/* 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 "application/editoruilayer.h" #include "utilities/Globals.h" #include "utilities/utilities.h" #include "scene/scenenode.h" #include "scene/scenelayers.h" #include "scene/scene.h" #include "rendering/renderer.h" #include "utilities/translation.h" #include "imgui/imgui_internal.h" #include "editor/editorSettings.hpp" #include "editor/editorIcons.hpp" #include #include glm::vec2 editor_ui::m_viewmin{0.0f}; glm::vec2 editor_ui::m_viewmax{0.0f}; editor_ui::editor_ui() { clear_panels(); // bind the panels with ui object. maybe not the best place for this but, eh add_external_panel(&m_nodebankpanel); add_external_panel(&m_layerspanel); add_external_panel(&m_includespanel); // the menu is a part of the layout of the editor, not a pop-up as in the driver mode m_menu_always = true; // the window menu of the docks can unpin them GImGui->DockNodeWindowMenuHandler = &editor_ui::autohide_menu; } void editor_ui::render_dockspace() { // windows of the editor are docked around the 3d view, which is left free in the middle auto *viewport{ImGui::GetMainViewport()}; auto const dockspace{ImGui::GetID("###editordockspace")}; m_dockspace = dockspace; if (m_layoutreset || ImGui::DockBuilderGetNode(dockspace) == nullptr) { m_layoutreset = false; // the windows go to their default docks, none is left unpinned m_autohide.clear(); m_autohideshown = 0; ImGui::MarkIniSettingsDirty(); build_default_layout(dockspace); } autohide_begin(); ImGui::DockSpaceOverViewport(dockspace, viewport, ImGuiDockNodeFlags_PassthruCentralNode); if (auto const *central{ImGui::DockBuilderGetCentralNode(dockspace)}; central != nullptr) { m_viewmin = {central->Pos.x, central->Pos.y}; m_viewmax = {central->Pos.x + central->Size.x, central->Pos.y + central->Size.y}; } else { m_viewmin = {viewport->WorkPos.x, viewport->WorkPos.y}; m_viewmax = {viewport->WorkPos.x + viewport->WorkSize.x, viewport->WorkPos.y + viewport->WorkSize.y}; } autohide_place(); } void editor_ui::build_default_layout(unsigned int const Dockspace) { auto *viewport{ImGui::GetMainViewport()}; ImGui::DockBuilderRemoveNode(Dockspace); ImGui::DockBuilderAddNode(Dockspace, ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_PassthruCentralNode); ImGui::DockBuilderSetNodePos(Dockspace, viewport->WorkPos); ImGui::DockBuilderSetNodeSize(Dockspace, viewport->WorkSize); // widths in pixels the windows need, as parts of the room there is auto const width{std::max(viewport->WorkSize.x, 1.0f)}; auto const height{std::max(viewport->WorkSize.y, 1.0f)}; auto const left_width{std::min(400.0f * Global.ui_scale, width * 0.3f)}; auto const right_width{std::min(460.0f * Global.ui_scale, width * 0.3f)}; auto const bottom_height{std::min(280.0f * Global.ui_scale, height * 0.35f)}; ImGuiID center{Dockspace}; auto const right{ImGui::DockBuilderSplitNode(center, ImGuiDir_Right, right_width / width, nullptr, ¢er)}; auto const left{ImGui::DockBuilderSplitNode(center, ImGuiDir_Left, left_width / (width - right_width), nullptr, ¢er)}; auto const bottom{ImGui::DockBuilderSplitNode(center, ImGuiDir_Down, bottom_height / height, nullptr, ¢er)}; // left: settings of the tool in use above, the scenery below ImGuiID lefttop{left}; auto const leftbottom{ImGui::DockBuilderSplitNode(lefttop, ImGuiDir_Down, 0.5f, nullptr, &lefttop)}; // windows are found by the stable part of their names, after ### ImGui::DockBuilderDockWindow("###tooloptions", lefttop); for (auto const *window : {"###scenetree", "###Layers", "###scenehierarchy"}) ImGui::DockBuilderDockWindow(window, leftbottom); for (auto const *window : {"###inspector", "###editorsettings", "###Include database", "###orthophoto", "###environment"}) ImGui::DockBuilderDockWindow(window, right); // bottom: the node bank, and the model sets by its side, the models are dragged from the one to the other ImGuiID bottomleft{bottom}; auto const bottomright{ImGui::DockBuilderSplitNode(bottomleft, ImGuiDir_Right, 0.45f, nullptr, &bottomleft)}; for (auto const *window : {"###Node bank", "###profilestrip", "###trackanalysis", "###structuregauge", "###editorhistory"}) ImGui::DockBuilderDockWindow(window, bottomleft); ImGui::DockBuilderDockWindow("###modelsets", bottomright); ImGui::DockBuilderFinish(Dockspace); } // unpinned docks. imgui has no auto-hide of its own: the windows of an unpinned dock are undocked, kept hidden while they aren't shown, // and the one shown is placed over the edge of the 3d view its dock was at. a window docked again by hand is pinned again std::vector editor_ui::m_autohide; unsigned int editor_ui::m_dockspace{0}; namespace { // imgui math operators aren't defined here, imgui.h is included before imgui_internal.h asks for them ImVec2 vec_add(ImVec2 const A, ImVec2 const B) { return {A.x + B.x, A.y + B.y}; } ImVec2 vec_sub(ImVec2 const A, ImVec2 const B) { return {A.x - B.x, A.y - B.y}; } ImVec2 vec_mul(ImVec2 