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310
editor/editor_ui.jai
Normal file
310
editor/editor_ui.jai
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#load "../ui/widgets.jai";
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pick_scene_view_at :: (coordinates: Vector2) {
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ray := normalized_screen_to_ray_v2(*editor.camera, coordinates);
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if editor.should_check_entities {
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hit_entity : *Entity;
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closest : float = 100000000;
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for game_state.current_scene.entities {
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if !(it.flags & .RENDERABLE) continue;
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//if it.flags & Entity_Flags.DELETED || !it.selectable || it.parent != null continue;
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success, dist := ray_entity_intersect(ray, it);
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if success && dist < closest {
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closest = dist;
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hit_entity = it;
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}
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}
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if hit_entity != null {
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if cast(*Entity)hit_entity != editor.selected_entity {
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editor.selected_entity = hit_entity;
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}
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} else if editor.selected_entity != null {
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editor.selected_entity = null;
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}
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}
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}
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editor_ui :: () {
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ui_full_size_background();
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ui_push_parent(ui_state.last_box, alignment=.LEFT, axis=.VERTICAL);
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{
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ui_set_next_padding(1);
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ui_toolbar();
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ui_push_parent(ui_state.last_box, alignment=.LEFT, axis=.HORIZONTAL);
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{
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if ui_toolbar_button("File") {
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}
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//ui_space(15, 10);
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if ui_toolbar_button("Edit") {
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}
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//ui_space(15, 10);
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if ui_toolbar_button("View") {
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}
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ui_space(20, 0);
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//if mode == {
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// case .PLAYING; {
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// ui_set_next_background_color(.{0,0.6,0,1});
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// if ui_button_with_texture(editor.icons.stop) {
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// edit_current_scene();
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// }
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// ui_label(tprint("Playing '%'", current_scene.name), .{0,0.7,0,1});
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// }
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// case .EDITING; {
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ui_set_next_background_color(.{0.6,0,0,1});
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//if ui_button_with_texture(editor.icons.play) {
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// play_current_editor_scene();
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//}
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ui_label(tprint("Editing '%'", game_state.current_scene.name), .{1,1,1,1});
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//}
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//}
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}
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ui_pop_parent();
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ui_set_next_size_x(.PCT, 1.0);
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ui_set_next_size_y(.PCT, 0.965);
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ui_set_next_background_color(.{0,0,0,1});
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background := ui_box(.NONE);
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ui_push_parent(ui_state.last_box, alignment=.LEFT, axis=.HORIZONTAL);
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{
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ui_set_next_size_x(.PCT, 0.1);
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ui_set_next_size_y(.PCT, 1.0);
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ui_set_next_padding(1);
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first_panel := ui_box(.NONE);
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ui_push_parent(first_panel, alignment=.LEFT, axis=.VERTICAL);
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{
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ui_set_next_size_x(.PCT, 1.0);
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ui_set_next_size_y(.PCT, 1.0);
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ui_set_next_background_color(.{0.04, 0.04, 0.04, 1.0});
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background := ui_box(.DRAW_BACKGROUND|.DRAW_BORDER);
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ui_push_parent(background, alignment=.LEFT, axis=.VERTICAL);
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{
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ui_set_next_size_x(.PCT, 1.0);
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ui_tab_title_bar("ENTITIES");
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for game_state.current_scene.entities {
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ui_set_next_padding(20);
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clicked := false;
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if it.name.count == 0 {
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clicked = ui_clickable_label(tprint("%", it.type), it == editor.selected_entity, it_index);
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} else {
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clicked = ui_clickable_label(it.name, it == editor.selected_entity, it_index);
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}
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if clicked {
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editor.selected_entity = it;
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}
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//ui_space(0, 5);
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}
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}
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ui_pop_parent();
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}
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ui_pop_parent();
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// Scene
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ui_set_next_size_x(.PCT, 0.7);
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ui_set_next_size_y(.PCT, 1.0);
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ui_set_next_padding(1);
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viewport_layer := ui_box(.NONE);
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ui_push_parent(viewport_layer, alignment=.LEFT, axis=.VERTICAL);
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{
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ui_set_next_size_x(.PCT, 1.0);
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ui_tab_title_bar("SCENE");
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ui_set_next_size_x(.PCT, 1.0);
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ui_set_next_size_y(.PCT, 0.9);
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state := ui_interactable_texture(get_texture_from_pass("FXAA"));
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if state.left_mouse_down {
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//pick_scene_view_at(.{state.normalized_local_mouse_coordinates.x, 1.0 - state.normalized_local_mouse_coordinates.y});
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}
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editor.mouse_viewport_state = state;
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ui_set_next_size_x(.PCT, 1.0);
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ui_set_next_size_y(.PCT, 0.1);
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ui_tab_title_bar("SCENES");
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}
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ui_pop_parent();
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// Properties
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ui_set_next_size_x(.PCT, 0.2);
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ui_set_next_size_y(.PCT, 1.0);
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ui_set_next_background_color(.{0.04, 0.04, 0.04, 1.0});
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ui_set_next_padding(1);
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inspector := ui_box(.DRAW_BACKGROUND | .DRAW_BORDER);
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ui_push_parent(inspector, alignment=.LEFT, axis=.VERTICAL);
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{
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ui_set_next_size_x(.PCT, 1.0);
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ui_tab_title_bar("PROPERTIES");
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if editor.selected_entity != null {
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ui_slider(*slider_value, 0.0, 1.0);
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ui_label(tprint("Name: %", editor.selected_entity.name));
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ui_label(tprint("Id: %", editor.selected_entity.id));
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ui_label(tprint("Position: % % %", editor.selected_entity.transform.position.x, editor.selected_entity.transform.position.y, editor.selected_entity.transform.position.z));
