DeerEngine/roe/Editor/as.predefined_old

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funcdef void ReciverFunc(any@ value);
funcdef void TransferFunc(any@ from, any@ data);
enum key
{
None = 0,
A, B, C, D, E, F, G, H, I, J, K, L, M,
N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
K0, K1, K2, K3, K4, K5, K6, K7, K8, K9,
Tab, Enter, Escape, Backspace, Space, Delete, Insert, Home, End, PageUp, PageDown,
Right, Up, Down, Left,
RightCtrl, LeftShift, RightShift,
LeftAlt, RightAlt, LeftSuper,
RightSuper, LeftCtrl,
MouseLeft,MouseRight,MouseMiddle
};
//This file was generated automatically
enum AssetType {
Mesh = 1,
Shader = 2
}
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 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& opAssign(any&in);
any();
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 Entity {
// Gets the entity's name
string get_name() const property;
// Sets the entity's name
void set_name(string&in) property;
// Gets the unique entity ID
int get_id() const property;
// Creates a new child entity with the given name
Entity createChild(const string&in);
// Returns true if this entity is the root entity
bool get_isRoot() const property;
// Destroys this entity
void destroy();
// Returns true if the entity currently exists
bool get_exists() const property;
// Gets the parent entity
Entity get_parent() property;
// Sets the parent entity
void set_parent(Entity) property;
// Checks if this entity is a descendant of the given entity
bool isDescendantOf(Entity);
// Compares this entity with another entity for equality
bool opEquals(const Entity&in) const;
// Gets the collection of child entities
EntityChilds get_childs() const property;
// Gets the transform component of the entity
TransformComponent get_transform() const property;
// Mesh component methods
MeshComponent getMeshComponent();
MeshComponent createMeshComponent();
bool hasMeshComponent();
void removeMeshComponent();
// Shader component methods
ShaderComponent getShaderComponent();
ShaderComponent createShaderComponent();
bool hasShaderComponent();
void removeShaderComponent();
// Camera component methods
CameraComponent getCameraComponent();
CameraComponent createCameraComponent();
bool hasCameraComponent();
void removeCameraComponent();
}
class EntityChilds {
// Gets the number of child entities
int get_count() const property;
// Access child entity by index
Entity opIndex(int) const;
}
class TransformComponent {
// Gets/sets position vector
vec3 get_position() const property;
void set_position(const vec3) property;
// Gets/sets scale vector
vec3 get_scale() const property;
void set_scale(const vec3) property;
// Gets/sets rotation vector (Euler angles)
vec3 get_rotation() const property;
void set_rotation(const vec3) property;
}
class MeshComponent {
// Is mesh component active?
bool get_isActive() const property;
void set_isActive(const bool) property;
// Does this component have a mesh assigned?
bool get_hasMesh() const property;
// Clears the mesh data
void clear();
// Gets/sets mesh identifier
string getMesh();
void setMesh(string&in);
}
class ShaderComponent {
// Does this component have a shader assigned?
