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maszyna/application/editoruipanels.h
combolek 3ed864812f Fix line endings (#211)
There where some extra CRs introduced in a recent commit.
2026-10-11 20:42:09 +02:00

308 lines
12 KiB
C++

/*
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/uilayer.h"
#include "utilities/Classes.h"
#include "editor/editorIncludeInfo.hpp"
#include "editor/editorPreviews.hpp"
#include <functional>
/*
// helper, associated bool is set when the primary value was changed and expects processing at the observer's leisure
template<typename Type_>
using changeable = std::pair<Type_, bool>;
// helper, holds a set of changeable properties for a scene node
struct item_properties {
scene::basic_node const *node { nullptr }; // properties' owner
changeable<std::string> name {};
changeable<glm::dvec3> location {};
changeable<glm::vec3> rotation {};
};
*/
// include of a scenery template selected in the editor, with the values its directive passes to the template.
// owned by the editor mode; the node properties let the user change the values
struct include_selection
{
scene::instance_handle instance{0};
std::string target; // name of the template, the way the directive spells it
include_info info; // description of the template
std::vector<std::string> values; // value of each parameter in turn
bool placement{false}; // the position and rotation parameters can be driven by the gizmo
std::string issue; // why the values can't be changed, if they can't
bool changed{false}; // set by the UI when a value was changed, cleared by the editor mode once the change is applied
bool active{false}; // the UI is in the middle of changing a value
};
class itemproperties_panel : public ui_panel
{
public:
itemproperties_panel(std::string const &Name, bool const Isopen) : ui_panel(Name, Isopen) {}
// non-const node pointer so the transform editor in render() can mutate
// position/rotation/scale of TAnimModel nodes in place. Other node types
// are still treated as read-only.
void update(scene::basic_node *Node);
// binds include of a scenery template to the panel, shown in place of a node; nullptr unbinds
void include(include_selection *Include)
{
m_include = Include;
}
void render() override;
// panel content without the window, also drawn inside the toolset window
void render_body();
private:
// methods
void update_group();
bool render_group();
// renders DragFloat3/DragScalarN widgets for position, rotation and scale
// of the currently bound TAnimModel; no-op for other node subclasses.
void render_transform_editor();
// renders the field with the name of the currently bound TAnimModel, which gives the instance another name; no-op for other node subclasses
void render_name_editor();
// renders widgets for the parameters of the bound include
void render_include();
// members
scene::basic_node *m_node{nullptr}; // scene node bound to the panel
scene::basic_node *m_namednode{nullptr}; // scene node whose name is held by the edit buffer
char m_namebuffer[128]{}; // name of the node, as shown and typed in
bool m_nameactive{false}; // the name is being typed in
std::string m_nameissue; // why the name typed in wasn't taken
include_selection *m_include{nullptr}; // include of a scenery template bound to the panel
scene::group_handle m_grouphandle{null_handle}; // scene group bound to the panel
std::string m_groupprefix;
std::vector<text_line> m_grouplines;
};
// reference to a set of node templates, used by the random insert, the brush and the area fill
struct model_set_ref
{
enum class source
{
manual, // list assembled by hand in the tool itself (or no set, where the tool has no such list)
user, // user-defined set (see EditorModelSets), id == set id
nodebank // node bank group, id == group index (as returned by nodebank_panel::group_names())
};
source kind{source::manual};
int id{-1};
};
class nodebank_panel;
// brush settings, drawn inside the node bank window when the brush mode is active
class brush_object_list
{
private:
int idx{-1};
public:
void render_options(nodebank_panel &Bank);
// class use
std::vector<std::string> Objects; // manual list, used when source is set to manual
std::string *GetRandomObject();
bool useRandom = {false};
model_set_ref source;
float spacing{1.0f};
};
class nodebank_panel : public ui_panel
{
public:
enum edit_mode
{
MODIFY,
COPY,
ADD,
BRUSH,
FILL,
TRACK
};
edit_mode mode = MODIFY;
nodebank_panel(std::string const &Name, bool const Isopen);
void nodebank_reload();
void render() override;
void add_template(const std::string &desc);
const std::string *get_active_template();
// nodebank groups (collapsing headers), in file order; entries listed before the first header form an unnamed group
std::vector<std::string> group_names() const;
// node templates of the group with specified index (as returned by group_names())
std::vector<std::string> group_templates(std::size_t const Group) const;
// model sets (user-defined sets and node bank groups)
// combo selecting a set. Manuallabel names the tool's own hand-made list; nullptr hides that choice. returns: true on change
bool set_combo(char const *Label, model_set_ref &Ref, char const *Manuallabel);
// list of templates assembled by hand, with buttons to add the node bank selection, remove entries and save it as a user set
void manual_list(char const *Id, std::vector<std::string> &List, int &Selected);
// node templates of referenced set; empty for the manual list or a set which no longer exists
std::vector<std::string const *> set_entries(model_set_ref const &Ref) const;
// random template from referenced set, or nullptr if the set is empty
std::string const *random_template(model_set_ref const &Ref) const;
std::string set_name(model_set_ref const &Ref, char const *Manuallabel) const;
// shows the set manager window, optionally with specified user set selected
void open_sets_window(int const Setid = 0);
// content drawn in the window of the node bank in its place, with its own title (a field of work of the editor uses the window
