCenteredHighlight(const string&in, int); }
namespace UI { void drawIcon(TextureResource texture, int); }
namespace UI { void drawIconCentered(TextureResource texture, int); }
namespace UI { void drawIconHighlight(TextureResource texture, int); }
namespace UI { void drawIconCenteredHighlight(TextureResource texture, int); }
namespace UI { void drawIcon(Texture texture, int); }
namespace UI { void drawIconCentered(Texture texture, int); }
namespace UI { void drawIconHighlight(Texture texture, int); }
namespace UI { void drawIconCenteredHighlight(Texture texture, int); }
namespace UI { bool isKeyDown(key); }
namespace UI { bool isKeyPressed(key); }
namespace UI { bool isMouseDragging(key); }
@ -413,8 +413,8 @@ namespace Path { string getParentName(const string&in path); }
namespace Path { string getName(const string&in path); }
namespace Path { string[]@ divide(const string&in path); }
namespace Resource { GPUMeshResource loadGPUMesh(string&in path); }
namespace Resource { ShaderResource loadShader(string&in path); }
namespace Resource { TextureResource loadTexture(string&in path); }
namespace Resource { Shader loadShader(string&in path); }
namespace Resource { Texture loadTexture(string&in path); }
namespace Resource { string[]@ getResourceFolders(string&in path); }
namespace Resource { string[]@ getResourceFiles(string&in path); }
namespace Resource { ResourceType getResourceType(string&in path); }

View File

@ -70,7 +70,7 @@ DockSpace ID=0x0AC2E849 Window=0xD0388BC8 Pos=0,34 Size=1920,976 Split=Y
DockNode ID=0x00000005 Parent=0x0AC2E849 SizeRef=1920,615 Split=X
DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1490,645 Split=X Selected=0xD9E076F4
DockNode ID=0x00000001 Parent=0x00000002 SizeRef=431,976 Selected=0x16E3C1E7
DockNode ID=0x00000004 Parent=0x00000002 SizeRef=1057,976 CentralNode=1 Selected=0x0F5FFC8C
DockNode ID=0x00000004 Parent=0x00000002 SizeRef=1057,976 CentralNode=1 Selected=0xD9E076F4
DockNode ID=0x00000003 Parent=0x00000005 SizeRef=428,645 Selected=0x9876A79B
DockNode ID=0x00000006 Parent=0x0AC2E849 SizeRef=1920,359 Selected=0x018A0F9B
DockSpace ID=0xA1672E74 Pos=0,34 Size=1920,976 CentralNode=1 Selected=0x9ED090AF