/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __EDIT_PUBLIC_H__ #define __EDIT_PUBLIC_H__ /* =============================================================================== Editors. =============================================================================== */ class idProgram; class idInterpreter; // Radiant Level Editor void RadiantInit( void ); void RadiantShutdown( void ); void RadiantRun( void ); void RadiantPrint( const char *text ); void RadiantSync( const char *mapName, const idVec3 &viewOrg, const idAngles &viewAngles ); // in-game Light Editor void LightEditorInit( const idDict *spawnArgs ); void LightEditorShutdown( void ); void LightEditorRun( void ); // in-game Sound Editor void SoundEditorInit( const idDict *spawnArgs ); void SoundEditorShutdown( void ); void SoundEditorRun( void ); // in-game Articulated Figure Editor void AFEditorInit( const idDict *spawnArgs ); void AFEditorShutdown( void ); void AFEditorRun( void ); // in-game Particle Editor void ParticleEditorInit( const idDict *spawnArgs ); void ParticleEditorShutdown( void ); void ParticleEditorRun( void ); // in-game PDA Editor void PDAEditorInit( const idDict *spawnArgs ); void PDAEditorShutdown( void ); void PDAEditorRun( void ); // in-game Script Editor void ScriptEditorInit( const idDict *spawnArgs ); void ScriptEditorShutdown( void ); void ScriptEditorRun( void ); // in-game Declaration Browser void DeclBrowserInit( const idDict *spawnArgs ); void DeclBrowserShutdown( void ); void DeclBrowserRun( void ); void DeclBrowserReloadDeclarations( void ); // GUI Editor void GUIEditorInit( void ); void GUIEditorShutdown( void ); void GUIEditorRun( void ); bool GUIEditorHandleMessage( void *msg ); // Script Debugger void DebuggerClientLaunch( void ); void DebuggerClientInit( const char *cmdline ); bool DebuggerServerInit( void ); void DebuggerServerShutdown( void ); void DebuggerServerPrint( const char *text ); void DebuggerServerCheckBreakpoint( idInterpreter *interpreter, idProgram *program, int instructionPointer ); //Material Editor void MaterialEditorInit( void ); void MaterialEditorRun( void ); void MaterialEditorShutdown( void ); void MaterialEditorPrintConsole( const char *msg ); #endif /* !__EDIT_PUBLIC_H__ */