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path: root/Data/Scripts/EditorApplication.lua
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local json = require "LiteJson.json"
local inspect = require "inspect"
local AssetBrowser = require "./Scripts/Editor/AssetBrowser"
local EditorWindowManager = require "./Scripts/EditorGUI/EditorWindowManager"

local Editor = GameLab.Editor 
local Engine = GameLab.Engine
local Resource = GameLab.Engine.Resource
local Rendering = GameLab.Engine.Rendering 
local Debug = GameLab.Debug
local GUI = GameLab.Editor.GUI
local GL = GameLab.Engine.GL

local app = GameLab.Editor.EditorApplication.New()

if app == nil then 
	Debug.LogError("app is nil")
end 

local mainWindow = GUI.ContainerWindow.New({400, 400, 800, 500}, GUI.EShowMode.MainWindow, {100, 100}, {700, 700}) 
mainWindow:SetTitle("GameLab")
mainWindow:SetIcon("./Data/Icon/GameLab.ico")

app:SetMainWindow(mainWindow)

local guiWindow = GUI.GUIWindow.New() 
guiWindow:SetContainerWindow(mainWindow)
guiWindow:SetPosition({0,0, 400, 400})

collectgarbage()

Debug.Log(GameLab.Path.GetRootDirectory())

Debug.Log(inspect{foo=1,2,3,4})

local wnd = AssetBrowser.New() 
Debug.Log(inspect(mainWindow._type))
guiWindow:SetInstance(wnd)

local v = GameLab.Engine.Math.Vector4.New(1,2,3,4)
Debug.Log(inspect(v))

Debug.Log(EditorWindowManager.name)

local c = Engine.Rendering.Color.New(1,1,1,1)
Debug.Log(inspect(c))

Debug.Log(inspect(GL.EBufferType))

GL.ClearColor({1,1,1,1})
GL.Clear(GL.EBufferType.ColorBuffer) 

local files = {
	"README.txt",
	"README.txt",
	"README.txt",
	"README.txt",
	"README.txt",
	"README.txt",
	"README.txt",
	"README.txt",
	"README.txt",
}

GameLab.IO.ReadFilesAsync(files, function()
	Debug.Log("finished")
end)

local imgData = Engine.Resource.LoadImageData("./Resources/Images/brickwall.jpg")
Debug.Log(tostring(imgData:GetWidth()))
Debug.Log(tostring(imgData:GetHeight()))

local tex = Engine.Resource.LoadTexture("./Resources/Images/brickwall.jpg")

local request = Engine.Resource.LoadImageDataAsync("./Resources/Images/brickwall.jpg")

local vsh = [[
	#version 330 core
	layout (location = 0) in vec3 aPos;
	layout (location = 1) in vec3 aColor;
	layout (location = 2) in vec2 aTexCoord;
	
	out vec3 ourColor;
	out vec2 TexCoord;
	
	void main()
	{
		gl_Position = vec4(aPos, 1.0);
		ourColor = aColor;
		TexCoord = vec2(aTexCoord.x, aTexCoord.y);
	}
]]

local fsh = [[
	#version 330 core
	out vec4 FragColor;

	in vec3 ourColor;
	in vec2 TexCoord;

	uniform float mixValue;

	// texture samplers
	uniform sampler2D texture1;
	uniform sampler2D texture2;

	void main()
	{
		// linearly interpolate between both textures
		FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue);
	}
]]

BeforeMainLoop()

local font = Engine.GUI.Font.New("./Resources/Font/msyh.ttc", {512, 512}, 5, 5)
_G["default_font"] =  font 

while true do

	app:OnStep()
	app:PullMessage()

end