const A, float const B) { return {A.x * B, A.y * B}; } bool autohide_vertical(int const Edge) { return Edge == ImGuiDir_Left || Edge == ImGuiDir_Right; } // leaf nodes of the dockspace which hold windows, the central node aside void autohide_leaves(ImGuiDockNode *Node, std::vector &Leaves) { if (Node == nullptr) return; if (Node->IsLeafNode()) { if (false == Node->IsCentralNode() && Node->Windows.Size > 0) Leaves.push_back(Node); return; } autohide_leaves(Node->ChildNodes[0], Leaves); autohide_leaves(Node->ChildNodes[1], Leaves); } // edge of the central node the node lies at int autohide_edge(ImGuiDockNode const *Node, ImGuiDockNode const *Central) { if (Central == nullptr) return ImGuiDir_Left; auto const center{vec_add(Node->Pos, vec_mul(Node->Size, 0.5f))}; if (center.x < Central->Pos.x) return ImGuiDir_Left; if (center.x > Central->Pos.x + Central->Size.x) return ImGuiDir_Right; if (center.y > Central->Pos.y + Central->Size.y) return ImGuiDir_Down; return ImGuiDir_Up; } // pin drawn with primitives, there's no icon font; a pinned one stands, an unpinned one lies void autohide_draw_pin(ImDrawList *List, ImRect const &Rect, bool const Pinned, bool const Hovered) { auto const color{ImGui::GetColorU32(ImGuiCol_Text)}; if (Hovered) List->AddRectFilled(Rect.Min, Rect.Max, ImGui::GetColorU32(ImGuiCol_ButtonHovered), 2.0f); auto const center{Rect.GetCenter()}; auto const s{Rect.GetWidth()}; // along the pin: from the head to the point, and across it ImVec2 const along{Pinned ? ImVec2(0.0f, 1.0f) : ImVec2(-1.0f, 0.0f)}; ImVec2 const across{along.y, -along.x}; auto const head{vec_sub(center, vec_mul(along, s * 0.30f))}; auto const collar{vec_add(center, vec_mul(along, s * 0.05f))}; auto const point{vec_add(center, vec_mul(along, s * 0.40f))}; auto const half{vec_mul(across, s * 0.16f)}; auto const guard{vec_mul(across, s * 0.30f)}; // the head and the collar the needle comes out of List->AddQuadFilled(vec_sub(head, half), vec_add(head, half), vec_add(collar, half), vec_sub(collar, half), color); List->AddLine(vec_sub(collar, guard), vec_add(collar, guard), color, 1.5f); List->AddLine(collar, point, color, 1.0f); } // text turned to read from the top down, for the strips at the sides void autohide_vertical_text(ImDrawList *List, ImVec2 const Position, ImU32 const Color, char const *Begin, char const *End) { auto const height{ImGui::GetFontSize()}; auto const first{List->VtxBuffer.Size}; // the glyphs are laid out across first, from the left edge of the main window: out of the clip rectangle or the screen // they'd be left out, as they would at the right edge ImVec2 const origin{ImGui::GetMainViewport()->Pos.x, Position.y}; List->PushClipRectFullScreen(); List->AddText(origin, Color, Begin, End); List->PopClipRect(); for (auto index = first; index < List->VtxBuffer.Size; ++index) { auto &position{List->VtxBuffer[index].pos}; auto const offset{vec_sub(position, origin)}; position = ImVec2(Position.x + height - offset.y, Position.y + offset.x); } } } // namespace std::size_t editor_ui::autohide_group_of(unsigned int const Window) { for (std::size_t index = 0; index < m_autohide.size(); ++index) if (std::find(m_autohide[index].windows.begin(), m_autohide[index].windows.end(), Window) != m_autohide[index].windows.end()) return index; return static_cast(-1); } void editor_ui::autohide_node(ImGuiDockNode *Node) { if (Node == nullptr || Node->Windows.Size == 0 || Node->IsCentralNode()) return; autohide_group group; group.edge = autohide_edge(Node, ImGui::DockNodeGetRootNode(Node)->CentralNode); group.size = autohide_vertical(group.edge) ? Node->Size.x : Node->Size.y; // place in the column of docks at that edge; a dock alone there goes back before the one which comes back to it auto const along{autohide_vertical(group.edge) ? ImGuiAxis_Y : ImGuiAxis_X}; group.first = true; if (auto const *parent{Node->ParentNode}; parent != nullptr && parent->SplitAxis == along) { group.first = parent->ChildNodes[0] == Node; group.share = along == ImGuiAxis_Y ? Node->Size.y / std::max(parent->Size.y, 1.0f) : Node->Size.x / std::max(parent->Size.x, 1.0f); } // docks split along the edge make one column; the docks put back all at once are put back from the outer columns in, // so each spans as far as it did auto const *column{Node}; while (column->ParentNode != nullptr && column->ParentNode->SplitAxis == along) column = column->ParentNode; for (auto const *parent{column->ParentNode}; parent != nullptr; parent = parent->ParentNode) ++group.depth; for (auto *window : Node->Windows) { group.windows.push_back(window->ID); // carried out at the start of the next frame ImGui::DockContextQueueUndockWindow(GImGui, window); } m_autohide.push_back(std::move(group)); ImGui::MarkIniSettingsDirty(); } void editor_ui::autohide_pin(std::size_t const Group) { if (Group >= m_autohide.size()) return; auto &group{m_autohide[Group]}; auto *central{ImGui::DockBuilderGetCentralNode(m_dockspace)}; ImGuiID target{0}; if (central != nullptr) { // the node went with its last window, and its id may have been given to another one since: another dock at that edge // gets split, so that docks taken there one by one come back the way they were, or the room of the view does std::vector leaves; autohide_leaves(ImGui::DockBuilderGetNode(m_dockspace), leaves); ImGuiDockNode *neighbour{nullptr}; for (auto *leaf : leaves) if (autohide_edge(leaf, central) == group.edge) neighbour = leaf; ImGuiID rest{0}; if (neighbour != nullptr) { auto const vertical{autohide_vertical(group.edge)}; auto const direction{vertical ? (group.first ? ImGuiDir_Up : ImGuiDir_Down) : (group.first ? ImGuiDir_Left : ImGuiDir_Right)}; target = ImGui::DockBuilderSplitNode(neighbour->ID, direction, std::clamp(group.share, 0.15f, 0.85f), nullptr, &rest); } else { auto const room{std::max(autohide_vertical(group.edge) ? central->Size.x : central->Size.y, 1.0f)}; target = ImGui::DockBuilderSplitNode(central->ID, static_cast(group.edge), std::clamp(group.size / room, 0.1f, 0.45f), nullptr, &rest); } } if (target == 0) return; for (auto const id : group.windows) if (auto const *window{ImGui::FindWindowByID(id)}; window != nullptr) ImGui::DockBuilderDockWindow(window->Name, target); ImGui::DockBuilderFinish(m_dockspace); ImGui::MarkIniSettingsDirty(); } void editor_ui::autohide_show(unsigned int const Window, bool const Focus) { m_autohideshown = Window; m_autohideappear = true; m_autohidefocus = Focus; m_autohideleft = -1.0; } void editor_ui::autohide_begin() { auto &g{*GImGui}; // all docks unpinned, or all pinned back when none is left. the unpinned ones are undocked at the start of the next frame auto unpinall{false}; if (m_dockstoggle) { m_dockstoggle = false; std::vector leaves; autohide_leaves(ImGui::DockBuilderGetNode(m_dockspace), leaves); unpinall = false == leaves.empty(); if (false == unpinall) { for (std::size_t index = 0; index < m_autohide.size(); ++index) m_autohidepin.push_back(index); std::stable_sort(m_autohidepin.begin(), m_autohidepin.end(), [](std::size_t const Left, std::size_t const Right) { return m_autohide[Left].depth < m_autohide[Right].depth; }); } } for (auto const index : m_autohidepin) autohide_pin(index); m_autohidepin.clear(); // windows docked again, by the pin or by hand, are pinned auto changed{false}; for (auto &group : m_autohide) { auto const count{group.windows.size()}; std::erase_if(group.windows, [](unsigned int const Id) { auto const *window{ImGui::FindWindowByID(Id)}; return window != nullptr && window->DockId != 0; }); changed |= group.windows.size() != count; } std::erase_if(m_autohide, [](autohide_group const &Group) { return Group.windows.empty(); }); if (changed) ImGui::MarkIniSettingsDirty(); if (autohide_group_of(m_autohideshown) == static_cast(-1)) m_autohideshown = 0; // the shown window goes back when the cursor has been away from it for a while, or at once on a click elsewhere; // it stays while it's in use: a button held, a field being typed in, a popup open, a drag if (auto *shown{m_autohideshown != 0 ? ImGui::FindWindowByID(m_autohideshown) : nullptr}; shown != nullptr && false == m_autohideappear) { auto const &io{ImGui::GetIO()}; auto area{shown->Rect()}; area.Expand(8.0f); auto const over{area.Contains(io.MousePos) || m_autohidestrip}; auto const popup{ImGui::IsPopupOpen("", ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel)}; auto const typing{io.WantTextInput && g.ActiveIdWindow != nullptr && g.ActiveIdWindow->RootWindow == shown}; auto const busy{ImGui::IsAnyMouseDown() || g.MovingWindow != nullptr || popup || typing || ImGui::IsDragDropActive()}; if (false == over && false == popup && (ImGui::IsMouseClicked(ImGuiMouseButton_Left) || ImGui::IsMouseClicked(ImGuiMouseButton_Right))) m_autohideshown = 0; else if (over || busy) m_autohideleft = -1.0; else if (m_autohideleft < 0.0) m_autohideleft = ImGui::GetTime(); else if (ImGui::GetTime() - m_autohideleft > 0.5) m_autohideshown = 0; } // the rest stay hidden. the count goes down in Begin before it's checked, so it's set to 2 to hide the window in this frame for (auto const &group : m_autohide) for (auto const id : group.windows) if (id != m_autohideshown) if (auto *window{ImGui::FindWindowByID(id)}; window != nullptr) window->HiddenFramesCanSkipItems = static_cast(std::max(window->HiddenFramesCanSkipItems, 2)); // after the check above, the windows are still docked until the next frame if (unpinall) { std::vector leaves; autohide_leaves(ImGui::DockBuilderGetNode(m_dockspace), leaves); for (auto *leaf : leaves) autohide_node(leaf); } } void editor_ui::autohide_place() { auto *shown{m_autohideshown != 0 ? ImGui::FindWindowByID(m_autohideshown) : nullptr}; if (shown == nullptr) return; auto &group{m_autohide[autohide_group_of(m_autohideshown)]}; auto const vertical{autohide_vertical(group.edge)}; // the