doom3-bfg/neo/tools/edit_public.h
2019-11-11 20:27:44 +01:00

162 lines
4.3 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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.
===============================================================================
*/
// RB begin
#if defined(USE_MFC_TOOLS)
class idProgram;
class idInterpreter;
// Radiant Level Editor
void RadiantInit();
void RadiantShutdown();
void RadiantRun();
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 LightEditorRun();
// in-game Sound Editor
void SoundEditorInit( const idDict* spawnArgs );
void SoundEditorShutdown();
void SoundEditorRun();
// in-game Articulated Figure Editor
void AFEditorInit( const idDict* spawnArgs );
void AFEditorShutdown();
void AFEditorRun();
// in-game Particle Editor
void ParticleEditorInit( const idDict* spawnArgs );
void ParticleEditorShutdown();
void ParticleEditorRun();
// in-game PDA Editor
void PDAEditorInit( const idDict* spawnArgs );
void PDAEditorShutdown();
void PDAEditorRun();
// in-game Script Editor
void ScriptEditorInit( const idDict* spawnArgs );
void ScriptEditorShutdown();
void ScriptEditorRun();
// in-game Declaration Browser
void DeclBrowserInit( const idDict* spawnArgs );
void DeclBrowserShutdown();
void DeclBrowserRun();
void DeclBrowserReloadDeclarations();
// GUI Editor
void GUIEditorInit();
void GUIEditorShutdown();
void GUIEditorRun();
bool GUIEditorHandleMessage( void* msg );
// Script Debugger
void DebuggerClientLaunch();
void DebuggerClientInit( const char* cmdline );
bool DebuggerServerInit();
void DebuggerServerShutdown();
void DebuggerServerPrint( const char* text );
void DebuggerServerCheckBreakpoint( idInterpreter* interpreter, idProgram* program, int instructionPointer );
//Material Editor
void MaterialEditorInit();
void MaterialEditorRun();
void MaterialEditorShutdown();
void MaterialEditorPrintConsole( const char* msg );
#endif // #if defined(USE_MFC_TOOLS)
#if defined(USE_GTK_TOOLS)
void GtkTestEditorInit();
void GtkTestEditorShutdown();
void GtkTestEditorRun();
#endif
#if defined(USE_QT_TOOLS)
void QtRadiantInit();
void QtRadiantShutdown();
void QtRadiantRun();
void QtRadiantPrint( const char* text );
void QtStringEditorInit();
void QtStringEditorShutdown();
void QtStringEditorRun();
#endif
// RB end
namespace ImGuiTools
{
// things in impl need to be used in at least one other file, but should generally not be touched
namespace impl
{
void SetReleaseToolMouse( bool doRelease );
} //namespace impl
bool ReleaseMouseForTools();
bool AreEditorsActive();
void DrawToolWindows();
void LightEditorInit( const idDict* dict, idEntity* entity );
}
#endif /* !__EDIT_PUBLIC_H__ */