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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-07 06:28:08 +01:00

feat(editor): icons over the 3d view: the tools of the field of work along its left edge (the edit modes of the surroundings, the track tools, the road tools with the lanes, the terrain tools with the orthophoto), the modes of the gizmo at its top, the axes of the world as the camera sees them in its top right corner, a click on one looking along it, with the top view under them; the icons drawn by editor/icons/editor_icons.py into a png which CMake writes out as an array built into the executable; the gizmo modes and the top view left out of the toolbar; Polish translation

This commit is contained in:
2026-10-09 11:54:47 +02:00
parent f2e73812d9
commit 645a54a739
9 changed files with 1049 additions and 23 deletions

View File

@@ -185,6 +185,7 @@ set(SOURCES
"editor/editorTerrainStreamer.cpp" "editor/editorTerrainStreamer.cpp"
"editor/editorOrthophoto.cpp" "editor/editorOrthophoto.cpp"
"editor/editorPreviews.cpp" "editor/editorPreviews.cpp"
"editor/editorIcons.cpp"
"application/editormode.cpp" "application/editormode.cpp"
"application/editormodetrack.cpp" "application/editormodetrack.cpp"
"application/editormodetrackux.cpp" "application/editormodetrackux.cpp"
@@ -198,6 +199,7 @@ set(SOURCES
"application/editormodelineside.cpp" "application/editormodelineside.cpp"
"application/editormodevehicle.cpp" "application/editormodevehicle.cpp"
"application/editormodeselection.cpp" "application/editormodeselection.cpp"
"application/editormodeviewport.cpp"
"application/editormodesignal.cpp" "application/editormodesignal.cpp"
"application/editormodesweep.cpp" "application/editormodesweep.cpp"
"application/editormodeturntable.cpp" "application/editormodeturntable.cpp"
@@ -381,6 +383,14 @@ endif()
configure_file("${CMAKE_SOURCE_DIR}/version_info.h.in" "${CMAKE_BINARY_DIR}/geninc/version_info.h") configure_file("${CMAKE_SOURCE_DIR}/version_info.h.in" "${CMAKE_BINARY_DIR}/geninc/version_info.h")
# the icons of the editor are built into the executable: the png is written out as the bytes of an array, see editor/editorIcons.cpp
set(EDITOR_ICONS "${CMAKE_SOURCE_DIR}/editor/icons/editor_icons.png")
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS "${EDITOR_ICONS}")
file(READ "${EDITOR_ICONS}" EDITOR_ICONS_HEX HEX)
string(REGEX REPLACE "(................................)" "\\1\n" EDITOR_ICONS_HEX "${EDITOR_ICONS_HEX}")
string(REGEX REPLACE "([0-9a-f][0-9a-f])" "0x\\1," EDITOR_ICONS_HEX "${EDITOR_ICONS_HEX}")
file(CONFIGURE OUTPUT "${CMAKE_BINARY_DIR}/geninc/editor_icons_png.inc" CONTENT "${EDITOR_ICONS_HEX}\n")
set (PREFIX "") set (PREFIX "")
set (SUFFIX "") set (SUFFIX "")

View File

@@ -1344,6 +1344,8 @@ bool editor_mode::update()
// --- ImGuizmo: in-viewport transform gizmo for the selected node --- // --- ImGuizmo: in-viewport transform gizmo for the selected node ---
render_gizmo(); render_gizmo();
// the tools, the gizmo modes and the axes over the 3d view
render_viewport_overlays();
render_track_inspector(); render_track_inspector();
if (selected_track()) if (selected_track())
@@ -3897,29 +3899,7 @@ void editor_mode::render_toolbar()
case work_area::roads: render_road_toolbar(); break; case work_area::roads: render_road_toolbar(); break;
case work_area::terrain: render_terrain_toolbar(); break; case work_area::terrain: render_terrain_toolbar(); break;
} }
ImGui::Separator(); // the modes of the gizmo and the top view are over the 3d view, see render_viewport_overlays()
// the gizmo moves the models and the tracks; on the terrain the mouse is the brush's
if (m_gizmo_enabled && area != work_area::terrain)
{
std::pair<char const *, gizmo_operation> const operations[] = {
{STR_C("Translate (Q)"), gizmo_operation::translate}, {STR_C("Rotate (W)"), gizmo_operation::rotate}, {STR_C("Scale (E)"), gizmo_operation::scale}};
for (auto const &operation : operations)
{
if (ImGui::MenuItem(operation.first, nullptr, m_gizmo_op == operation.second))
m_gizmo_op = operation.second;
if (ImGui::IsItemHovered())
ImGui::SetTooltip("%s", STR_C("What the handles of the gizmo on the selection do when dragged; Ctrl held snaps the values"));
}
if (m_gizmo_op != gizmo_operation::scale && ImGui::MenuItem(STR_C("Local space (R)"), nullptr, m_gizmo_local))
m_gizmo_local = !m_gizmo_local;
if (m_gizmo_op != gizmo_operation::scale && ImGui::IsItemHovered())
ImGui::SetTooltip("%s", STR_C("The handles along the axes of the selected model instead of the axes of the world"));
ImGui::Separator();
}
if (ImGui::MenuItem(STR_C("Top view, orthographic (O)"), nullptr, Global.EditorOrtho))
toggle_ortho();
if (ImGui::IsItemHovered())
ImGui::SetTooltip("%s", STR_C("The view straight down without perspective, as on a map; again for the camera as it was"));
} }
void editor_mode::render_edit_menu() void editor_mode::render_edit_menu()