bool get_hasShader() const property;
// Clears the shader data
void clear();
// Gets/sets shader identifier
string getShader();
void setShader(const string&in);
}
class CameraComponent {
// Gets/sets field of view
float get_fov() const property;
void set_fov(float) property;
// Gets/sets aspect ratio
float get_aspectRatio() const property;
void set_aspectRatio(float) property;
// Gets/sets near clipping plane distance
float get_nearZ() const property;
void set_nearZ(float) property;
// Gets/sets far clipping plane distance
float get_farZ() const property;
void set_farZ(float) property;
}
class vec3 {
// Default constructor (zero vector)
vec3();
// Constructor with components (y,z default to 0)
vec3(float, float = 0, float = 0);
// Vector addition
vec3 opAdd(const vec3&in);
// Vector subtraction
vec3 opSub(const vec3&in) const;
// Negation
vec3 opNeg() const;
// Multiply by scalar
vec3 opMul(float) const;
vec3 opMul_r(float) const;
float x;
float y;
float z;
}
class quat {
~quat();
quat();
quat(const quat&in);
quat(float, float, float, float);
// Quaternion multiplication
quat opMul(const quat&in) const;
// Gets/sets Euler angles representation of the quaternion
vec3 getEuler() const;
void setEuler(vec3);
float x;
float y;
float z;
float w;
}
class Transform {
Transform();
vec3 position;
vec3 scale;
quat rotation;
// Returns a vec3 relative to the transform
vec3 relative(vec3);
}
class Camera {
~Camera();
float fov;
float aspect;
float nearZ;
float farZ;
}
class SceneCamera {
~SceneCamera();
Camera camera;
Transform transform;
}
class FrameBuffer {
// Clears the framebuffer with RGBA color
void clearRGBA(int, int, int, int);
// Gets the height of the framebuffer
int get_height() const property;
// Resizes the framebuffer
void resize(int, int);
// Gets the framebuffer's name
string get_name() const property;
bool isValid();
}
class Environment {
// Renders the scene with the given camera and framebuffer target
void render(FrameBuffer, SceneCamera);
// Gets the root entity of the environment
Entity getRootEntity();
// Gets an entity by its ID
Entity getEntity(int);
}
class DockPanel {
// Called to render the dock panel UI
void onRender();
void onInit();
void onMenuBar();
}
// Format a signed 64-bit integer to string with optional formatting and width
string formatInt(int64 val, const string& in options = "", uint width = 0);
// Format an unsigned 64-bit integer to string with optional formatting and width
string formatUInt(uint64 val, const string& in options = "", uint width = 0);
// Format a double-precision float to string with options, width, and precision
string formatFloat(double val, const string& in options = "", uint width = 0, uint precision = 0);
// Parse a signed 64-bit integer from string with base, returning byte count parsed
int64 parseInt(const string& in str, uint base = 10, uint& out byteCount = 0);
// Parse an unsigned 64-bit integer from string with base, returning byte count parsed
uint64 parseUInt(const string& in str, uint base = 10, uint& out byteCount = 0);
// Parse a double-precision float from string, returning byte count parsed
double parseFloat(const string& in str, uint& out byteCount = 0);
namespace Engine {
// Print a message to the engine's console or log
void print(const string& in message);
// Retrieve the root entity of the scene or hierarchy
Entity getRoot();
// Create an RGBA8 framebuffer with a name and size
FrameBuffer createRGBA8FrameBuffer(const string& in name, int width, int height);
// Retrieve an existing framebuffer by name
FrameBuffer getFrameBuffer(const string& in name);
// Get the main environment instance
Environment getMainEnvironment();
// Create a new environment
Environment createEnvironment();
}
namespace Resource {
// Get the number of resources of a given type and category
int getAssetCount(AssetType type, const string& in category);
// Get the name of a resource by type, category, and resource ID
string getAssetNameById(AssetType type, const string& in category, int id);
// Get the file path of a resource by type, category, and resource ID
string getAssetTypePathById(AssetType type, const string& in category, int id);
// Get the number of directories of a given resource type and category
int getDirCount(AssetType type, const string& in category);
// Get the path of a directory by resource type, category, and directory ID
string getDirPathById(AssetType type, const string& in category, int id);
// Get the name of a directory by resource type, category, and directory ID
string getDirNameById(AssetType type, const string& in category, int id);
}
namespace UI {
// Columns
// Setup automatic columns with given count
void setupAutomaticColumns(int count);
// Setup fixed columns count
void setupColumns(int count);
// End columns layout
void endColumns();
// Move to next column
void nextColumn();
// Tree nodes
// Draw leaf node with label and open state
void treeNodeLeaf(const string& in label, bool open);
// Draw tree node with label, open state, data, and callback
bool treeNode(const string& in label, bool open, any@ data, ReciverFunc@ cb);
// Draw component node with label, data, and callback