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ui_label(tprint("Rotation: % % % %", editor.selected_entity.transform.orientation.x, editor.selected_entity.transform.orientation.y, editor.selected_entity.transform.orientation.z, editor.selected_entity.transform.orientation.w));
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ui_label(tprint("Scale: % % %", editor.selected_entity.transform.scale.x, editor.selected_entity.transform.scale.y, editor.selected_entity.transform.scale.z));
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}
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}
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ui_pop_parent();
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}
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ui_pop_parent();
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}
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ui_pop_parent();
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}
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slider_value : float = 0.0;
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base_editor_update :: () {
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if editor.show_menu && (key_down(.MOUSE_LEFT) || key_down(.ESCAPE)) {
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editor.show_menu = false;
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eat_key(.MOUSE_LEFT);
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}
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// Check if we hit the gizmo
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// @Incomplete: MOVE THIS
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editor.should_check_entities = true;
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if editor.selected_entity != null {
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gizmo_scale := distance(editor.selected_entity.transform.position, editor.camera.position) * 0.1 * 0.5;
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editor.transform_gizmo.uniform_gizmo_scale = gizmo_scale;
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set_scale(*editor.transform_gizmo.transform, .{gizmo_scale, gizmo_scale, gizmo_scale});
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coordinates := Vector2.{editor.mouse_viewport_state.normalized_local_mouse_coordinates.x, 1.0 - editor.mouse_viewport_state.normalized_local_mouse_coordinates.y};
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ray := normalized_screen_to_ray_v2(*editor.camera, coordinates);
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if update_transform_gizmo(ray, coordinates) {
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editor.should_check_entities = false;
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}
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}
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editor_ui();
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//if editor.show_menu {
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// placed_entity := imgui_show_place_entity();
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// if placed_entity != null {
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// // @Incomplete: At some point we want this to place entities at either a set distance or a distance depending on a raycast in the camera's forward direction so that we don't place things behind other entities
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// set_position(*placed_entity.transform, editor.camera.position + editor.camera.forward * 30);
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// editor.show_menu = false;
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// editor.selected_entity = placed_entity;
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// }
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//}
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camera := *editor.camera;
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if key_pressed(.CTRL) && key_down(.S) {
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save_scene(game_state.current_scene, "../assets/scenes/");
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//show_message("Saved scene");
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}
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if editor.selected_entity != null {
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// @Incomplete:@Incomplete: Duplicate
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//if key_pressed(.CTRL) && key_down(.D) {
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// make_directory_if_it_does_not_exist("../temp");
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// save_entity(editor.selected_entity, "../temp/", "temp");
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// duplicated := load_entity(editor_scene, "../temp/temp.ent");
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// editor.selected_entity = duplicated;
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//}
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// DELETE
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// DELETE
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//if key_down(.DELETE) || key_down(.BACKSPACE) {
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// delete_entity(editor.selected_entity);
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// editor.selected_entity = null;
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// editor.transform_gizmo.selected_axis = .NONE;
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//}
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}
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//if key_pressed(.CTRL) && key_down(.Z) {
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// editor_undo();
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//}
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if game_state.mode == .EDITING {
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if key_pressed(.MOUSE_RIGHT) {
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set_show_cursor(false);
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// Update camera
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mouse_speed :: 54.0;
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dir : Vector3;
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if key_pressed(.W) {
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dir += camera.forward;
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} else if key_pressed(.S) {
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dir += -camera.forward;
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}
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if key_pressed(.A) {
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dir += -camera.right;
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} else if key_pressed(.D) {
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dir += camera.right;
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}
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if key_pressed(.Q) {
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dir += -camera.up;
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} else if key_pressed(.E) {
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dir += camera.up;
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}
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dir = normalize(dir);
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if length(dir) > 0.05 {
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multiplier := ifx key_pressed(.SHIFT) then 10.0 else 1.0;
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camera.position += dir * 20.0 * multiplier * dt;
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//print("Camera position %\n", camera.position);
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}
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MOUSE_SENSITIVITY :: 0.06;
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camera.rotation.yaw -= input.mouse.delta_x * MOUSE_SENSITIVITY;
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camera.rotation.pitch += -input.mouse.delta_y * MOUSE_SENSITIVITY;
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if key_down(.MOUSE_RIGHT) {
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editor.last_right_mouse_click_time = time;
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}
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} else {
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set_show_cursor(true);
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if time - editor.last_right_mouse_click_time < 0.2 {
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mouse_position : Vector2;
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mouse_position.x = xx input.mouse.x;
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mouse_position.y = xx input.mouse.y;
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editor.show_menu = true;
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editor.menu_position.x = mouse_position.x;
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editor.menu_position.y = cast(float)renderer.render_target_height - mouse_position.y;
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}
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if key_down(.W) {
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editor.transform_gizmo.transform_type = .TRANSLATION;
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}
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if key_down(.E) {
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editor.transform_gizmo.transform_type = .ROTATION;
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}
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if key_down(.R) {
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editor.transform_gizmo.transform_type = .SCALE;
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}
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}
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update_view_matrix(camera);
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}
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if editor.selected_entity != null {
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e := editor.selected_entity;
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set_position(*editor.transform_gizmo.transform, e.transform.position);
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update_gizmo_buffers();
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}
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//edit_scene_settings(*game_state.current_scene.settings);
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}
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