View File

@@ -385,6 +385,14 @@ class editor_mode : public application_mode, private editor_track::observer
// time of day, day of the year, visibility, clouds and air temperature, as the scenery is seen in the editor // time of day, day of the year, visibility, clouds and air temperature, as the scenery is seen in the editor
void render_environment_window(); void render_environment_window();
bool m_environment_open{false}; bool m_environment_open{false};
// over the 3d view: the tools of the field of work along its left edge, the modes of the gizmo at its top, the axes of the
// world and the top view in its top right corner
void render_viewport_overlays();
void render_viewport_tools();
void render_viewport_gizmo();
void render_view_axes();
// the camera looking along an axis of the world (0: x, 1: y, 2: z) from its positive or negative side
void look_along_axis(int const Axis, bool const Positive);
// origin of the scenery in PUWG 1992 the scenery file gives in its //$g line, if it does // origin of the scenery in PUWG 1992 the scenery file gives in its //$g line, if it does
bool m_georeference_read{false}; bool m_georeference_read{false};
bool m_georeference{false}; bool m_georeference{false};

View File

@@ -0,0 +1,398 @@
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
// over the 3d view: the tools of the field of work along its left edge, the modes of the gizmo at its top, the axes of the
// world and the top view in its top right corner
#include "stdafx.h"
#include "application/editormode.h"
#include "application/editoruilayer.h"
#include "editor/editorIcons.hpp"
#include "rendering/renderer.h"
#include "utilities/Globals.h"
#include "utilities/translation.h"
#include "imgui/imgui.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <functional>
#include <vector>
namespace
{
using editor_icons::icon;
struct tool_button
{
icon picture;
char const *label;
char const *key; // nullptr if there's none
char const *tooltip; // nullptr if the label says enough
bool chosen;
std::function<void()> action;
bool group{false}; // a gap before it, it starts another group
bool enabled{true};
};
float scale()
{
return std::max(1.0f, Global.ui_scale);
}
// side of a button, the icon with some room around it
float button_side()
{
return editor_icons::size() + 10.0f * scale();
}
// a window of no looks of its own, for the buttons over the 3d view; it takes the mouse only where it lies
bool begin_overlay(char const *Name, ImVec2 const &Position, ImVec2 const &Size)
{
ImGui::SetNextWindowViewport(ImGui::GetMainViewport()->ID);
ImGui::SetNextWindowPos(Position);
ImGui::SetNextWindowSize(Size);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(1.0f, 1.0f));
auto const flags{ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoScrollWithMouse};
auto const open{ImGui::Begin(Name, nullptr, flags)};
ImGui::PopStyleVar(3);
return open;
}
// the button with the icon at the place; the label stands in for the icon if the renderer can't show images
void icon_button(tool_button const &Button, ImVec2 const &Position, int const Id)
{
auto const side{button_side()};
ImGui::SetCursorScreenPos(Position);
ImGui::PushID(Id);
auto const clicked{ImGui::InvisibleButton("##tool", ImVec2(side, side))};
ImGui::PopID();
auto const hovered{ImGui::IsItemHovered()};
auto *list{ImGui::GetWindowDrawList()};
ImVec2 const end{Position.x + side, Position.y + side};
auto const rounding{4.0f * scale()};
auto const background{Button.chosen ? ImGui::GetColorU32(ImGuiCol_ButtonActive) :
hovered && Button.enabled ? ImGui::GetColorU32(ImGuiCol_ButtonHovered) :
IM_COL32(24, 26, 30, 200)};
list->AddRectFilled(Position, end, background, rounding);
if (Button.chosen)
list->AddRect(Position, end, ImGui::GetColorU32(ImGuiCol_CheckMark), rounding, 0, 1.5f * scale());
auto const color{Button.enabled ? (Button.chosen || hovered ? IM_COL32(255, 255, 255, 255) : IM_COL32(215, 220, 225, 235)) : IM_COL32(150, 150, 150, 110)};
ImVec2 const center{Position.x + side * 0.5f, Position.y + side * 0.5f};
if (false == editor_icons::draw(list, Button.picture, center, color))
{
char const text[]{Button.label[0], (Button.label[0] != '\0' ? Button.label[1] : '\0'), '\0'};
auto const size{ImGui::CalcTextSize(text)};
list->AddText(ImVec2(center.x - size.x * 0.5f, center.y - size.y * 0.5f), color, text);
}
if (hovered)
{
std::string tip{Button.label};
if (Button.key != nullptr)
tip += std::string{" ["} + Button.key + "]";
if (Button.tooltip != nullptr)
tip += std::string{"\n"} + Button.tooltip;
ImGui::SetTooltip("%s", tip.c_str());
}
if (clicked && Button.enabled && Button.action)
Button.action();
}
} // namespace
void editor_mode::render_viewport_overlays()
{
auto const width{editor_ui::view_max().x - editor_ui::view_min().x};
auto const height{editor_ui::view_max().y - editor_ui::view_min().y};
// a view squeezed between the docks has no room for them
if (width < 8.0f * button_side() || height < 6.0f * button_side())
return;
render_viewport_tools();
render_viewport_gizmo();
render_view_axes();
}
void editor_mode::render_viewport_tools()
{
// the tools of the field of work, as in the toolbar
std::vector<tool_button> buttons;
buttons.reserve(16);
auto const area{current_work_area()};
switch (area)
{
case work_area::surroundings:
{
struct mode
{
icon picture;
char const *label;
char const *key;
nodebank_panel::edit_mode which;
};
mode const modes[] = {{icon::select, STR_C("Select"), "1", nodebank_panel::MODIFY},
{icon::insert, STR_C("Insert"), "2", nodebank_panel::ADD},
{icon::brush, STR_C("Brush"), "3", nodebank_panel::BRUSH},
{icon::area_fill, STR_C("Area fill"), "4", nodebank_panel::FILL},
{icon::copy_to_bank, STR_C("Copy to bank"), "5", nodebank_panel::COPY}};
for (auto const &entry : modes)
buttons.push_back({entry.picture, entry.label, entry.key, nullptr, ui()->mode() == entry.which, [this, which = entry.which]() { choose_edit_mode(which); }});
break;
}
