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FOnline Engine

Flexible cross-platform isometric game engine

Tools

Engine-owned documentation. This page maps reusable engine tools in Source/Tools/ and their application entry points. Concrete game content pipelines, project-specific command lines, and release automation belong in the embedding project’s docs unless they are explicitly marked as examples.

Purpose

Use this page when you need to find which tool owns a workflow, where an application enters the tool layer, or which deeper document owns the implementation details.

The tool layer is not one monolithic editor. It contains:

Source paths inspected

Tool layer map

The tool layer has three main shapes:

  1. Batch command toolsBakerApp.cpp and ASCompilerApp.cpp run deterministic file transformations from project settings and resource packs.
  2. Interactive runtime toolsMapperApp.cpp and EditorApp.cpp create windows through the frontend/application layer and drive a per-frame main loop.
  3. Reusable processorsSource/Tools/*Baker.*, Mapper.*, Editor.*, AssetExplorer.*, and ParticleEditor.* implement the reusable work behind the apps.

For CMake target creation and package wiring, see Applications.md and BuildToolsPipeline.md. For resource bake internals, see BakingPipeline.md.

Application entry points

Baker app

Source/Applications/BakerApp.cpp initializes the application layer with DisableLogTags, constructs MasterBaker, calls BakeAll(), and exits with the bake result.

Use it for full resource baking. BuildTools/cmake/stages/ScriptsAndBaking.cmake wires the BakeResources and ForceBakeResources command targets to the project baker app.

AngelScript compiler app

Source/Applications/ASCompilerApp.cpp prepares metadata and compiles AngelScript resource packs. It runs metadata baking first for resource packs that include MetadataBaker, then compiles packs that include AngelScriptBaker.

Use it for the CompileAngelScript build path. The broader script runtime is documented in Scripting.md.

Mapper app

Source/Applications/MapperApp.cpp initializes the frontend/application layer, waits for persistent data readiness on Web builds, constructs MapperEngine, locks input when running headless, calls MapperMainLoop() every frame, and shuts the mapper down on exit.

Use it for map editing, mapper-side automation, and headless mapper-based workflows. See MapperTools.md for lifecycle and mapper-specific helper details.

Editor app

Source/Applications/EditorApp.cpp creates FOEditor and calls FOEditor::MainLoop() every frame until the app requests quit.

The current editor source is an engine developer tool shell around editor views and asset views; avoid documenting unsupported product workflows until the code and tests make them explicit.

Testing app

Source/Applications/TestingApp.cpp is the test runner entry point. Use ../Source/Tests/README.md and future testing docs for suite ownership.

Baking tools

The baking family is the most mature batch tool group. Source/Tools/Baker.h / .cpp define the common infrastructure:

Built-in baker implementations:

Detailed bake ordering, settings, output writing, and validation live in BakingPipeline.md.

Interactive developer tools

Mapper

Source/Tools/Mapper.h / .cpp implement MapperEngine, a mapper-specific client-like runtime for editing maps and map entities. It derives through the client/view side of the engine, registers mapper metadata, sets up sprite factories, processes input, draws map/editor UI frames, loads/saves maps, and exposes mapper automation helpers to scripts.

Main areas inside Mapper.cpp include:

See MapperTools.md for the mapper lifecycle, extension points, and known headless-render workflow.

Editor

Source/Tools/Editor.h / .cpp define FOEditor, EditorView, and EditorAssetView. The app-facing loop calls FOEditor::MainLoop(), while views own their draw/update behavior.

Treat this as an engine developer tool surface. If a project wants a custom content workflow, document project-specific editor usage in the project docs and link back here only for engine-level entry points.

Asset explorer

Source/Tools/AssetExplorer.h / .cpp define AssetExplorer, including section drawing by file extension. It is a reusable developer-facing inspection helper, not the owner of resource baking semantics.

Particle editor

Source/Tools/ParticleEditor.h / .cpp define ParticleEditor and its internal implementation. It belongs to the interactive tool group and should be documented from source/tests before promising detailed user workflows.

Ownership boundaries

Use engine docs for:

Use embedding-project docs for:

Tests to inspect

Baker/tool behavior is covered by focused tests in Source/Tests/:

Mapper/editor UI behavior is less directly covered by focused unit tests. Validate those paths through the app/runtime that owns the affected behavior.

Change routing

Validation checklist

  1. For baker changes, run the smallest affected baker test and then the project bake target when behavior crosses resource-pack boundaries.
  2. For script compile changes, run AngelScript baker/compiler tests and the project CompileAngelScript path.
  3. For mapper changes, launch the mapper path that owns the change; for headless flows, verify the generated output rather than only process exit.
  4. For editor/asset/particle UI changes, validate the interactive app path on the affected platform/backend.
  5. If tool target wiring changes, inspect Applications.md, BuildToolsPipeline.md, and the generated CMake targets from an embedding project.
  6. Keep game-specific tool pipelines in the embedding project’s docs and link to engine docs for reusable mechanics.