mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
289 lines
7.7 KiB
C++
289 lines
7.7 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 "editormode.h"
|
|
#include "editoruilayer.h"
|
|
|
|
#include "application.h"
|
|
#include "Globals.h"
|
|
#include "simulation.h"
|
|
#include "simulationtime.h"
|
|
#include "simulationenvironment.h"
|
|
#include "Timer.h"
|
|
#include "Console.h"
|
|
#include "renderer.h"
|
|
|
|
bool
|
|
editor_mode::editormode_input::init() {
|
|
|
|
return (
|
|
mouse.init()
|
|
&& keyboard.init() );
|
|
}
|
|
|
|
void
|
|
editor_mode::editormode_input::poll() {
|
|
|
|
keyboard.poll();
|
|
}
|
|
|
|
editor_mode::editor_mode() {
|
|
|
|
m_userinterface = std::make_shared<editor_ui>();
|
|
}
|
|
|
|
// initializes internal data structures of the mode. returns: true on success, false otherwise
|
|
bool
|
|
editor_mode::init() {
|
|
|
|
Camera.Init( { 0, 15, 0 }, { glm::radians( -30.0 ), glm::radians( 180.0 ), 0 }, nullptr );
|
|
|
|
return m_input.init();
|
|
}
|
|
|
|
// mode-specific update of simulation data. returns: false on error, true otherwise
|
|
bool
|
|
editor_mode::update() {
|
|
|
|
Timer::UpdateTimers( true );
|
|
|
|
simulation::State.update_clocks();
|
|
simulation::Environment.update();
|
|
|
|
// render time routines follow:
|
|
auto const deltarealtime = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu
|
|
|
|
// fixed step render time routines:
|
|
fTime50Hz += deltarealtime; // w pauzie też trzeba zliczać czas, bo przy dużym FPS będzie problem z odczytem ramek
|
|
while( fTime50Hz >= 1.0 / 50.0 ) {
|
|
Console::Update(); // to i tak trzeba wywoływać
|
|
m_userinterface->update();
|
|
// decelerate camera
|
|
Camera.Velocity *= 0.65;
|
|
if( std::abs( Camera.Velocity.x ) < 0.01 ) { Camera.Velocity.x = 0.0; }
|
|
if( std::abs( Camera.Velocity.y ) < 0.01 ) { Camera.Velocity.y = 0.0; }
|
|
if( std::abs( Camera.Velocity.z ) < 0.01 ) { Camera.Velocity.z = 0.0; }
|
|
|
|
fTime50Hz -= 1.0 / 50.0;
|
|
}
|
|
|
|
// variable step render time routines:
|
|
update_camera( deltarealtime );
|
|
|
|
simulation::Region->update_sounds();
|
|
audio::renderer.update( deltarealtime );
|
|
|
|
GfxRenderer->Update( deltarealtime );
|
|
|
|
simulation::is_ready = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
editor_mode::update_camera( double const Deltatime ) {
|
|
|
|
// uwzględnienie ruchu wywołanego klawiszami
|
|
Camera.Update();
|
|
// reset window state, it'll be set again if applicable in a check below
|
|
Global.CabWindowOpen = false;
|
|
// all done, update camera position to the new value
|
|
Global.pCamera = Camera;
|
|
}
|
|
|
|
// maintenance method, called when the mode is activated
|
|
void
|
|
editor_mode::enter() {
|
|
|
|
m_statebackup = { Global.pCamera, FreeFlyModeFlag, Global.ControlPicking };
|
|
|
|
Global.pCamera = Camera;
|
|
FreeFlyModeFlag = true;
|
|
Global.ControlPicking = true;
|
|
EditorModeFlag = true;
|
|
|
|
Application.set_cursor( GLFW_CURSOR_NORMAL );
|
|
}
|
|
|
|
// maintenance method, called when the mode is deactivated
|
|
void
|
|
editor_mode::exit() {
|
|
|
|
EditorModeFlag = false;
|
|
Global.ControlPicking = m_statebackup.picking;
|
|
FreeFlyModeFlag = m_statebackup.freefly;
|
|
Global.pCamera = m_statebackup.camera;
|
|
|
|
Application.set_cursor(
|
|
( Global.ControlPicking ?
