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117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __EDIT_PUBLIC_H__
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#define __EDIT_PUBLIC_H__
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/*
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===============================================================================
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Editors.
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===============================================================================
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*/
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class idProgram;
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class idInterpreter;
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// Radiant Level Editor
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void RadiantInit( void );
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void RadiantShutdown( void );
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void RadiantRun( void );
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void RadiantPrint( const char *text );
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void RadiantSync( const char *mapName, const idVec3 &viewOrg, const idAngles &viewAngles );
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// in-game Light Editor
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void LightEditorInit( const idDict *spawnArgs );
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void LightEditorShutdown( void );
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void LightEditorRun( void );
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// in-game Sound Editor
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void SoundEditorInit( const idDict *spawnArgs );
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void SoundEditorShutdown( void );
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void SoundEditorRun( void );
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// in-game Articulated Figure Editor
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void AFEditorInit( const idDict *spawnArgs );
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void AFEditorShutdown( void );
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void AFEditorRun( void );
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// in-game Particle Editor
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void ParticleEditorInit( const idDict *spawnArgs );
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void ParticleEditorShutdown( void );
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void ParticleEditorRun( void );
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// in-game PDA Editor
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void PDAEditorInit( const idDict *spawnArgs );
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void PDAEditorShutdown( void );
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void PDAEditorRun( void );
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// in-game Script Editor
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void ScriptEditorInit( const idDict *spawnArgs );
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void ScriptEditorShutdown( void );
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void ScriptEditorRun( void );
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// in-game Declaration Browser
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void DeclBrowserInit( const idDict *spawnArgs );
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void DeclBrowserShutdown( void );
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void DeclBrowserRun( void );
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void DeclBrowserReloadDeclarations( void );
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// GUI Editor
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void GUIEditorInit( void );
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void GUIEditorShutdown( void );
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void GUIEditorRun( void );
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bool GUIEditorHandleMessage( void *msg );
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// Script Debugger
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void DebuggerClientLaunch( void );
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void DebuggerClientInit( const char *cmdline );
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bool DebuggerServerInit( void );
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void DebuggerServerShutdown( void );
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void DebuggerServerPrint( const char *text );
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void DebuggerServerCheckBreakpoint( idInterpreter *interpreter, idProgram *program, int instructionPointer );
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//Material Editor
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void MaterialEditorInit( void );
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void MaterialEditorRun( void );
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void MaterialEditorShutdown( void );
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void MaterialEditorPrintConsole( const char *msg );
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#endif /* !__EDIT_PUBLIC_H__ */
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