bool componentNode(const string& in label, any@ data, ReciverFunc@ cb);
// Draw component node with context menu support
bool componentNode_contextMenu(const string& in label, any@ data, ReciverFunc@ cb, ReciverFunc@ ctxMenu);
// Popups & Context menus
// Show a context menu popup with callback
void contextMenuPopup(const string& in label, any@ data, ReciverFunc@ cb);
// Popup attached to an item with label, data, and callback
void contextItemPopup(const string& in label, any@ data, ReciverFunc@ cb);
// Show a modal popup blocking interaction until closed
void modalPopup(const string& in label, ReciverFunc@ cb);
// Show a simple popup window with callback
void simplePopup(const string& in label, ReciverFunc@ cb);
// Open a popup with label and associated data
void openPopup(const string& in label, any@ data);
// Close the currently opened popup
void closePopup();
// Drag & Drop
// Start a drag-drop source with type, data, and payload string
void dragDropSource(const string& in type, any@ data, const string& in payload);
// Define a drag-drop target with type, data, and transfer callback
void dragDropTarget(const string& in type, any@ data, TransferFunc@ transfer);
// Buttons & Controls
// Create a clickable button with label
bool button(const string& in label);
// Create a centered button
bool buttonCenter(const string& in label);
// Create a button aligned to the end of the line
bool buttonEnd(const string& in label);
// Checkbox toggle with label and current value
bool checkbox(const string& in label, bool val);
// Disabled checkbox with label and current value
bool checkboxDisabled(const string& in label, bool val);
// Drawing
// Draw a framebuffer with given width and height
void drawFrameBuffer(FrameBuffer fb, int w, int h);
// Draw a framebuffer centered with given dimensions
void drawFrameBufferCentered(FrameBuffer fb, int w, int h);
// Draw an icon with name and size
void drawIcon(const string& in icon, int size);
// Draw a centered icon with name and size
void drawIconCentered(const string& in icon, int size);
// Input & Interaction
// Text input field with label, initial value, and output string
bool inputText(const string& in label, const string& in initial, string& out result);
// Check if an item was clicked with specific mouse button
bool isItemClicked(int button);
// Check if mouse was double-clicked with specific button
bool isMouseDoubleClicked(int button);
// Sliders
// Slider for a float value with step increment
float magicSlider(const string& in label, float val, float step);
// Slider for a vec3 value with step increment
vec3 magicSlider3(const string& in label, vec3 val, float step);
// Menu Items
// Selectable menu item with label
bool menuItem(const string& in label);
// Disabled (non-selectable) menu item with label
void menuItemDisabled(const string& in label);
// Menu space with label, data, and callback
void menuSpace(const string& in label, any@ data, ReciverFunc@ cb);
// Layout
// Place next UI element on the same line
void sameline();
// Draw a horizontal separator line
void separator();
// Add vertical space
void space();
// Add multiple vertical spaces with optional spacing
void space(int count, int spacing=10);
// Text
// Draw normal text
void text(const string& in txt);
// Draw centered text
void textCenter(const string& in txt);
// Draw colored text with RGB and string
void textColor(float r, float g, float b, const string& in txt);
// Draw text aligned to end
void textEnd(const string& in txt);
// Titles
// Draw a title text
void title(const string& in txt);
// Draw a centered title
void titleCenter(const string& in txt);
// Draw a vertically offset centered title
void titleCenterY(const string& in txt, int yOffset);
// Draw a title aligned to the end
void titleEnd(const string& in txt);
bool isPannelActive();
bool isKeyDown(key);
bool isKeyPressed(key);
bool isMouseDraggin(key);
float getMouseDragDeltaX();
float getMouseDragDeltaY();
float getMouseDeltaX();
float getMouseDeltaY();
int getAvailableSizeX();
int getAvailableSizeY();
void disablePannelPadding(bool);
int sliderInt(string&in, int value, int min, int max);
float slider(string&in, float value, float min, float max);
}
class array<T> {
T& opIndex(uint index);
const T& opIndex(uint index) const;
T[]& opAssign(const T[]&in);
void insertAt(uint index, const T&in value);
void insertAt(uint index, const T[]&inout arr);
void insertLast(const T&in value);
void removeAt(uint index);
void removeLast();
void removeRange(uint start, uint count);
uint length() const;
void reserve(uint length);
void resize(uint length);
void sortAsc();
void sortAsc(uint startAt, uint count);
void sortDesc();
void sortDesc(uint startAt, uint count);
void reverse();
int find(const T&in value) const;
int find(uint startAt, const T&in value) const;
int findByRef(const T&in value) const;
int findByRef(uint startAt, const T&in value) const;
bool opEquals(const T[]&in) const;
bool isEmpty() const;
//void sort(T[]::less&in, uint startAt = 0, uint count = uint ( - 1 ));
funcdef bool less(const T&in, const T&in);
}
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& 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;
}