case work_area::tracks:
{
auto const vehicle{m_track_tab == track_tab::lineside && m_vehicle.open};
auto const add = [&](track_tab const Tab, icon const Picture, bool const Group) {
auto const &modes{track_modes()};
auto const found{std::find_if(modes.begin(), modes.end(), [&](track_mode const &Mode) { return Mode.tab == Tab; })};
if (found == modes.end())
return;
// a tool chosen again gives way to the select one, as in the toolbar
auto const chosen{m_track_tab == Tab && false == (Tab == track_tab::lineside && vehicle)};
buttons.push_back({Picture, STR_C(found->label), found->key, STR_C(found->tooltip), chosen, [this, Tab, chosen]() { show_track_tab(chosen ? track_tab::path : Tab); }, Group});
};
add(track_tab::path, icon::select, false);
add(track_tab::lay, icon::lay_track, false);
add(track_tab::turnout, icon::turnout, false);
add(track_tab::straights, icon::straight, false);
add(track_tab::route, icon::curve, false);
add(track_tab::turntable, icon::turntable, false);
add(track_tab::signals, icon::signal, true);
add(track_tab::lineside, icon::objects, false);
buttons.push_back({icon::vehicle, STR_C("Vehicle"), nullptr, STR_C("A vehicle to drive, put on the selected track; it isn't written to the scenery files"), vehicle, [this, vehicle]() {
show_track_tab(vehicle ? track_tab::path : track_tab::lineside);
m_vehicle.expand = false == vehicle;
}});
add(track_tab::profile, icon::profile, true);
add(track_tab::speed, icon::speed, false);
add(track_tab::joints, icon::joints, false);
add(track_tab::infra, icon::infra, false);
buttons.push_back({icon::gauge, STR_C("Structure gauge"), nullptr, STR_C("Checks which models enter the structure gauge of the tracks and the clearance over the roads (skrajnia budowli)"), m_gauge.open,
[this]() { m_gauge.open = !m_gauge.open; }});
break;
}
case work_area::roads:
{
auto &tool{m_roadtool};
buttons.push_back({icon::select, STR_C("Select"), nullptr, STR_C("LMB: a road piece, a junction, a point where pieces meet, a level crossing or a traffic point"), tool.tool == 0, [this]() { road_choose_tool(0); }});
buttons.push_back({icon::road, STR_C("Build"), nullptr, STR_C("LMB: start a road, then each next point; on a loose end, the side of a road or a junction it's joined to them"), tool.tool == 1, [this]() { road_choose_tool(1); }});
buttons.push_back({icon::place, STR_C("Place"), nullptr, STR_C("Level crossings, and the points where vehicles appear on the roads or are taken off them"), tool.tool == 2, [this]() { road_choose_tool(2); }});
buttons.push_back({icon::lanes, STR_C("Show lanes"), nullptr, STR_C("The lanes of the roads drawn as the paths the vehicles take"), tool.lanes, [&tool]() { tool.lanes = !tool.lanes; }, true});
break;
}
case work_area::terrain:
{
// what the left button does on the terrain, as in the toolbar
auto const choose = [this](bool const Sculpt, bool const Smooth, bool const Chunks) {
return [this, Sculpt, Smooth, Chunks]() {
m_terrain_sculpt = Sculpt;
m_terrain_brush_smooth = Smooth;
m_chunk_edit = Chunks;
};
};
buttons.push_back({icon::select, STR_C("Select"), nullptr, STR_C("LMB picks the models, as in the surroundings"), false == m_terrain_sculpt && false == m_chunk_edit, choose(false, m_terrain_brush_smooth, false)});
buttons.push_back({icon::sculpt, STR_C("Sculpt"), nullptr, STR_C("LMB raises the terrain under the brush, Shift+LMB lowers it"), m_terrain_sculpt && false == m_terrain_brush_smooth, choose(true, false, false)});
buttons.push_back({icon::smooth, STR_C("Smooth"), nullptr, STR_C("LMB evens the terrain out under the brush"), m_terrain_sculpt && m_terrain_brush_smooth, choose(true, true, false)});
buttons.push_back({icon::chunks, STR_C("Chunks"), nullptr, STR_C("LMB adds a chunk next to the clicked one, Shift+LMB deletes it"), m_chunk_edit, choose(false, m_terrain_brush_smooth, true)});
auto const orthophoto{m_orthophoto.enabled()};
buttons.push_back({icon::orthophoto, STR_C("Orthophoto"), nullptr, STR_C("Aerial imagery of geoportal.gov.pl under the scenery, laid out by the origin of the scenery"), orthophoto,
[this, orthophoto]() { m_orthophoto.enabled(false == orthophoto); }, true});
break;
}
}
if (buttons.empty())
return;
// down the left edge, in more columns if the view is too low for them; the bottom is left to the hints of the tools
auto const side{button_side()};
auto const gap{2.0f * scale()};
auto const groupgap{8.0f * scale()};
auto const margin{8.0f * scale()};
ImVec2 const origin{editor_ui::view_min().x + margin, editor_ui::view_min().y + margin};
auto const bottom{std::max(origin.y + 4.0f * side, editor_ui::view_max().y - 130.0f * scale())};
std::vector<ImVec2> places;
places.reserve(buttons.size());
ImVec2 place{origin};
for (auto const &button : buttons)
{
if (button.group && place.y > origin.y)
place.y += groupgap - gap;
if (place.y > origin.y && place.y + side > bottom)
place = ImVec2(place.x + side + gap, origin.y);
places.push_back(place);
place.y += side + gap;
}
ImVec2 extent{0.0f, 0.0f};
for (auto const &at : places)
extent = ImVec2(std::max(extent.x, at.x + side - origin.x), std::max(extent.y, at.y + side - origin.y));
auto const pad{3.0f * scale()};
if (begin_overlay("##viewporttools", ImVec2(origin.x - pad, origin.y - pad), ImVec2(extent.x + 2.0f * pad, extent.y + 2.0f * pad)))
{
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(origin.x - pad, origin.y - pad), ImVec2(origin.x + extent.x + pad, origin.y + extent.y + pad), IM_COL32(16, 18, 21, 140), 6.0f * scale());
for (std::size_t index = 0; index < buttons.size(); ++index)
icon_button(buttons[index], places[index], static_cast<int>(index));
}
ImGui::End();
}
void editor_mode::render_viewport_gizmo()
{
// the gizmo moves the models and the tracks; on the terrain the mouse is the brush's
if (false == m_gizmo_enabled || current_work_area() == work_area::terrain)
return;
auto const tooltip{STR_C("What the handles of the gizmo on the selection do when dragged; Ctrl held snaps the values")};
