mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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162 lines
4.3 KiB
C++
162 lines
4.3 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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// RB begin
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#if defined(USE_MFC_TOOLS)
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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();
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void RadiantShutdown();
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void RadiantRun();
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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();
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void LightEditorRun();
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// in-game Sound Editor
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void SoundEditorInit( const idDict* spawnArgs );
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void SoundEditorShutdown();
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void SoundEditorRun();
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// in-game Articulated Figure Editor
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void AFEditorInit( const idDict* spawnArgs );
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void AFEditorShutdown();
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void AFEditorRun();
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// in-game Particle Editor
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void ParticleEditorInit( const idDict* spawnArgs );
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void ParticleEditorShutdown();
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void ParticleEditorRun();
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// in-game PDA Editor
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void PDAEditorInit( const idDict* spawnArgs );
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void PDAEditorShutdown();
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void PDAEditorRun();
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// in-game Script Editor
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void ScriptEditorInit( const idDict* spawnArgs );
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void ScriptEditorShutdown();
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void ScriptEditorRun();
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// in-game Declaration Browser
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void DeclBrowserInit( const idDict* spawnArgs );
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void DeclBrowserShutdown();
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void DeclBrowserRun();
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void DeclBrowserReloadDeclarations();
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// GUI Editor
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void GUIEditorInit();
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void GUIEditorShutdown();
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void GUIEditorRun();
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bool GUIEditorHandleMessage( void* msg );
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// Script Debugger
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void DebuggerClientLaunch();
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void DebuggerClientInit( const char* cmdline );
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bool DebuggerServerInit();
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void DebuggerServerShutdown();
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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();
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void MaterialEditorRun();
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void MaterialEditorShutdown();
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void MaterialEditorPrintConsole( const char* msg );
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#endif // #if defined(USE_MFC_TOOLS)
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#if defined(USE_GTK_TOOLS)
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void GtkTestEditorInit();
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void GtkTestEditorShutdown();
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void GtkTestEditorRun();
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#endif
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#if defined(USE_QT_TOOLS)
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void QtRadiantInit();
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void QtRadiantShutdown();
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void QtRadiantRun();
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void QtRadiantPrint( const char* text );
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void QtStringEditorInit();
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void QtStringEditorShutdown();
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void QtStringEditorRun();
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#endif
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// RB end
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namespace ImGuiTools
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{
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// things in impl need to be used in at least one other file, but should generally not be touched
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namespace impl
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{
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void SetReleaseToolMouse( bool doRelease );
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} //namespace impl
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bool ReleaseMouseForTools();
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bool AreEditorsActive();
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void DrawToolWindows();
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void LightEditorInit( const idDict* dict, idEntity* entity );
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}
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#endif /* !__EDIT_PUBLIC_H__ */
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