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@@ -72,8 +72,6 @@ Editor :: struct {
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menu_position: Vector2;
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}
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editor : Editor;
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update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
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return false;
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// selected_entity := engine.editor.selected_entity;
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@@ -7,7 +7,7 @@ pick_scene_view_at :: (coordinates: Vector2) {
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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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for 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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@@ -64,7 +64,7 @@ editor_ui :: () {
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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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ui_label(tprint("Editing '%'", current_scene.name), .{1,1,1,1});
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//}
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//}
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}
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@@ -93,7 +93,7 @@ editor_ui :: () {
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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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for 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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@@ -124,7 +124,7 @@ editor_ui :: () {
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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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state := ui_interactable_texture(get_texture_from_pass("UI Blend Pass"));
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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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@@ -206,7 +206,7 @@ base_editor_update :: () {
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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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save_scene(current_scene, "../assets/scenes/");
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//show_message("Saved scene");
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}
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@@ -232,7 +232,7 @@ base_editor_update :: () {
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// editor_undo();
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//}
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if game_state.mode == .EDITING {
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if 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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