std::array<tool_button, 4> const buttons{{
{icon::translate, STR_C("Translate"), "Q", tooltip, m_gizmo_op == gizmo_operation::translate, [this]() { m_gizmo_op = gizmo_operation::translate; }},
{icon::rotate, STR_C("Rotate"), "W", tooltip, m_gizmo_op == gizmo_operation::rotate, [this]() { m_gizmo_op = gizmo_operation::rotate; }},
{icon::scale, STR_C("Scale"), "E", tooltip, m_gizmo_op == gizmo_operation::scale, [this]() { m_gizmo_op = gizmo_operation::scale; }},
// the gizmo always scales along the axes of the model
{icon::local_space, STR_C("Local space"), "R", STR_C("The handles along the axes of the selected model instead of the axes of the world"), m_gizmo_local || m_gizmo_op == gizmo_operation::scale,
[this]() { m_gizmo_local = !m_gizmo_local; }, true, m_gizmo_op != gizmo_operation::scale},
}};
// in a row at the top, in the middle
auto const side{button_side()};
auto const gap{2.0f * scale()};
auto const groupgap{8.0f * scale()};
auto const margin{8.0f * scale()};
auto const pad{3.0f * scale()};
auto const width{4.0f * side + 2.0f * gap + groupgap};
ImVec2 const origin{std::round((editor_ui::view_min().x + editor_ui::view_max().x - width) * 0.5f), editor_ui::view_min().y + margin};
if (begin_overlay("##viewportgizmo", ImVec2(origin.x - pad, origin.y - pad), ImVec2(width + 2.0f * pad, side + 2.0f * pad)))
{
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(origin.x - pad, origin.y - pad), ImVec2(origin.x + width + pad, origin.y + side + pad), IM_COL32(16, 18, 21, 140), 6.0f * scale());
auto x{origin.x};
for (std::size_t index = 0; index < buttons.size(); ++index)
{
if (buttons[index].group)
x += groupgap - gap;
icon_button(buttons[index], ImVec2(x, origin.y), static_cast<int>(index));
x += side + gap;
}
}
ImGui::End();
}
void editor_mode::render_view_axes()
{
// the axes of the world as the camera sees them, as in blender: a click on one looks along it
auto const s{scale()};
auto const radius{40.0f * s};
auto const margin{8.0f * s};
auto const side{button_side()};
auto const size{2.0f * radius};
ImVec2 const origin{editor_ui::view_max().x - margin - size, editor_ui::view_min().y + margin};
if (begin_overlay("##viewaxes", origin, ImVec2(size, size + 6.0f * s + side)))
{
auto *list{ImGui::GetWindowDrawList()};
ImVec2 const center{origin.x + radius, origin.y + radius};
ImGui::SetCursorScreenPos(origin);
ImGui::InvisibleButton("##axes", ImVec2(size, size));
auto const hovered{ImGui::IsItemHovered()};
auto const clicked{ImGui::IsItemClicked(ImGuiMouseButton_Left)};
if (hovered)
list->AddCircleFilled(center, radius, IM_COL32(255, 255, 255, 28), 48);
// the view matrix is of the camera turned only, the axes go through it as they are
glm::mat3 const view{GfxRenderer->Camera_View_Matrix()};
struct end
{
int axis;
bool positive;
glm::vec3 seen;
};
std::array<end, 6> ends;
for (int axis = 0; axis < 3; ++axis)
{
glm::vec3 direction{0.0f};
direction[axis] = 1.0f;
auto const seen{view * direction};
ends[axis * 2] = {axis, true, seen};
ends[axis * 2 + 1] = {axis, false, -seen};
}
// the farther ones first, the nearer ones over them
std::sort(ends.begin(), ends.end(), [](end const &Left, end const &Right) { return Left.seen.z < Right.seen.z; });
ImU32 const colors[]{IM_COL32(230, 70, 80, 255), IM_COL32(130, 200, 40, 255), IM_COL32(60, 135, 235, 255)};
char const *const names[]{"X", "Y", "Z"};
auto const reach{radius - 10.0f * s};
auto const mouse{ImGui::GetIO().MousePos};
end const *pointed{nullptr};
auto const place = [&](end const &End) { return ImVec2(center.x + End.seen.x * reach, center.y - End.seen.y * reach); };
for (auto const &entry : ends)
{
auto const at{place(entry)};
auto const dot{(entry.positive ? 8.0f : 6.0f) * s};
if (hovered && (mouse.x - at.x) * (mouse.x - at.x) + (mouse.y - at.y) * (mouse.y - at.y) <= (dot + 2.0f * s) * (dot + 2.0f * s))
pointed = &entry; // the nearest one under the mouse, as it's drawn over the others
}
for (auto const &entry : ends)
{
auto const at{place(entry)};
auto const color{colors[entry.axis]};
if (entry.positive)
{
list->AddLine(center, at, color, 2.0f * s);
list->AddCircleFilled(at, 8.0f * s, color, 24);
auto const text{ImGui::CalcTextSize(names[entry.axis])};
list->AddText(ImVec2(at.x - text.x * 0.5f, at.y - text.y * 0.5f), IM_COL32(20, 20, 20, 255), names[entry.axis]);
}
else
{
list->AddCircleFilled(at, 6.0f * s, (color & ~IM_COL32_A_MASK) | IM_COL32(0, 0, 0, 90), 24);
list->AddCircle(at, 6.0f * s, color, 24, 1.5f * s);
}
if (&entry == pointed)
list->AddCircle(at, (entry.positive ? 9.5f : 7.5f) * s, IM_COL32(255, 255, 255, 255), 24, 1.5f * s);
}
if (pointed != nullptr)
{
ImGui::SetTooltip(STR_C("Look along %s%s; from over the scenery it's the top view"), pointed->positive ? "-" : "+", names[pointed->axis]);
if (clicked)
look_along_axis(pointed->axis, pointed->positive);
}
// the top view, under the axes
tool_button const ortho{Global.EditorOrtho ? icon::ortho : icon::perspective,
STR_C("Top view, orthographic"),
"O",
STR_C("The view straight down without perspective, as on a map; again for the camera as it was"),
Global.EditorOrtho,
[this]() { toggle_ortho(); }};
icon_button(ortho, ImVec2(std::round(center.x - side * 0.5f), origin.y + size + 6.0f * s), 0);
}
ImGui::End();
}
void editor_mode::look_along_axis(int const Axis, bool const Positive)
{
m_focus_active = false;
if (Axis == 1)
{
if (Positive)
{
// from over the scenery: the top view
if (false == Global.EditorOrtho)
toggle_ortho();
return;
}
if (Global.EditorOrtho)
toggle_ortho();
Camera.Angle.x = M_PI_2;
Camera.Angle.z = 0.0;
return;
}
if (Global.EditorOrtho)
toggle_ortho();
// from the side of the axis the camera's on, towards the other one; the yaw as the camera works it out of where it looks
glm::dvec3 where{0.0};
where[Axis] = Positive ? -1.0 : 1.0;
Camera.Angle.y = std::atan2(-where.x, -where.z);
Camera.Angle.x = 0.0;
Camera.Angle.z = 0.0;
}

