2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
22 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.
24 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.
26 ===========================================================================
29 #ifndef __EDIT_PUBLIC_H__
30 #define __EDIT_PUBLIC_H__
33 ===============================================================================
37 ===============================================================================
45 // Radiant Level Editor
46 void RadiantInit( void );
47 void RadiantShutdown( void );
48 void RadiantRun( void );
49 void RadiantPrint( const char *text );
50 void RadiantSync( const char *mapName, const idVec3 &viewOrg, const idAngles &viewAngles );
53 // in-game Light Editor
54 void LightEditorInit( const idDict *spawnArgs );
55 void LightEditorShutdown( void );
56 void LightEditorRun( void );
59 // in-game Sound Editor
60 void SoundEditorInit( const idDict *spawnArgs );
61 void SoundEditorShutdown( void );
62 void SoundEditorRun( void );
65 // in-game Articulated Figure Editor
66 void AFEditorInit( const idDict *spawnArgs );
67 void AFEditorShutdown( void );
68 void AFEditorRun( void );
71 // in-game Particle Editor
72 void ParticleEditorInit( const idDict *spawnArgs );
73 void ParticleEditorShutdown( void );
74 void ParticleEditorRun( void );
78 void PDAEditorInit( const idDict *spawnArgs );
79 void PDAEditorShutdown( void );
80 void PDAEditorRun( void );
83 // in-game Script Editor
84 void ScriptEditorInit( const idDict *spawnArgs );
85 void ScriptEditorShutdown( void );
86 void ScriptEditorRun( void );
89 // in-game Declaration Browser
90 void DeclBrowserInit( const idDict *spawnArgs );
91 void DeclBrowserShutdown( void );
92 void DeclBrowserRun( void );
93 void DeclBrowserReloadDeclarations( void );
97 void GUIEditorInit( void );
98 void GUIEditorShutdown( void );
99 void GUIEditorRun( void );
100 bool GUIEditorHandleMessage( void *msg );
104 void DebuggerClientLaunch( void );
105 void DebuggerClientInit( const char *cmdline );
106 bool DebuggerServerInit( void );
107 void DebuggerServerShutdown( void );
108 void DebuggerServerPrint( const char *text );
109 void DebuggerServerCheckBreakpoint( idInterpreter *interpreter, idProgram *program, int instructionPointer );
112 void MaterialEditorInit( void );
113 void MaterialEditorRun( void );
114 void MaterialEditorShutdown( void );
115 void MaterialEditorPrintConsole( const char *msg );
117 #endif /* !__EDIT_PUBLIC_H__ */