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refactor(editor): the structure gauge is a tool of its own
The first step of taking the tools out of editor_mode: a tool keeps its own state and reaches the editor through editor_services, the few things it needs from it, instead of through every member of the editor. The editor holds its tools in a list for the hooks they share: a deleted node is forgotten by all of them in one place, and a self-test command the editor doesn't know goes to each of them. The gauge moves with its state, its window and its self-test command; the ImGui ids and the texts stay the same, and the self-test gives the same hits on the test scenery as before.
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application/editormodegauge.h
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88
application/editormodegauge.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "application/editortool.h"
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#include "editor/editorGauge.hpp"
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#include <memory>
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#include <string>
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#include <vector>
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class gauge_tool final : public editor_tool
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{
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public:
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// model entering the structure gauge, at its deepest place
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struct gauge_hit
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{
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std::string model;
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glm::dvec3 point{0.0};
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double depth{0.0}; // m
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TTrack const *track{nullptr}; // nearest one, may be gone by now
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int path{0};
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glm::dvec2 direction{0.0, 1.0}; // of the track there, in the plan
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};
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explicit gauge_tool(editor_services &Services) : m_services{Services} {}
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void update() override;
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void render_windows() override;
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editor_selftest_result selftest(std::string const &Command, std::istringstream &Words) override;
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bool is_open() const { return m_gauge.open; }
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void toggle() { m_gauge.open = !m_gauge.open; }
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private:
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editor_services &m_services;
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// structure gauge along the line of the selected path, shown in the 3d view
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struct gauge_state
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{
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bool open{false}; // window
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bool enabled{true}; // tunnel along the selected path
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std::vector<gauge::profile> profiles;
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int profile{0}; // railway
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int road{-1};
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TTrack const *track{nullptr}; // scanned
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std::size_t history{0};
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bool pending{false}; // rescan once the edit ends
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struct
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{
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std::vector<glm::dvec3> surface; // triangles of the tunnel
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std::vector<glm::dvec3> edges; // lines
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std::vector<gauge_hit> hits;
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} line; // along the selected path
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struct
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{
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bool scanned{false};
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std::size_t history{0};
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std::string profile;
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std::vector<gauge_hit> hits;
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} map; // whole scenery
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struct
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{
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std::vector<glm::dvec3> surface;
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std::vector<glm::dvec3> edges;
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} spot; // tunnel around the hit the camera went to
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int current{-1}; // hit the camera went to
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bool published{false}; // overlay up to date
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std::shared_ptr<struct gauge_scan> scan; // of the whole scenery, done in slices over the frames
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} m_gauge;
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void gauge_load();
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// the chosen railway and road outlines
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gauge::choice gauge_choice() const;
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std::vector<gauge_hit> const &gauge_hits() const;
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void scan_gauge(TTrack &Track);
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void scan_gauge_map();
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void step_gauge_map();
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void finish_gauge_map();
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void gauge_publish();
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void gauge_focus(int Index);
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void gauge_spot(gauge_hit const &Hit);
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void render_gauge_hits();
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bool render_gauge_choice(char const *Label, int &Index, bool Road);
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bool render_gauge_outline(int Index);
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};
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