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "editor/editorIcons.hpp"
#include "rendering/renderer.h"
#include "utilities/Globals.h"
#include "stb/stb_image.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <thread>
#include <vector>
namespace editor_icons
{
namespace
{
// editor_icons.png, written out by CMake
unsigned char const png[] = {
#include "editor_icons_png.inc"
};
int const cell{64}; // pixels of an icon in the png
int const columns{8};
int const rows{(static_cast<int>(icon::count) + columns - 1) / columns};
// the coverage of the icons, a byte a pixel, as they're in the png. empty if it couldn't be read
std::vector<std::uint8_t> const &coverage()
{
static std::vector<std::uint8_t> const pixels = []() {
std::vector<std::uint8_t> result;
// read in a thread of its own: the texture loader turns the images upside down for the threads which don't say otherwise,
// and what a thread says stays with it
std::thread reader([&result]() {
stbi_set_flip_vertically_on_load_thread(0);
int width{0}, height{0}, components{0};
auto *rgba{stbi_load_from_memory(png, static_cast<int>(sizeof(png)), &width, &height, &components, 4)};
if (rgba == nullptr)
return;
if (width == columns * cell && height >= rows * cell)
{
result.resize(static_cast<std::size_t>(width) * height);
for (std::size_t index = 0; index < result.size(); ++index)
result[index] = rgba[index * 4 + 3];
}
stbi_image_free(rgba);
});
reader.join();
return result;
}();
return pixels;
}
// the icons scaled down to the size they're drawn at, each with a pixel of empty space around it, so that the filtering
// doesn't pick up a neighbour
struct atlas
{
std::uint64_t texture{0};
int size{0}; // pixels of an icon
bool failed{false};
};
atlas g_atlas;
int stride(int const Size)
{
return Size + 2;
}
// part of the source pixel Pixel the target pixel Target of the size Scale covers
float overlap(int const Target, float const Scale, int const Pixel)
{
auto const start{std::max(Target * Scale, static_cast<float>(Pixel))};
auto const end{std::min((Target + 1) * Scale, static_cast<float>(Pixel + 1))};
return std::max(0.0f, end - start);
}
std::vector<std::uint8_t> scaled(int const Size)
{
auto const &source{coverage()};
auto const width{columns * stride(Size)};
auto const height{rows * stride(Size)};
std::vector<std::uint8_t> rgba(static_cast<std::size_t>(width) * height * 4, 255);
for (std::size_t index = 3; index < rgba.size(); index += 4)
rgba[index] = 0;
// each target pixel the average of the source pixels under it, the ones under its edges by the part they're under it
auto const scale{static_cast<float>(cell) / Size};
std::vector<float> across(static_cast<std::size_t>(Size) * cell);
for (int index = 0; index < static_cast<int>(icon::count); ++index)
{
auto const sourcex{(index % columns) * cell};
auto const sourcey{(index / columns) * cell};
for (int y = 0; y < cell; ++y)
{
for (int x = 0; x < Size; ++x)
{
float sum{0.0f};
for (int pixel = static_cast<int>(x * scale); pixel < std::min(cell, static_cast<int>(std::ceil((x + 1) * scale))); ++pixel)
sum += overlap(x, scale, pixel) * source[static_cast<std::size_t>(sourcey + y) * columns * cell + sourcex + pixel];
across[static_cast<std::size_t>(y) * Size + x] = sum / scale;
}
}
auto const targetx{(index % columns) * stride(Size) + 1};
auto const targety{(index / columns) * stride(Size) + 1};
for (int y = 0; y < Size; ++y)
{
for (int x = 0; x < Size; ++x)
{
float sum{0.0f};
for (int pixel = static_cast<int>(y * scale); pixel < std::min(cell, static_cast<int>(std::ceil((y + 1) * scale))); ++pixel)
sum += overlap(y, scale, pixel) * across[static_cast<std::size_t>(pixel) * Size + x];
rgba[(static_cast<std::size_t>(targety + y) * width + targetx + x) * 4 + 3] = static_cast<std::uint8_t>(std::clamp(sum / scale + 0.5f, 0.0f, 255.0f));
}
}
}
return rgba;
}
// the texture of the icons at the size, made again when the size changes
bool prepare(int const Size)
{
if (g_atlas.failed)
return false;
if (g_atlas.texture != 0 && g_atlas.size == Size)
return true;
auto *renderer{GfxRenderer ? GfxRenderer->GetImguiRenderer() : nullptr};
if (renderer == nullptr || coverage().empty())
{
g_atlas.failed = true;
return false;
}
if (g_atlas.texture != 0)
renderer->Release_Image(g_atlas.texture);
auto const rgba{scaled(Size)};
g_atlas.texture = renderer->Create_Image(rgba.data(), columns * stride(Size), rows * stride(Size));
g_atlas.size = Size;
// a renderer which can't show them gets no more requests
g_atlas.failed = (g_atlas.texture == 0);
return false == g_atlas.failed;
}
} // namespace
float size()
{
return std::round(20.0f * std::max(1.0f, Global.ui_scale));
}
bool draw(ImDrawList *List, icon const Icon, ImVec2 const &Center, ImU32 const Color)
{
// all at the one size, the texture is made for it
auto const pixels{static_cast<int>(size())};
if (List == nullptr || Icon >= icon::count || false == prepare(pixels))
return false;
auto const index{static_cast<int>(Icon)};
auto const width{static_cast<float>(columns * stride(pixels))};
auto const height{static_cast<float>(rows * stride(pixels))};
ImVec2 const uv0{((index % columns) * stride(pixels) + 1) / width, ((index / columns) * stride(pixels) + 1) / height};
ImVec2 const uv1{uv0.x + pixels / width, uv0.y + pixels / height};
// on whole pixels, the icon was scaled for them
ImVec2 const min{std::round(Center.x - pixels * 0.5f), std::round(Center.y - pixels * 0.5f)};
List->AddImage(static_cast<ImTextureID>(g_atlas.texture), min, ImVec2(min.x + pixels, min.y + pixels), uv0, uv1, Color);
return true;
}
} // namespace editor_icons

