RT
Macros | Functions
interface.h File Reference
#include "t_data.h"
#include "csg.h"
#include "cimgui.h"
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Macros

#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS
 
#define GL_SILENCE_DEPRECATION
 
#define FLAGS1   ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar
 
#define FLAGS2   ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar
 
#define FLAGS3   ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse
 
#define FLAGS4   ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoMove
 
#define RENDER_FLAGS   FLAGS1 | FLAGS2 | FLAGS3 | FLAGS4
 

Functions

void toggle_fullscreen (t_sdl *sdl, t_gui *gui)
 
void toggle_layout (t_sdl *sdl, t_gui *gui)
 
void resize_app (int width, int height, t_data *app)
 
void err_win (t_gui *gui)
 
void export_win (t_gui *gui)
 
void load_win (t_gui *gui)
 
void stats_win (t_gui *gui)
 
void selector (t_gui *gui)
 
void add_obj_win (t_gui *gui)
 
void del_obj_win (t_gui *gui)
 
void del_light_win (t_gui *gui)
 
void render_win (t_gui *gui)
 
void keymap_win (t_gui *gui)
 
void about_win (t_gui *gui)
 
void ui_object (t_data *app, t_obj *obj)
 
void ui_scene_editor (t_gui *gui)
 
void ui_mainmenu (t_gui *gui)
 
void add_cluster_win (t_gui *gui)
 
void obj_ui (t_gui *gui)
 
void ui_render_settings (t_data *app)
 
int export_scene (t_data *app, char *filename)
 
void reload_scene (t_data *app, char *filename)
 
void camera_tab (t_data *app)
 
void anim_add (t_data *app, t_obj *obj)
 
void anim_delete (t_data *app)
 
void animate (t_data *app)
 
void anim_reset (t_data *app)
 
void anim_add_light (t_data *app, t_light *light)
 
void export_material (int fd, t_material *mat)
 
bool load_selected_tex (const char *label, char *name, t_list *current, t_texture **selected)
 
void anim_ui (t_gui *gui)
 
void anim_add_another (t_anim *anim)
 
void anim_selector (t_gui *gui, ImVec2 size)
 
void anim_del_one (t_data *app, t_anim *anim, t_anim *to_del)
 
void material_list (t_list *lst_mat, t_material *mat)
 
void node_type_list (t_csg_op *csg_op)
 
void new_obj_list (int *type)
 
void list_scenes (t_gui *gui)
 
void new_light (t_data *app)
 
void new_obj (t_data *app, int type)
 
void delete_obj (t_data *app)
 
void delete_light (t_data *app)
 
bool check_file (char *filename)
 
void edit_color_mat (t_color *target, char *label, t_material *mat)
 
void new_cluster (t_data *app, int type)
 
void ui_apply_rotation (t_vec3 *x, t_vec3 *y, t_vec3 *z)
 
void ui_csg (void *app_v, void *shape)
 
void ui_sphere (void *ap, void *shape)
 
void ui_plane (void *app_v, void *shape)
 
void ui_cone (void *app_v, void *shape)
 
void ui_cube (void *app_v, void *shape)
 
void ui_tore (void *app_v, void *shape)
 
void ui_cylinder (void *app_v, void *shape)
 
void ui_light (t_data *app, t_light *light)
 
void ui_cluster (t_cluster *cluster)
 
void render_gui (void *arg)
 
void update (void *data)
 
void key_event (int *quit, SDL_Keycode key, void *arg, bool state)
 
void mouse_motion (SDL_Event *event, void *arg)
 
void click_event (SDL_Event *event, void *arg)
 

Macro Definition Documentation

◆ CIMGUI_DEFINE_ENUMS_AND_STRUCTS

#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS

◆ FLAGS1

#define FLAGS1   ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar

◆ FLAGS2

#define FLAGS2   ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar

◆ FLAGS3

#define FLAGS3   ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse

◆ FLAGS4

#define FLAGS4   ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoMove

◆ GL_SILENCE_DEPRECATION

#define GL_SILENCE_DEPRECATION

◆ RENDER_FLAGS

#define RENDER_FLAGS   FLAGS1 | FLAGS2 | FLAGS3 | FLAGS4

Function Documentation

◆ about_win()

void about_win ( t_gui gui)

◆ add_cluster_win()

void add_cluster_win ( t_gui gui)

◆ add_obj_win()

void add_obj_win ( t_gui gui)

