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https://github.com/MaSzyna-EU07/maszyna.git
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feat(roads): editor menu and window for building roads, lanes shown as trajectories
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@@ -21,6 +21,7 @@ http://mozilla.org/MPL/2.0/.
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#include "editor/editorOrthophoto.hpp"
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#include "editor/editorTrack.hpp"
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#include "editor/editorAlignment.hpp"
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#include "editor/editorRoad.hpp"
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#include <array>
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#include <chrono>
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@@ -90,7 +91,7 @@ class editor_mode : public application_mode
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struct EditorSnapshot
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{
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enum class Action { Move, Rotate, Scale, Add, Delete, TrackEdit, Other };
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enum class Action { Move, Rotate, Scale, Add, Delete, TrackEdit, Other, RoadEdit };
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Action action{Action::Other};
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std::string node_name; // node identifier (basic_node::name())
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@@ -106,6 +107,9 @@ class editor_mode : public application_mode
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std::vector<std::pair<TTrack *, editor_track::state>> tracks;
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std::vector<TTrack *> created;
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std::vector<TTrack *> removed;
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std::vector<std::pair<road_node *, road_node::state>> roads; // road pieces with what they were like before the change
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std::vector<road_node *> roads_created;
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std::vector<road_node *> roads_removed;
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};
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void push_snapshot(scene::basic_node *node, EditorSnapshot::Action Action = EditorSnapshot::Action::Move, std::string const &Serialized = std::string());
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@@ -481,4 +485,40 @@ class editor_mode : public application_mode
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float m_track_snap_radius{1.0f};
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bool m_track_align_tangent{true};
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bool m_track_drag_connected{true};
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// roads: a menu and a window of their own, independent from the edit modes of the toolset
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struct road_tool
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{
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bool window{false}; // the road window is open, the left mouse button belongs to its tools
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bool lanes{true}; // lanes of the roads are drawn as trajectories
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int tool{0}; // 0: select, 1: build
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road_node *selected{nullptr};
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road_node::state settings; // layout shown in the window: of the selected piece, or of the pieces about to be built
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bool whole{true}; // layout changes go to every piece of the road the selected one belongs to
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bool chain{false}; // the point to build from is set
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glm::dvec3 point{0.0}; // where the next piece starts
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glm::dvec2 direction{0.0, 1.0}; // the way it has to leave that point
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bool hasdirection{false};
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bool reversed{false}; // the pieces are laid from their ends, to carry on a road from its start
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glm::dvec3 mouse{0.0};
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std::string status;
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char surface[128]{};
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char sides[2][128]{};
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char filter[64]{"asph"};
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};
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void render_road_menu();
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void render_road_window();
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bool render_road_layout(road_node::state &State);
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void draw_road_overlay() const;
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void update_road_tool();
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void road_click();
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void road_select(road_node *Road);
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void road_apply();
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bool road_delete();
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bool road_split();
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void road_cancel();
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std::vector<segment_data> road_preview(editor_road::loose_end &Snap, std::string &Error) const;
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void push_road_snapshot(std::vector<std::pair<road_node *, road_node::state>> States, std::vector<road_node *> Created, std::vector<road_node *> Removed);
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void restore_road_snapshot(EditorSnapshot const &Snapshot, std::vector<EditorSnapshot> &Opposite, bool const Undo);
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road_tool m_roadtool;
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};
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