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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "imgui/imgui.h"
// icons of the scenery editor. they're drawn by editor/icons/editor_icons.py into editor_icons.png, which CMake writes out
// as the bytes of an array built into the executable, so they're there without any file of the simulator
namespace editor_icons
{
// in the order of the cells of editor_icons.png
enum class icon
{
select,
insert,
brush,
area_fill,
copy_to_bank,
translate,
rotate,
scale,
local_space,
ortho,
perspective,
sculpt,
smooth,
chunks,
orthophoto,
road,
place,
lanes,
lay_track,
turnout,
straight,
curve,
signal,
objects,
vehicle,
profile,
speed,
joints,
infra,
gauge,
turntable,
count
};
// pixels of the side of an icon, at the scale of the user interface
float size();
// draws the icon in the colour given, centred on the point. returns: false if the renderer can't show images
bool draw(ImDrawList *List, icon const Icon, ImVec2 const &Center, ImU32 const Color);
} // namespace editor_icons

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#!/usr/bin/env python3
# draws the icons of the scenery editor into editor_icons.png, next to this script: white shapes on a transparent ground,
# 64 x 64 pixels each, 8 in a row, in the order of editor_icons::icon (editor/editorIcons.hpp).
# the editor tints them as it draws them; the png is built into the executable by CMake, see CMakeLists.txt.
# needs Pillow: python3 editor_icons.py
import math
import os
from PIL import Image, ImageDraw
CELL = 64
SUPER = 4 # drawn this many times bigger, then scaled down for smooth edges
S = CELL * SUPER
W = 18 # width of the lines, at the bigger size
COLUMNS = 8
def p(x, y):
# coordinates given on a 64 x 64 grid
return (x * SUPER, y * SUPER)
def line(d, points, width=W):
pts = [p(*q) for q in points]
d.line(pts, fill=255, width=width, joint="curve")
for q in (pts[0], pts[-1]):
r = width / 2
d.ellipse((q[0] - r, q[1] - r, q[0] + r, q[1] + r), fill=255)
def poly(d, points, outline=False, width=W):
pts = [p(*q) for q in points]
if outline:
line(d, points + [points[0]], width)
else:
d.polygon(pts, fill=255)
def circle(d, x, y, r, outline=False, width=W):
box = (p(x - r, y - r), p(x + r, y + r))
if outline:
d.ellipse(box, outline=255, width=width)
else:
d.ellipse(box, fill=255)
def rect(d, x0, y0, x1, y1, outline=False, width=W, radius=0):
box = (p(x0, y0), p(x1, y1))
if outline:
d.rounded_rectangle(box, radius=radius * SUPER, outline=255, width=width)
else:
d.rounded_rectangle(box, radius=radius * SUPER, fill=255)
def arrowhead(d, x, y, angle, size=9):
# filled head pointing at angle (degrees, 0 = right, 90 = down)
a = math.radians(angle)
tip = (x + math.cos(a) * size * 0.6, y + math.sin(a) * size * 0.6)
left = (x + math.cos(a + 2.5) * size, y + math.sin(a + 2.5) * size)
right = (x + math.cos(a - 2.5) * size, y + math.sin(a - 2.5) * size)
poly(d, [tip, left, right])
def arc(d, x, y, r, start, end, width=W):
box = (p(x - r, y - r), p(x + r, y + r))
d.arc(box, start, end, fill=255, width=width)
def dashed(d, a, b, dash=6, gap=4, width=W):
length = math.hypot(b[0] - a[0], b[1] - a[1])
if length == 0:
return
ux, uy = (b[0] - a[0]) / length, (b[1] - a[1]) / length
t = 0.0
while t < length:
e = min(t + dash, length)
line(d, [(a[0] + ux * t, a[1] + uy * t), (a[0] + ux * e, a[1] + uy * e)], width)
t = e + gap
# the icons, in the order of editor_icons::icon
def select(d):
poly(d, [(16, 8), (16, 50), (26, 40), (33, 56), (40, 53), (33, 37), (47, 37)])
def insert(d):
# a box, with a plus over its corner
poly(d, [(8, 26), (28, 16), (48, 26), (28, 36)], outline=True)
line(d, [(8, 26), (8, 46), (28, 56), (48, 46), (48, 26)])
line(d, [(28, 36), (28, 56)])
circle(d, 48, 14, 11)
def brush(d):
line(d, [(52, 8), (30, 32)], W + 4)
poly(d, [(26, 30), (34, 38), (24, 52), (8, 56), (12, 42)])
for x, y in ((44, 40), (52, 30), (50, 50)):
circle(d, x, y, 3)
def area_fill(d):
outline = [(8, 18), (34, 8), (56, 24), (50, 54), (16, 52)]
for i in range(len(outline)):
dashed(d, outline[i], outline[(i + 1) % len(outline)], 6, 5, W - 4)
for x, y in ((24, 38), (38, 30), (36, 44)):
poly(d, [(x, y - 9), (x + 6, y + 4), (x - 6, y + 4)])
def copy_to_bank(d):
rect(d, 18, 6, 46, 26, outline=True, radius=3)
line(d, [(32, 26), (32, 40)])
arrowhead(d, 32, 42, 90, 12)
line(d, [(8, 40), (8, 56), (56, 56), (56, 40)])
def translate(d):
line(d, [(32, 10), (32, 54)])
line(d, [(10, 32), (54, 32)])
arrowhead(d, 32, 8, 270, 13)
arrowhead(d, 32, 56, 90, 13)
arrowhead(d, 8, 32, 180, 13)
arrowhead(d, 56, 32, 0, 13)
def rotate(d):
# turning clockwise, the gap at the top
arc(d, 32, 34, 21, 300, 225)
a = math.radians(225)
arrowhead(d, 32 + math.cos(a) * 21, 34 + math.sin(a) * 21, 315, 15)
circle(d, 32, 34, 4)
def scale(d):
rect(d, 8, 30, 34, 56, radius=2)
for a, b in (((8, 8), (56, 8)), ((56, 8), (56, 56)), ((8, 8), (8, 22)), ((42, 56), (56, 56))):
dashed(d, a, b, 6, 5, W - 6)
line(d, [(30, 34), (48, 16)])
arrowhead(d, 50, 14, 315, 14)
def local_space(d):
# the axes turned with the model
o = (22, 42)
for angle, length in ((-20, 34), (-110, 30), (150, 18)):
a = math.radians(angle)
e = (o[0] + math.cos(a) * length, o[1] + math.sin(a) * length)
line(d, [o, e], W - 2)
arrowhead(d, e[0], e[1], angle, 11)
circle(d, o[0], o[1], 5)
def ortho(d):
# the plan seen from over it: a grid without perspective
rect(d, 8, 8, 56, 56, outline=True, width=W - 2)
for t in (24, 40):
line(d, [(t, 8), (t, 56)], W - 8)
line(d, [(8, t), (56, t)], W - 8)
def perspective(d):