◆ anim_add()

void anim_add ( t_data app,
t_obj obj 
)

◆ anim_add_another()

void anim_add_another ( t_anim anim)

◆ anim_add_light()

void anim_add_light ( t_data app,
t_light light 
)

◆ anim_del_one()

void anim_del_one ( t_data app,
t_anim anim,
t_anim to_del 
)

◆ anim_delete()

void anim_delete ( t_data app)

◆ anim_reset()

void anim_reset ( t_data app)

◆ anim_selector()

void anim_selector ( t_gui gui,
ImVec2  size 
)

◆ anim_ui()

void anim_ui ( t_gui gui)

◆ animate()

void animate ( t_data app)

◆ camera_tab()

void camera_tab ( t_data app)

◆ check_file()

bool check_file ( char *  filename)

◆ click_event()

void click_event ( SDL_Event *  event,
void *  arg 
)

◆ del_light_win()

void del_light_win ( t_gui gui)

◆ del_obj_win()

void del_obj_win ( t_gui gui)

◆ delete_light()

void delete_light ( t_data app)

◆ delete_obj()

void delete_obj ( t_data app)

◆ edit_color_mat()

void edit_color_mat ( t_color target,
char *  label,
t_material mat 
)

◆ err_win()

void err_win ( t_gui gui)

◆ export_material()

void export_material ( int  fd,
t_material mat 
)

◆ export_scene()

int export_scene ( t_data app,
char *  filename 
)

◆ export_win()

void export_win ( t_gui gui)

◆ key_event()

void key_event ( int *  quit,
SDL_Keycode  key,
void *  arg,
bool  state 
)

◆ keymap_win()

void keymap_win ( t_gui gui)

◆ list_scenes()

void list_scenes ( t_gui gui)

◆ load_selected_tex()

bool load_selected_tex ( const char *  label,
char *  name,
t_list *  current,
t_texture **  selected 
)

◆ load_win()

void load_win ( t_gui gui)

◆ material_list()

void material_list ( t_list *  lst_mat,
t_material mat 
)

◆ mouse_motion()

void mouse_motion ( SDL_Event *  event,
void *  arg 
)

◆ new_cluster()

void new_cluster ( t_data app,
int  type 
)

◆ new_light()

void new_light ( t_data app)

◆ new_obj()

void new_obj ( t_data app,
int  type 
)

◆ new_obj_list()

void new_obj_list ( int *  type)

◆ node_type_list()

void node_type_list ( t_csg_op csg_op)

◆ obj_ui()

void obj_ui ( t_gui gui)

◆ reload_scene()

void reload_scene ( t_data app,
char *  filename 
)

◆ render_gui()

void render_gui ( void *  arg)

◆ render_win()

void render_win ( t_gui gui)

◆ resize_app()

void resize_app ( int  width,
int  height,
t_data app 
)

◆ selector()

void selector ( t_gui gui)

◆ stats_win()

void stats_win ( t_gui gui)

◆ toggle_fullscreen()

void toggle_fullscreen ( t_sdl sdl,
t_gui gui 
)

◆ toggle_layout()

void toggle_layout ( t_sdl sdl,
t_gui gui 
)

◆ ui_apply_rotation()

void ui_apply_rotation ( t_vec3 x,
t_vec3 y,
t_vec3 z 
)

◆ ui_cluster()

void ui_cluster ( t_cluster cluster)

◆ ui_cone()

void ui_cone ( void *  app_v,
void *  shape 
)

◆ ui_csg()

void ui_csg ( void *  app_v,
void *  shape 
)

◆ ui_cube()

void ui_cube ( void *  app_v,
void *  shape 
)

◆ ui_cylinder()

void ui_cylinder ( void *  app_v,
void *  shape 
)

◆ ui_light()

void ui_light ( t_data app,
t_light light 
)

◆ ui_mainmenu()

void ui_mainmenu ( t_gui gui)

◆ ui_object()

void ui_object ( t_data app,
t_obj obj 
)

◆ ui_plane()

void ui_plane ( void *  app_v,
void *  shape 
)

◆ ui_render_settings()

void ui_render_settings ( t_data app)

◆ ui_scene_editor()

void ui_scene_editor ( t_gui gui)

◆ ui_sphere()

void ui_sphere ( void *  ap,
void *  shape 
)

◆ ui_tore()

void ui_tore ( void *  app_v,
void *  shape 
)

◆ update()

void update ( void *  data)