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Files
maszyna/application/editoruilayer.cpp

227 lines
5.8 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/.
*/
#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"
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(); };
}
// 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;
case nodebank_panel::TRACK:
if (m_trackoptions)
m_trackoptions();
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_menu_contents()
{
if (ImGui::BeginMenu(STR_C("File")))
{
// 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"), "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 <scenery file> to save changes to the scenery files"));
}
if (ImGui::MenuItem(STR_C("Export scenery dump"), "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")))
{
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<void()> Save, std::function<void()> 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;
}
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_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;
}