size the user gave it by dragging its edge is kept for the next time if (false == m_autohideappear) group.size = vertical ? shown->SizeFull.x : shown->SizeFull.y; auto const room{vertical ? m_viewmax.x - m_viewmin.x : m_viewmax.y - m_viewmin.y}; auto const size{std::clamp(group.size, std::min(120.0f, room), std::max(room * 0.85f, 1.0f))}; ImVec2 position{m_viewmin.x, m_viewmin.y}; ImVec2 extent{vertical ? size : m_viewmax.x - m_viewmin.x, vertical ? m_viewmax.y - m_viewmin.y : size}; if (group.edge == ImGuiDir_Right) position.x = m_viewmax.x - size; else if (group.edge == ImGuiDir_Down) position.y = m_viewmax.y - size; ImGui::SetWindowCollapsed(shown, false, ImGuiCond_Always); ImGui::SetWindowSize(shown, extent, ImGuiCond_Always); // dragged by its title it may be docked somewhere, it's left to go if (GImGui->MovingWindow != shown) ImGui::SetWindowPos(shown, position, ImGuiCond_Always); if (m_autohideappear) { m_autohideappear = false; ImGui::BringWindowToDisplayFront(shown); if (m_autohidefocus) ImGui::FocusWindow(shown); } } void editor_ui::autohide_strips() { auto *viewport{ImGui::GetMainViewport()}; auto const &style{ImGui::GetStyle()}; auto const thickness{ImGui::GetFrameHeight()}; auto const padding{style.FramePadding.x}; auto hovered{false}; m_autohidestrip = false; for (auto const edge : {ImGuiDir_Left, ImGuiDir_Right, ImGuiDir_Up, ImGuiDir_Down}) { std::vector windows; for (auto const &group : m_autohide) { if (group.edge != edge) continue; for (auto const id : group.windows) if (auto *window{ImGui::FindWindowByID(id)}; window != nullptr && window->Active) windows.push_back(window); } if (windows.empty()) continue; auto const vertical{autohide_vertical(edge)}; ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); auto const name{std::string{"##autohidestrip"} + std::to_string(static_cast(edge))}; if (ImGui::BeginViewportSideBar(name.c_str(), viewport, edge, thickness, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing)) { auto *list{ImGui::GetWindowDrawList()}; auto position{vec_add(ImGui::GetCursorScreenPos(), vertical ? ImVec2(0.0f, 4.0f) : ImVec2(4.0f, 0.0f))}; for (auto *window : windows) { auto const *end{ImGui::FindRenderedTextEnd(window->Name)}; auto const text{ImGui::CalcTextSize(window->Name, end)}; ImVec2 const size{vertical ? ImVec2(thickness, text.x + padding * 2.0f) : ImVec2(text.x + padding * 2.0f, thickness)}; ImGui::SetCursorScreenPos(position); ImGui::PushID(static_cast(window->ID)); ImGui::InvisibleButton("##tab", size); ImGui::PopID(); auto const over{ImGui::IsItemHovered()}; auto const id{window->ID}; auto const color{m_autohideshown == id ? ImGuiCol_TabSelected : over ? ImGuiCol_TabHovered : ImGuiCol_Tab}; list->AddRectFilled(position, vec_add(position, size), ImGui::GetColorU32(color), style.TabRounding); if (vertical) autohide_vertical_text(list, vec_add(position, ImVec2((thickness - ImGui::GetFontSize()) * 0.5f, padding)), ImGui::GetColorU32(ImGuiCol_Text), window->Name, end); else list->AddText(vec_add(position, ImVec2(padding, style.FramePadding.y)), ImGui::GetColorU32(ImGuiCol_Text), window->Name, end); // a click shows the window and gives it the focus, or puts it away; pointing at the tab for a while shows it too if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) { // shown by pointing at it, the click keeps it out and gives it the focus if (m_autohideshown == id && m_autohidefocus) m_autohideshown = 0; else autohide_show(id, true); m_autohidehovered = id; m_autohidehovertime = std::numeric_limits::max(); } else if (over && false == ImGui::IsAnyMouseDown()) { if (m_autohidehovered != id) { m_autohidehovered = id; m_autohidehovertime = ImGui::GetTime(); } else if (m_autohideshown != id && ImGui::GetTime() - m_autohidehovertime >= 0.25) autohide_show(id, false); } if (over) { hovered = true; m_autohidestrip = true; } position = vec_add(position, vertical ? ImVec2(0.0f, size.y + 4.0f) : ImVec2(size.x + 4.0f, 0.0f)); } } ImGui::End(); ImGui::PopStyleVar(2); } if (false == hovered) m_autohidehovered = 0; } void editor_ui::autohide_pins() { auto &g{*GImGui}; auto const &style{g.Style}; auto const size{g.FontSize}; auto const popup{ImGui::IsPopupOpen("", ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel)}; // pins of the docks, in their tab bars by the close button, where the tabs leave room for them; the window menu of a dock // (the arrow at the left of its tabs) unpins it too std::vector leaves; autohide_leaves(ImGui::DockBuilderGetNode(m_dockspace), leaves); for (auto *node : leaves) { if (node->HostWindow == nullptr || false == node->IsVisible || node->IsHiddenTabBar() || node->IsNoTabBar() || node->TabBar == nullptr) continue; auto const x{node->Pos.x + node->Size.x - style.WindowBorderSize - style.FramePadding.x - (node->HasCloseButton ? size + style.ItemInnerSpacing.x : 0.0f) - size}; if (node->TabBar->BarRect.Min.x + node->TabBar->WidthAllTabsIdeal + style.ItemInnerSpacing.x > x) continue; ImRect const rect{ImVec2(x, node->Pos.y + style.FramePadding.y), ImVec2(x + size, node->Pos.y + style.FramePadding.y + size)}; auto const over{false == popup && g.HoveredWindow != nullptr && g.HoveredWindow->RootWindowDockTree == node->HostWindow->RootWindowDockTree && ImGui::IsMouseHoveringRect(rect.Min, rect.Max, false)}; auto *list{node->HostWindow->DrawList}; list->PushClipRect(node->Pos, vec_add(node->Pos, node->Size), false); autohide_draw_pin(list, rect, true, over); list->PopClipRect(); if (over) { ImGui::SetTooltip("%s", STR_C("Unpin: the dock hides at the edge of the window, its tabs show it over the view (Ctrl+Space: all docks)")); if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) autohide_node(node); } } // the pin of the shown window puts its dock back auto *shown{m_autohideshown != 0 ? ImGui::FindWindowByID(m_autohideshown) : nullptr}; if (shown == nullptr || false == shown->Active || shown->Hidden || shown->DockIsActive || (shown->Flags & ImGuiWindowFlags_NoTitleBar) != 0) return; auto const title{shown->TitleBarRect()}; auto const x{title.Max.x - style.FramePadding.x - (shown->HasCloseButton ? size + style.ItemInnerSpacing.x : 0.0f) - size}; ImRect const rect{ImVec2(x, title.Min.y + style.FramePadding.y), ImVec2(x + size, title.Min.y + style.FramePadding.y + size)}; auto const over{false == popup && g.HoveredWindow == shown && ImGui::IsMouseHoveringRect(rect.Min, rect.Max, false)}; shown->DrawList->PushClipRect(title.Min, title.Max, false); autohide_draw_pin(shown->DrawList, rect, false, over); shown->DrawList->PopClipRect(); if (over) { ImGui::SetTooltip("%s", STR_C("Pin: the dock goes back to its place")); if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) m_autohidepin.push_back(autohide_group_of(m_autohideshown)); } } void editor_ui::autohide_menu(ImGuiContext *Context, ImGuiDockNode *Node, ImGuiTabBar *TabBar) { ImGui::DockNodeWindowMenuHandler_Default(Context, Node, TabBar); if (m_dockspace == 0 || Node == nullptr || Node->IsCentralNode() || ImGui::DockNodeGetRootNode(Node)->ID != m_dockspace) return; ImGui::Separator(); if (ImGui::MenuItem(STR_C("Unpin (hide at the edge)"))) autohide_node(Node); } void editor_ui::register_settings() { ImGuiSettingsHandler handler; handler.TypeName = "MaSzynaAutoHide"; handler.TypeHash = ImHashStr(handler.TypeName); handler.ClearAllFn = [](ImGuiContext *, ImGuiSettingsHandler *) { m_autohide.clear(); }; handler.ReadOpenFn = [](ImGuiContext *, ImGuiSettingsHandler *, char const *) -> void * { m_autohide.emplace_back(); return &m_autohide.back(); }; handler.ReadLineFn = [](ImGuiContext *, ImGuiSettingsHandler *, void *Entry, char const *Line) { auto &group{*static_cast(Entry)}; int edge{0}; unsigned int id{0}; // whole numbers only, the decimal point of the locale doesn't matter then if (std::sscanf(Line, "Edge=%d", &edge) == 1) group.edge = std::clamp(edge, static_cast(ImGuiDir_Left), static_cast(ImGuiDir_Down)); else if (std::sscanf(Line, "Size=%d", &edge) == 1) group.size = static_cast(edge); else if (std::sscanf(Line, "First=%d", &edge) == 1) group.first = edge != 0; else if (std::sscanf(Line, "Share=%d", &edge) == 1) group.share = edge / 1000.0f; else if (std::sscanf(Line, "Depth=%d", &edge) == 1) group.depth = edge; else if (std::sscanf(Line, "Window=0x%X", &id) == 1) group.windows.push_back(id); }; handler.ApplyAllFn = [](ImGuiContext *, ImGuiSettingsHandler *) { std::erase_if(m_autohide, [](autohide_group const &Group) { return Group.windows.empty(); }); }; handler.WriteAllFn = [](ImGuiContext *, ImGuiSettingsHandler *Handler, ImGuiTextBuffer *Buffer) { for (auto const &group : m_autohide) { if (group.windows.empty()) continue; Buffer->appendf("[%s][Dock]\nEdge=%d\nSize=%d\nFirst=%d\nShare=%d\nDepth=%d\n", Handler->TypeName, group.edge, static_cast(group.size), group.first ? 1 : 0, static_cast(group.share * 1000.0f), group.depth); for (auto const id : group.windows) Buffer->appendf("Window=0x%08X\n", id); Buffer->append("\n"); } }; ImGui::AddSettingsHandler(&handler); } void editor_ui::render_() { auto *viewport{ImGui::GetMainViewport()}; auto const flags{ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar}; // the fields of work of the editor under the menu, in a row twice as high; the tools of the one chosen in the toolbar under it if (m_workspacebar) { ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, 0.0f)); if (ImGui::BeginViewportSideBar("##editorworkspaces", viewport, ImGuiDir_Up, ImGui::GetFrameHeight() * 2.0f, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoScrollWithMouse)) { m_workspacebar(); } ImGui::End(); ImGui::PopStyleVar(2); } // toolbar under them: the tools of the field of work, as buttons with their icons, high enough for them. // the buttons are laid out by hand, the padding is given back for their tooltips ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImGui::GetStyleColorVec4(ImGuiCol_MenuBarBg)); auto const toolbarheight{std::max(ImGui::GetFrameHeight(), editor_icons::size() + 12.0f * std::max(1.0f, Global.ui_scale))}; auto const toolbar{ImGui::BeginViewportSideBar("##editortoolbar", viewport, ImGuiDir_Up, toolbarheight, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoScrollWithMouse)}; ImGui::PopStyleColor(); ImGui::PopStyleVar(); if (toolbar && m_toolbaroptions) m_toolbaroptions(); ImGui::End(); render_tool_options(); render_inspector(); render_scene(); // status bar: the outcome of the last operation, and the selected node if (ImGui::BeginViewportSideBar("##editorstatusbar", viewport, ImGuiDir_Down, ImGui::GetFrameHeight(), flags)) { if (ImGui::BeginMenuBar()) { if (false == m_layerspanel.status.empty()) { if (m_layerspanel.status_error) ImGui::TextColored(ImVec4(1.0f, 0.45f, 0.4f, 1.0f), "%s", m_layerspanel.status.c_str()); else ImGui::TextUnformatted(m_layerspanel.status.c_str()); } if (m_node != nullptr) { auto const name{m_node->name().empty() ? std::string{"(none)"} : m_node->name()}; auto const label{std::string{STR_C("Selected:")} + " " + name}; ImGui::SameLine(std::max(ImGui::GetCursorPosX(), ImGui::GetWindowWidth() - ImGui::CalcTextSize(label.c_str()).x - ImGui::GetStyle().ItemSpacing.x * 2.0f)); ImGui::TextUnformatted(label.c_str()); } ImGui::EndMenuBar(); } } ImGui::End(); // strips of the unpinned docks, inside the toolbar and the status bar; the pins over the tab bars drawn by now autohide_strips(); autohide_pins(); } // updates state of UI elements void editor_ui::update() { set_tooltip(""); if (Global.ControlPicking && DebugModeFlag) { const auto sceneryNode = GfxRenderer->Pick_Node(); const std::string content = sceneryNode ? sceneryNode->tooltip() : ""; set_tooltip(content); } ui_layer::update(); m_itempropertiespanel.update(m_node); m_functionspanel.update(m_node); } void editor_ui::render_mode_options(nodebank_panel::edit_mode const Mode) { switch (Mode) { case nodebank_panel::MODIFY: ImGui::TextDisabled(STR_C("LMB: select node F: focus End: drop to ground Del: delete")); break; case nodebank_panel::COPY: ImGui::TextDisabled(STR_C("LMB: copy the clicked model to the node bank")); break; case nodebank_panel::ADD: { ImGui::TextDisabled(STR_C("LMB: insert a model at the cursor")); ImGui::Checkbox(STR_C("Random model from set"), &m_insertrandom); if (m_insertrandom) { m_nodebankpanel.set_combo(STR_C("Set##insert"), m_insertset, nullptr); auto const count{m_nodebankpanel.set_entries(m_insertset).size()}; ImGui::TextDisabled(STR_C("%zu templates in set%s"), count, count == 0 ? ", the node bank selection is used" : ""); } else { ImGui::TextDisabled(STR_C("Inserts the template selected in the node bank")); } m_functionspanel.render_controls(); break; } case nodebank_panel::BRUSH: ImGui::TextDisabled(STR_C("Hold LMB: paint models along the cursor path")); m_brushobjects.render_options(m_nodebankpanel); m_functionspanel.render_controls(); break; case nodebank_panel::FILL: if (m_filloptions) m_filloptions(); break; default: break; } } void editor_ui::render_tool_options() { if (false == m_tooloptionsopen) return; ImGui::SetNextWindowSize(ImVec2S(400, 300), ImGuiCond_FirstUseEver); auto const current{mode()}; auto const active{m_workspace == workspace::terrain || (m_workspace == workspace::roads && current != nodebank_panel::TRACK) ? m_workspace : workspace::none}; // a change of the mode brings the window forward, in case it shares its dock with another one auto const shown{active != workspace::none ? 100 + static_cast(active) : static_cast(current)}; if (shown != m_toolmode) { m_toolmode = shown; ImGui::SetNextWindowFocus(); } if (ImGui::Begin((std::string(STR_C("Tool options")) + "###tooloptions").c_str(), &m_tooloptionsopen, ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoCollapse)) { char const *name{STR_C("Select")}; switch (current) { case nodebank_panel::ADD: name = STR_C("Insert"); break; case nodebank_panel::BRUSH: name = STR_C("Brush"); break; case nodebank_panel::FILL: name = STR_C("Area fill"); break; case nodebank_panel::COPY: name = STR_C("Copy to bank"); break; case nodebank_panel::TRACK: name = STR_C("Tracks"); break; default: break; } if (active == workspace::roads) name = "Roads"; else if (active == workspace::terrain) name = STR_C("Terrain"); ImGui::SeparatorText(name); if (active != workspace::none) { auto const &tools{m_workspacetools[static_cast(active)]}; if (tools) tools(); } else if (current == nodebank_panel::TRACK) { if (m_tracktools) m_tracktools(); } else render_mode_options(current); if (ImGui::CollapsingHeader(STR_C("Gizmo"), ImGuiTreeNodeFlags_DefaultOpen)) { if (m_gizmooptions) m_gizmooptions(); } } ImGui::End(); } void editor_ui::render_inspector() { if (false == m_inspectoropen) return; ImGui::SetNextWindowSize(ImVec2S(420, 480), ImGuiCond_FirstUseEver); if (ImGui::Begin((std::string(STR_C("Inspector")) + "###inspector").c_str(), &m_inspectoropen, ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoCollapse)) { if (mode() == nodebank_panel::TRACK) { // in the track mode the selection is a path if (m_trackselection) m_trackselection(); ImGui::End(); return; } if (auto const &selection{m_workspaceselection[static_cast(m_workspace)]}) { selection(); ImGui::End(); return; } if (ImGui::CollapsingHeader(STR_C("Node properties"), ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Indent(); m_itempropertiespanel.render_body(); ImGui::Unindent(); } if (ImGui::CollapsingHeader(STR_C("Array"))) { if (m_arrayoptions) m_arrayoptions(); } if (m_bendexpand) { ImGui::SetNextItemOpen(true); m_bendexpand = false; } if (ImGui::CollapsingHeader(STR_C("Bend along the track"))) { if (m_bendoptions) m_bendoptions(); } } ImGui::End(); } void editor_ui::scene_rebuild() { m_sceneentries.clear(); m_sceneentries.reserve(scene::Hierarchy.size()); for (auto const &entry : scene::Hierarchy) { if (entry.second == nullptr) continue; m_sceneentries.push_back({entry.first, entry.second->layer(), entry.second->group(), entry.second->name()}); } std::sort(m_sceneentries.begin(), m_sceneentries.end(), [](scene_entry const &Left, scene_entry const &Right) { if (Left.layer != Right.layer) return Left.layer < Right.layer; if (Left.group != Right.group) return Left.group < Right.group; return Left.name < Right.name; }); m_scenesize = scene::Hierarchy.size(); m_scenefilterused = "\x01"; // matches are found again } void editor_ui::scene_row(std::size_t const Entry) { auto const &entry{m_sceneentries[Entry]}; // the node is looked up again, it may have been removed since the list was made auto const lookup{scene::Hierarchy.find(entry.uuid)}; auto *node{lookup != scene::Hierarchy.end() ? lookup->second : nullptr}; if (node == nullptr) { ImGui::TextDisabled("%s", entry.name.c_str()); return; } auto const label{(node->name().empty() ? std::string{"(none)"} : node->name()) + "##" + entry.uuid}; if (ImGui::Selectable(label.c_str(), node == m_node, ImGuiSelectableFlags_AllowDoubleClick) && m_sceneselect) m_sceneselect(node, ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left)); if (ImGui::IsItemHovered()) { auto const location{node->location()}; ImGui::SetTooltip("%s\n%.1f, %.1f, %.1f\n%s", entry.uuid.c_str(), location.x, location.y, location.z, STR_C("Double click: fly to it")); } } void editor_ui::render_scene() { if (false == m_sceneopen) return; ImGui::SetNextWindowSize(ImVec2S(400, 420), ImGuiCond_FirstUseEver); if (ImGui::Begin((std::string(STR_C("Scene")) + "###scenetree").c_str(), &m_sceneopen, ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoCollapse)) { if (m_scenesize != scene::Hierarchy.size()) scene_rebuild(); if (ImGui::Button(STR_C("Refresh"))) scene_rebuild(); ImGui::SameLine(); ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputTextWithHint("##scenefilter", STR_C("Filter: name or uuid"), m_scenefilter, IM_ARRAYSIZE(m_scenefilter)); ImGui::TextDisabled(STR_C("%zu models"), m_sceneentries.size()); if (ImGui::BeginChild("##scenelist", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders)) { std::string const filter{m_scenefilter}; if (false == filter.empty()) { // a flat list of what matches the filter if (filter != m_scenefilterused) { m_scenematches.clear(); for (std::size_t idx = 0; idx < m_sceneentries.size(); ++idx) if (contains(m_sceneentries[idx].name, filter) || contains(m_sceneentries[idx].uuid, filter)) m_scenematches.push_back(idx); m_scenefilterused = filter; } ImGuiListClipper clipper; clipper.Begin(static_cast(m_scenematches.size())); while (clipper.Step()) for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; ++row) scene_row(m_scenematches[row]); } else { // layers, in them the groups (made by the includes), in these the models std::size_t layerstart{0}; while (layerstart < m_sceneentries.size()) { auto const layer{m_sceneentries[layerstart].layer}; auto layerend{layerstart}; while (layerend < m_sceneentries.size() && m_sceneentries[layerend].layer == layer) ++layerend; auto const layername{scene::Layers.valid(layer) ? scene::Layers.layer(layer).name : std::string{STR_C("(no layer)")}}; auto const layerlabel{layername + " (" + std::to_string(layerend - layerstart) + ")##layer" + std::to_string(layer)}; if (ImGui::TreeNodeEx(layerlabel.c_str(), m_sceneentries.size() == layerend - layerstart ? ImGuiTreeNodeFlags_DefaultOpen : 0)) { auto groupstart{layerstart}; while (groupstart < layerend) { auto const group{m_sceneentries[groupstart].group}; auto groupend{groupstart}; while (groupend < layerend && m_sceneentries[groupend].group == group) ++groupend; auto const rows = [&](std::size_t const From, std::size_t const To) { ImGuiListClipper clipper; clipper.Begin(static_cast(To - From)); while (clipper.Step()) for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; ++row) scene_row(From + row); }; if (group == null_handle) { rows(groupstart, groupend); } else { auto const grouplabel{std::string{STR_C("Group")} + " " + std::to_string(group) + " (" + std::to_string(groupend - groupstart) + ")##group" + std::to_string(group)}; if (ImGui::TreeNode(grouplabel.c_str())) { rows(groupstart, groupend); ImGui::TreePop(); } } groupstart = groupend; } ImGui::TreePop(); } layerstart = layerend; } } } ImGui::EndChild(); } ImGui::End(); } void editor_ui::render_menu_contents() { if (ImGui::BeginMenu(STR_C("File"))) { if (ImGui::MenuItem(STR_C("New scenery...")) && m_newscenery) m_newscenery(); if (ImGui::IsItemHovered()) ImGui::SetTooltip("%s", STR_C("The editor starts again with the wizard of a new scenery: its name and its centre on the map")); if (ImGui::MenuItem(STR_C("Open scenery...")) && m_openscenery) m_openscenery(); if (ImGui::IsItemHovered()) ImGui::SetTooltip("%s", STR_C("The editor starts again with another scenery of the scenery folder")); // changes go to the scenery files only if the scenery was loaded with its sources tracked auto const editsession{false == scene::Layers.empty()}; if (ImGui::MenuItem(STR_C("Save"), STR_C("Ctrl+S"), false, editsession) && m_save) { m_save(); } if (false == editsession && ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled)) { ImGui::SetTooltip("%s", STR_C("Start the simulator with -edit to save changes to the scenery files")); } if (ImGui::MenuItem(STR_C("Export scenery dump"), STR_C("Ctrl+Shift+F11")) && m_export) { m_export(); } if (ImGui::IsItemHovered()) { ImGui::SetTooltip("%s", STR_C("Writes the whole scene to _export files next to the scenario, the scenery files are left as they are")); } ImGui::EndMenu(); } if (m_editmenu) m_editmenu(); ui_layer::render_menu_contents(); if (m_menuoptions) m_menuoptions(); } // the windows of the editor and their layout, in the windows menu after the common ones (log, hierarchy, history, settings) void editor_ui::render_windows_menu() { ImGui::Separator(); ImGui::MenuItem(STR_C("Tool options"), nullptr, &m_tooloptionsopen); ImGui::MenuItem(STR_C("Inspector"), nullptr, &m_inspectoropen); ImGui::MenuItem(STR_C("Scene"), nullptr, &m_sceneopen); ImGui::MenuItem(STR_C("Node bank"), nullptr, &m_nodebankpanel.is_open); if (ImGui::MenuItem(STR_C("Model sets"))) m_nodebankpanel.open_sets_window(); ImGui::MenuItem(STR_C("Layers"), nullptr, &m_layerspanel.is_open); ImGui::MenuItem(STR_C("Include database"), nullptr, &m_includespanel.is_open); ImGui::Separator(); if (ImGui::MenuItem(STR_C("Reset window layout"))) m_layoutreset = true; std::vector pinned; autohide_leaves(ImGui::DockBuilderGetNode(m_dockspace), pinned); if (ImGui::MenuItem(pinned.empty() ? STR_C("Pin the docks back") : STR_C("Unpin all docks"), "Ctrl+Space", false, false == pinned.empty() || false == m_autohide.empty())) toggle_docks(); } int editor_ui::palette() const { return EditorSettings.palette(); } void editor_ui::set_file_actions(std::function Save, std::function Export) { m_save = Save; m_export = std::move(Export); m_layerspanel.save = std::move(Save); } void editor_ui::set_status(std::string const &Status, bool const Error) { m_layerspanel.status = Status; m_layerspanel.status_error = Error; } void editor_ui::render_rotation_controls() { m_functionspanel.render_controls(); } void editor_ui::set_node(scene::basic_node *Node) { m_node = Node; m_itempropertiespanel.update(m_node); m_functionspanel.update(m_node); } void editor_ui::set_include(include_selection *Include) { m_itempropertiespanel.include(Include); } void editor_ui::add_node_template(const std::string &desc) { m_nodebankpanel.add_template(desc); } std::string const *editor_ui::get_active_node_template(bool bypassRandom) { if (!bypassRandom) { // random pick from the active tool's set; an empty set falls back to the node bank selection std::string const *pick{nullptr}; if (m_nodebankpanel.mode == nodebank_panel::BRUSH && m_brushobjects.useRandom) { if (m_brushobjects.source.kind == model_set_ref::source::manual) pick = m_brushobjects.Objects.empty() ? nullptr : m_brushobjects.GetRandomObject(); else pick = m_nodebankpanel.random_template(m_brushobjects.source); } else if (m_nodebankpanel.mode == nodebank_panel::ADD && m_insertrandom) { pick = m_nodebankpanel.random_template(m_insertset); } if (pick != nullptr) return pick; } return m_nodebankpanel.get_active_template(); } nodebank_panel::edit_mode editor_ui::mode() { return m_track ? nodebank_panel::TRACK : m_nodebankpanel.mode; } void editor_ui::set_mode(nodebank_panel::edit_mode const Mode) { m_nodebankpanel.mode = Mode; m_nodebankpanel.is_open = true; } float editor_ui::getSpacing() { return m_brushobjects.spacing; } functions_panel::rotation_mode editor_ui::rot_mode() { return m_functionspanel.rot_mode; } float editor_ui::rot_val() { return m_functionspanel.rot_value; } bool editor_ui::rot_from_last() { return m_functionspanel.rot_from_last; }