# the grid going away
poly(d, [(20, 14), (44, 14), (58, 54), (6, 54)], outline=True, width=W - 2)
line(d, [(28, 14), (24, 54)], W - 8)
line(d, [(36, 14), (40, 54)], W - 8)
line(d, [(15, 30), (49, 30)], W - 8)
def sculpt(d):
poly(d, [(4, 56), (22, 26), (32, 38), (42, 22), (60, 56)])
line(d, [(50, 18), (50, 4)], W - 4)
arrowhead(d, 50, 3, 270, 11)
def smooth(d):
pts = [(x, 40 - 12 * math.sin((x - 6) / 52 * math.pi)) for x in range(6, 59, 2)]
line(d, pts)
line(d, [(6, 54), (58, 54)], W - 6)
circle(d, 32, 28, 14, outline=True, width=W - 8)
def chunks(d):
for x, y in ((6, 6), (33, 6), (6, 33)):
rect(d, x, y, x + 25, y + 25, radius=3)
rect(d, 33, 33, 58, 58, outline=True, width=W - 6, radius=3)
line(d, [(45.5, 39), (45.5, 52)], W - 8)
line(d, [(39, 45.5), (52, 45.5)], W - 8)
def orthophoto(d):
rect(d, 6, 10, 58, 54, outline=True, radius=4)
poly(d, [(10, 50), (26, 28), (36, 40), (42, 34), (54, 50)])
circle(d, 44, 21, 5)
def road(d):
line(d, [(24, 8), (8, 56)])
line(d, [(40, 8), (56, 56)])
dashed(d, (32, 8), (32, 56), 8, 6, W - 4)
def place(d):
# a pin standing on the place
poly(d, [(32, 58), (18, 34), (46, 34)])
circle(d, 32, 26, 15)
def lanes(d):
for x in (14, 50):
line(d, [(x, 6), (x, 58)], W - 4)
dashed(d, (32, 6), (32, 58), 7, 6, W - 6)
line(d, [(23, 52), (23, 22)], W - 6)
arrowhead(d, 23, 18, 270, 10)
line(d, [(41, 12), (41, 42)], W - 6)
arrowhead(d, 41, 46, 90, 10)
def lay_track(d):
# two rails on sleepers, going up to the right
for t in range(0, 6):
x, y = 10 + t * 9, 54 - t * 9
line(d, [(x - 8, y - 8), (x + 8, y + 8)], W - 8)
line(d, [(4, 50), (50, 4)], W - 4)
line(d, [(14, 60), (60, 14)], W - 4)
def switch(d):
line(d, [(18, 60), (18, 4)], W - 2)
line(d, [(34, 60), (34, 4)], W - 2)
pts = [(18 + 30 * (1 - math.cos(t / 20 * math.pi / 2)), 52 - t * 2.4) for t in range(0, 21)]
line(d, pts, W - 2)
pts = [(34 + 22 * (1 - math.cos(t / 20 * math.pi / 2)), 60 - t * 2.4) for t in range(0, 21)]
line(d, pts, W - 2)
def straight(d):
line(d, [(12, 52), (52, 12)])
rect(d, 4, 44, 20, 60, radius=2)
rect(d, 44, 4, 60, 20, radius=2)
def curve(d):
arc(d, 56, 56, 44, 180, 270)
dashed(d, (56, 56), (25, 25), 5, 4, W - 8)
circle(d, 12, 56, 6)
circle(d, 56, 12, 6)
circle(d, 25, 25, 6)
def signal(d):
line(d, [(32, 34), (32, 60)], W - 2)
line(d, [(20, 60), (44, 60)], W - 2)
rect(d, 20, 4, 44, 38, radius=10)
def objects(d):
# a post by the track with a board on it
line(d, [(24, 30), (24, 60)], W - 2)
rect(d, 10, 6, 38, 30, radius=3)
line(d, [(42, 60), (60, 60)], W - 6)
line(d, [(48, 52), (60, 52)], W - 6)
def vehicle(d):
poly(d, [(4, 22), (50, 22), (60, 32), (60, 46), (4, 46)])
circle(d, 16, 52, 6)
circle(d, 46, 52, 6)
line(d, [(4, 58), (60, 58)], W - 8)
def profile(d):
pts = [(6, 46), (22, 30), (38, 36), (58, 14)]
line(d, pts)
for q in pts:
circle(d, q[0], q[1], 5)
line(d, [(6, 58), (58, 58)], W - 8)
def speed(d):
arc(d, 32, 40, 24, 180, 360)
for a in (200, 240, 280, 320):
r = math.radians(a)
line(d, [(32 + math.cos(r) * 15, 40 + math.sin(r) * 15), (32 + math.cos(r) * 20, 40 + math.sin(r) * 20)], W - 8)
line(d, [(32, 40), (46, 24)], W - 2)
circle(d, 32, 40, 6)
def joints(d):
line(d, [(4, 26), (26, 26)])
line(d, [(38, 26), (60, 26)])
line(d, [(4, 40), (26, 40)])
line(d, [(38, 44), (60, 44)])
rect(d, 28, 14, 36, 54, outline=True, width=W - 10, radius=2)
def infra(d):
# a catenary mast with its arm and the wire hanging from it
line(d, [(14, 60), (14, 6)], W + 2)
line(d, [(14, 12), (54, 12)], W - 4)
line(d, [(14, 26), (46, 12)], W - 8)
line(d, [(44, 12), (44, 28)], W - 8)
pts = [(x, 30 + 0.012 * (x - 36) ** 2) for x in range(14, 61, 2)]
line(d, pts, W - 6)
def gauge(d):
# the outline of the structure gauge over the rails
line(d, [(12, 52), (12, 22), (22, 8), (42, 8), (52, 22), (52, 52)], W - 4)
line(d, [(4, 56), (60, 56)], W - 6)
for x in (24, 40):
rect(d, x - 3, 48, x + 3, 56)
def turntable(d):
# the pit with its bridge, and the tracks leading out of it
circle(d, 32, 32, 20, outline=True, width=W - 4)
line(d, [(18, 46), (46, 18)], W)
for a in (-90, -30, 30):
r = math.radians(a)
line(d, [(32 + math.cos(r) * 24, 32 + math.sin(r) * 24), (32 + math.cos(r) * 31, 32 + math.sin(r) * 31)], W - 4)
ICONS = [select, insert, brush, area_fill, copy_to_bank, translate, rotate, scale,
local_space, ortho, perspective, sculpt, smooth, chunks, orthophoto, road,
place, lanes, lay_track, switch, straight, curve, signal, objects,
vehicle, profile, speed, joints, infra, gauge, turntable]
def cutouts(name, d):
# the parts drawn in the colour of the ground: the plus of the insert, the hole of the pin, the lights of the signal
if name == "insert":
line(d, [(48, 8), (48, 20)], W - 8)
line(d, [(42, 14), (54, 14)], W - 8)
elif name == "place":
circle(d, 32, 26, 6)
elif name == "signal":
circle(d, 32, 14, 5)
circle(d, 32, 28, 5)
elif name == "vehicle":
rect(d, 10, 27, 20, 35)
rect(d, 26, 27, 36, 35)
rect(d, 42, 27, 50, 35)
def main():
rows = (len(ICONS) + COLUMNS - 1) // COLUMNS
atlas = Image.new("RGBA", (COLUMNS * CELL, rows * CELL), (255, 255, 255, 0))
for index, draw in enumerate(ICONS):
mask = Image.new("L", (S, S), 0)
d = ImageDraw.Draw(mask)
draw(d)
holes = Image.new("L", (S, S), 0)
cutouts(draw.__name__, ImageDraw.Draw(holes))
mask.paste(0, (0, 0), holes)
mask = mask.resize((CELL, CELL), Image.LANCZOS)
icon = Image.new("RGBA", (CELL, CELL), (255, 255, 255, 0))
icon.putalpha(mask)
atlas.paste(icon, ((index % COLUMNS) * CELL, (index // COLUMNS) * CELL))
atlas.save(os.path.join(os.path.dirname(os.path.abspath(__file__)), "editor_icons.png"), optimize=True)
if __name__ == "__main__":
main()

