/* 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 "application/applicationmode.h" #include "input/editormouseinput.h" #include "input/editorkeyboardinput.h" #include "vehicle/Camera.h" #include "scene/sceneeditor.h" #include "scene/scenenode.h" class editor_mode : public application_mode { public: // constructors editor_mode(); // methods // initializes internal data structures of the mode. returns: true on success, false otherwise bool init() override; // mode-specific update of simulation data. returns: false on error, true otherwise bool update() override; // maintenance method, called when the mode is activated void enter() override; // maintenance method, called when the mode is deactivated void exit() override; // input handlers void on_key(int Key, int Scancode, int Action, int Mods) override; void on_cursor_pos(double Horizontal, double Vertical) override; void on_mouse_button(int Button, int Action, int Mods) override; void on_scroll(double const Xoffset, double const Yoffset) override { ; } void on_window_resize(int w, int h) override { ; } void on_event_poll() override; bool is_command_processor() const override; void undo_last(); static bool focus_active(); static void set_focus_active(bool isActive); static TCamera& get_camera() { return Camera; } static bool change_history() { return m_change_history; } static void set_change_history(bool enabled) { m_change_history = enabled; } private: // types struct editormode_input { editormouse_input mouse; editorkeyboard_input keyboard; bool init(); void poll(); }; struct state_backup { TCamera camera; bool freefly; bool picking; }; struct EditorSnapshot { enum class Action { Move, Rotate, Add, Delete, Other }; Action action{Action::Other}; std::string node_name; // node identifier (basic_node::name()) // direct pointer to node when available; used for in-memory undo/redo lookup scene::basic_node *node_ptr{nullptr}; std::string serialized; // full text for recreate (used for Add/Delete) glm::dvec3 position{0.0, 0.0, 0.0}; glm::vec3 rotation{0.0f, 0.0f, 0.0f}; UID uuid; // node UUID for reference, used as fallback lookup for deleted/recreated nodes }; void push_snapshot(scene::basic_node *node, EditorSnapshot::Action Action = EditorSnapshot::Action::Move, std::string const &Serialized = std::string()); std::vector m_history; // history of changes to nodes, used for undo functionality std::vector g_redo; // methods void update_camera(double const Deltatime); bool mode_translation() const; bool mode_translation_vertical() const; bool mode_rotationY() const; bool mode_rotationX() const; bool mode_rotationZ() const; bool mode_snap() const; editor_ui *ui() const; void redo_last(); void handle_brush_mouse_hold(int Action, int Button); void apply_rotation_for_new_node(scene::basic_node *node, int rotation_mode, float fixed_rotation_value); // members state_backup m_statebackup; // helper, cached variables to be restored on mode exit editormode_input m_input; static TCamera Camera; // focus (smooth camera fly-to) state static bool m_focus_active; glm::dvec3 m_focus_start_pos{0.0,0.0,0.0}; glm::dvec3 m_focus_target_pos{0.0,0.0,0.0}; glm::dvec3 m_focus_start_lookat{0.0,0.0,0.0}; glm::dvec3 m_focus_target_lookat{0.0,0.0,0.0}; double m_focus_time{0.0}; double m_focus_duration{0.6}; double fTime50Hz{0.0}; // bufor czasu dla komunikacji z PoKeys scene::basic_editor m_editor; scene::basic_node *m_node; // currently selected scene node bool m_takesnapshot{true}; // helper, hints whether snapshot of selected node(s) should be taken before modification bool m_dragging = false; glm::dvec3 oldPos; bool mouseHold{false}; float kMaxPlacementDistance = 200.0f; static bool m_change_history; // UI/history settings int m_max_history_size{200}; int m_selected_history_idx{-1}; glm::dvec3 clamp_mouse_offset_to_max(const glm::dvec3 &offset); // focus camera smoothly on specified node void start_focus(scene::basic_node *node, double duration = 0.6); // hierarchy management void add_to_hierarchy(scene::basic_node *node); void remove_from_hierarchy(scene::basic_node *node); scene::basic_node* find_in_hierarchy(const std::string &uuid_str); scene::basic_node* find_node_by_any(scene::basic_node *node_ptr, const std::string &uuid_str, const std::string &name); // clear history/redo pointers that reference the given node (prevent dangling pointers) void nullify_history_pointers(scene::basic_node *node); void render_change_history(); };