// for its own browser); none: the node bank
void stand_in(std::function<void()> Content, std::string Title)
{
m_standin = std::move(Content);
m_standintitle = std::move(Title);
}
private:
// methods:
std::string generate_node_label(std::string Input) const;
void render_sets_window();
// finds the preview images of the entries, in the order of the file, as the generator names them
void index_previews();
// entries of a group as cards with their previews, in rows as many as fit the width
void render_cards(std::vector<std::pair<std::string, std::shared_ptr<std::string>> const *> const &Entries);
// the same entries as a list, for when the previews are off
void render_list(std::vector<std::pair<std::string, std::shared_ptr<std::string>> const *> const &Entries);
// the scenery templates (.inc), as a list; they're placed with include directives, so they take a scenery opened for editing
void render_templates_list(std::string const &Filter);
// the entry dragged from the item drawn last, to drop it on a list of the model sets or of a tool
void drag_entry(std::pair<std::string, std::shared_ptr<std::string>> const &Entry);
// image of a node definition as the node bank has it, or an empty string
std::string const &template_preview(std::string const &Template) const;
// texture of the small preview of the image, 0 if there's none (yet)
std::uint64_t preview_texture(std::string const &Path, char const *&Placeholder);
// the templates of the edited model set as cards with their previews
void render_set_cards(int const Setid);
// the entry pointed at for a moment: a popup with its preview, big, and the model and skin it shows
void preview_popup(std::pair<std::string, std::shared_ptr<std::string>> const &Entry);
// true if the node bank selection is a definition of a node, which the hand-made lists and the model sets can take
bool node_selected() const;
// members:
std::function<void()> m_standin;
std::string m_standintitle;
std::vector<std::pair<std::string, std::shared_ptr<std::string>>> m_nodebank;
char m_nodesearch[128];
std::shared_ptr<std::string> m_selectedtemplate;
// previews of the models: image of each node definition, by its address, and the images read so far
std::unordered_map<std::string const *, std::string> m_previewpaths;
std::unique_ptr<editor_previews::image_cache> m_previews;
std::unique_ptr<editor_previews::image_cache> m_largepreviews; // a few, for the popup
bool m_previewfolder{false}; // the generator was run, there's the folder of the images
std::unordered_map<std::string, std::string> m_templatepreviews; // images of the node definitions by their text, for the model sets
// the group of the node bank shown, by its place among the groups; scenery_templates for the scenery templates
static int constexpr scenery_templates{-1};
int m_category{0};
// set manager window
bool m_setsopen{false};
int m_setsselected{0}; // id of the user set being edited
int m_setsentry{-1}; // selected template of the edited set
int m_setsnameid{0}; // id of the set whose name is held in the edit buffer
char m_setsname[128]{};
model_set_ref m_setsgroup{model_set_ref::source::nodebank, 0}; // node bank group to append to the edited set
};
// scenery layers of a scenery opened for editing: their visibility, selection lock, the layer receiving new nodes,
// and layer management. the changes are applied to the scenery files on save
class layers_panel : public ui_panel
{
public:
layers_panel(std::string const &Name, bool const Isopen) : ui_panel(Name, Isopen) {}
void render() override;
// saves the scenery; provided by the editor mode
std::function<void()> save;
// outcome of the most recent operation, shown at the bottom of the window
std::string status;
bool status_error{false};
private:
// methods
void render_list();
void render_popups();
void report(std::string const &Status, bool const Error = false);
// members
scene::layer_handle m_selected{null_handle}; // layer the buttons act on
char m_newname[128]{}; // file name of the layer being created
scene::layer_handle m_newparent{null_handle}; // layer which is going to include it
scene::layer_handle m_mergetarget{null_handle};
std::string m_popuperror;
};
// database of the *.inc scenery templates: the templates found in the scenery directory, with the editor of their
// descriptions (see editorIncludeInfo.hpp). templates whose descriptions are complete are offered by the node bank
class includes_panel : public ui_panel
{
public:
includes_panel(std::string const &Name, bool const Isopen) : ui_panel(Name, Isopen) {}
void render() override;
private:
// methods
void open(std::string const &File);
void render_list();
void render_description();
// members
// template list
char m_filter[128]{};
bool m_describedonly{false};
bool m_usedonly{false};
std::vector<std::size_t> m_listed; // entries of the template bank matching the filter
int m_listrevision{-1}; // revision of the template bank the list was made for
int m_described{0};
// description editor
std::string m_file; // template being edited, relative to the scenery directory
include_info m_info;
int m_parameters{0}; // number of parameters the template uses
bool m_loaded{false};
std::string m_status;
bool m_statuserror{false};
};
class functions_panel : public ui_panel
{
public:
enum rotation_mode
{
RANDOM,
FIXED,
DEFAULT
};
rotation_mode rot_mode = DEFAULT;
float rot_value = 0.0f;
bool rot_from_last = false;
functions_panel(std::string const &Name, bool const Isopen) : ui_panel(Name, Isopen) {}
void update(scene::basic_node const *Node);
void render() override;
// rotation settings widgets, also drawn inside the node bank window
void render_controls();
private:
// methods
// members
scene::basic_node const *m_node{nullptr}; // scene node bound to the panel
scene::group_handle m_grouphandle{null_handle}; // scene group bound to the panel
std::string m_groupprefix;
std::vector<text_line> m_grouplines;
};