View File

@@ -5024,3 +5024,32 @@ msgstr "Widoczne tylko w edytorze; sceneria zachowuje własny czas i pogodę"
msgid "Top view, orthographic (O)" msgid "Top view, orthographic (O)"
msgstr "Widok z góry, ortogonalny (O)" msgstr "Widok z góry, ortogonalny (O)"
# scenery editor: tools over the 3d view
msgid "Translate"
msgstr "Przesuwanie"
msgid "Rotate"
msgstr "Obrót"
msgid "Scale"
msgstr "Skala"
msgid "Look along %s%s; from over the scenery it's the top view"
msgstr "Spójrz wzdłuż %s%s; znad scenerii to widok z góry"
msgid "Show lanes"
msgstr "Pokaż pasy ruchu"
msgid "The lanes of the roads drawn as the paths the vehicles take"
msgstr "Pasy ruchu dróg rysowane jako tory jazdy pojazdów"
msgid "LMB: a road piece, a junction, a point where pieces meet, a level crossing or a traffic point"
msgstr "LPM: kawałek drogi, skrzyżowanie, punkt łączenia kawałków, przejazd kolejowy albo punkt ruchu"
msgid "LMB: start a road, then each next point; on a loose end, the side of a road or a junction it's joined to them"
msgstr "LPM: początek drogi, potem każdy kolejny punkt; na wolnym końcu, boku drogi albo skrzyżowaniu droga zostaje do nich dołączona"
msgid "Level crossings, and the points where vehicles appear on the roads or are taken off them"
msgstr "Przejazdy kolejowe oraz punkty, w których pojazdy pojawiają się na drogach albo są z nich zdejmowane"