/* 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 "rendering/renderer.h" 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); m_nodebankpanel.mode_options = [this](nodebank_panel::edit_mode const Mode) { render_mode_options(Mode); }; m_nodebankpanel.header_sections = [this]() { render_header_sections(); }; } // 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("LMB: select node F: focus End: drop to ground Del: delete"); break; case nodebank_panel::COPY: ImGui::TextDisabled("LMB: copy the clicked model to the node bank"); break; case nodebank_panel::ADD: { ImGui::TextDisabled("LMB: insert a model at the cursor"); ImGui::Checkbox("Random model from set", &m_insertrandom); if (m_insertrandom) { m_nodebankpanel.set_combo("Set##insert", m_insertset, nullptr); auto const count{m_nodebankpanel.set_entries(m_insertset).size()}; ImGui::TextDisabled("%zu templates in set%s", count, count == 0 ? ", the node bank selection is used" : ""); } else { ImGui::TextDisabled("Inserts the template selected in the node bank"); } m_functionspanel.render_controls(); break; } case nodebank_panel::BRUSH: ImGui::TextDisabled("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_header_sections() { if (ImGui::CollapsingHeader("Gizmo", ImGuiTreeNodeFlags_DefaultOpen)) { if (m_gizmooptions) m_gizmooptions(); } if (ImGui::CollapsingHeader("Node properties", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Indent(); m_itempropertiespanel.render_body(); ImGui::Unindent(); } } void editor_ui::render_rotation_controls() { m_functionspanel.render_controls(); } void editor_ui::set_node(scene::basic_node *Node) { m_node = Node; } 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_nodebankpanel.mode; } 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; }