/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).  

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

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.

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.

===========================================================================
*/

#ifndef __EDIT_PUBLIC_H__
#define __EDIT_PUBLIC_H__

/*
===============================================================================

	Editors.

===============================================================================
*/


class	idProgram;
class	idInterpreter;


// Radiant Level Editor
void	RadiantInit( void );
void	RadiantShutdown( void );
void	RadiantRun( void );
void	RadiantPrint( const char *text );
void	RadiantSync( const char *mapName, const idVec3 &viewOrg, const idAngles &viewAngles );


// in-game Light Editor
void	LightEditorInit( const idDict *spawnArgs );
void	LightEditorShutdown( void );
void	LightEditorRun( void );


// in-game Sound Editor
void	SoundEditorInit( const idDict *spawnArgs );
void	SoundEditorShutdown( void );
void	SoundEditorRun( void );


// in-game Articulated Figure Editor
void	AFEditorInit( const idDict *spawnArgs );
void	AFEditorShutdown( void );
void	AFEditorRun( void );


// in-game Particle Editor
void	ParticleEditorInit( const idDict *spawnArgs );
void	ParticleEditorShutdown( void );
void	ParticleEditorRun( void );


// in-game PDA Editor
void	PDAEditorInit( const idDict *spawnArgs );
void	PDAEditorShutdown( void );
void	PDAEditorRun( void );


// in-game Script Editor
void	ScriptEditorInit( const idDict *spawnArgs );
void	ScriptEditorShutdown( void );
void	ScriptEditorRun( void );


// in-game Declaration Browser
void	DeclBrowserInit( const idDict *spawnArgs );
void	DeclBrowserShutdown( void );
void	DeclBrowserRun( void );
bool	DeclBrowserPrint( const char *text );
void	DeclBrowserReloadDeclarations( void );


// GUI Editor
void	GUIEditorInit( void );
void	GUIEditorShutdown( void );
void	GUIEditorRun( void );
bool	GUIEditorHandleMessage( void *msg );


// Script Debugger
void	DebuggerClientLaunch( void );
void	DebuggerClientInit( const char *cmdline );
bool	DebuggerServerInit( void );
void	DebuggerServerShutdown( void );
void	DebuggerServerPrint( const char *text );
void	DebuggerServerCheckBreakpoint( idInterpreter *interpreter, idProgram *program, int instructionPointer );

//Material Editor
void	MaterialEditorInit( void );
void	MaterialEditorRun( void );
void	MaterialEditorShutdown( void );
void	MaterialEditorPrintConsole( const char *msg );

#endif /* !__EDIT_PUBLIC_H__ */
