/* 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 "rendering/renderer.h" #include "utilities/translation.h" #include "imgui/imgui_internal.h" 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); m_nodebankpanel.mode_options = [this](nodebank_panel::edit_mode const Mode) { render_mode_options(Mode); }; m_nodebankpanel.header_sections = [this]() { render_header_sections(); }; // the menu is a part of the layout of the editor, not a pop-up as in the driver mode m_menu_always = true; } 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")}; if (m_layoutreset || ImGui::DockBuilderGetNode(dockspace) == nullptr) { m_layoutreset = false; build_default_layout(dockspace); } 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}; } } 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 current 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(440.0f * 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(300.0f * Global.ui_scale, height * 0.35f)}; ImGuiID center{Dockspace}; auto const left{ImGui::DockBuilderSplitNode(center, ImGuiDir_Left, left_width / width, nullptr, ¢er)}; auto const right{ImGui::DockBuilderSplitNode(center, ImGuiDir_Right, right_width / (width - left_width), nullptr, ¢er)}; auto const bottom{ImGui::DockBuilderSplitNode(center, ImGuiDir_Down, bottom_height / height, nullptr, ¢er)}; // windows are found by the stable part of their names, after ### for (auto const *window : {"###Toolset", "###Layers", "###scenehierarchy"}) ImGui::DockBuilderDockWindow(window, left); for (auto const *window : {"###trackinspector", "###roadeditor", "###editorsettings", "###Include database", "###orthophoto", "###structuregauge"}) ImGui::DockBuilderDockWindow(window, right); for (auto const *window : {"###profilestrip", "###editorhistory", "###modelsets"}) ImGui::DockBuilderDockWindow(window, bottom); ImGui::DockBuilderFinish(Dockspace); } void editor_ui::render_() { auto *viewport{ImGui::GetMainViewport()}; auto const flags{ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar}; // toolbar under the menu: the tools of the editor mode if (ImGui::BeginViewportSideBar("##editortoolbar", viewport, ImGuiDir_Up, ImGui::GetFrameHeight(), flags)) { if (ImGui::BeginMenuBar()) { if (m_toolbaroptions) m_toolbaroptions(); ImGui::EndMenuBar(); } } ImGui::End(); // 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(); } // 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_header_sections() { if (ImGui::CollapsingHeader(STR_C("Gizmo"), ImGuiTreeNodeFlags_DefaultOpen)) { if (m_gizmooptions) m_gizmooptions(); } 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(); } } 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(); } ui_layer::render_menu_contents(); if (ImGui::BeginMenu(STR_C("Mode windows"))) { if (ImGui::MenuItem(STR_C("Reset window layout"))) m_layoutreset = true; ImGui::Separator(); ImGui::MenuItem(STR_C("Toolset"), nullptr, &m_nodebankpanel.is_open); ImGui::MenuItem(STR_C("Layers"), nullptr, &m_layerspanel.is_open); ImGui::MenuItem(STR_C("Include database"), nullptr, &m_includespanel.is_open); ImGui::EndMenu(); } if (m_menuoptions) m_menuoptions(); } 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.requested_mode = 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; }