|
|
GLFW_CURSOR_NORMAL :
|
|
GLFW_CURSOR_DISABLED ) );
|
|
|
|
if( false == Global.ControlPicking ) {
|
|
Application.set_cursor_pos( 0, 0 );
|
|
}
|
|
}
|
|
|
|
void
|
|
editor_mode::on_key( int const Key, int const Scancode, int const Action, int const Mods ) {
|
|
|
|
Global.shiftState = ( Mods & GLFW_MOD_SHIFT ) ? true : false;
|
|
Global.ctrlState = ( Mods & GLFW_MOD_CONTROL ) ? true : false;
|
|
Global.altState = ( Mods & GLFW_MOD_ALT ) ? true : false;
|
|
|
|
// give the ui first shot at the input processing...
|
|
if( true == m_userinterface->on_key( Key, Scancode, Action, Mods ) ) { return; }
|
|
// ...if the input is left untouched, pass it on
|
|
if( true == m_input.keyboard.key( Key, Action ) ) { return; }
|
|
|
|
if( Action == GLFW_RELEASE ) { return; }
|
|
|
|
// legacy hardcoded keyboard commands
|
|
// TODO: replace with current command system, move to input object(s)
|
|
switch( Key ) {
|
|
|
|
case GLFW_KEY_F11: {
|
|
|
|
if( Action != GLFW_PRESS ) { break; }
|
|
// mode switch
|
|
// TODO: unsaved changes warning
|
|
if( ( false == Global.ctrlState )
|
|
&& ( false == Global.shiftState ) ) {
|
|
Application.pop_mode();
|
|
}
|
|
// scenery export
|
|
if( Global.ctrlState
|
|
&& Global.shiftState ) {
|
|
simulation::State.export_as_text( Global.SceneryFile );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case GLFW_KEY_F12: {
|
|
// quick debug mode toggle
|
|
if( Global.ctrlState
|
|
&& Global.shiftState ) {
|
|
DebugModeFlag = !DebugModeFlag;
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
editor_mode::on_cursor_pos( double const Horizontal, double const Vertical ) {
|
|
|
|
auto const mousemove { glm::dvec2{ Horizontal, Vertical } - m_input.mouse.position() };
|
|
m_input.mouse.position( Horizontal, Vertical );
|
|
|
|
if( m_input.mouse.button( GLFW_MOUSE_BUTTON_LEFT ) == GLFW_RELEASE ) { return; }
|
|
if( m_node == nullptr ) { return; }
|
|
|
|
if( m_takesnapshot ) {
|
|
// take a snapshot of selected node(s)
|
|
// TODO: implement this
|
|
m_takesnapshot = false;
|
|
}
|
|
|
|
if( mode_translation() ) {
|
|
// move selected node
|
|
if( mode_translation_vertical() ) {
|
|
auto const translation { mousemove.y * -0.01f };
|
|
m_editor.translate( m_node, translation );
|
|
}
|
|
else {
|
|
auto const mouseworldposition { Camera.Pos + GfxRenderer->Mouse_Position() };
|
|
m_editor.translate( m_node, mouseworldposition, mode_snap() );
|
|
}
|
|
}
|
|
else {
|
|
// rotate selected node
|
|
auto const rotation { glm::vec3 { mousemove.y, mousemove.x, 0 } * 0.25f };
|
|
auto const quantization { (
|
|
mode_snap() ?
|
|
15.f : // TODO: put quantization value in a variable
|
|
0.f ) };
|
|
m_editor.rotate( m_node, rotation, quantization );
|
|
}
|
|
|
|
}
|
|
|
|
void
|
|
editor_mode::on_mouse_button( int const Button, int const Action, int const Mods ) {
|
|
|
|
// give the ui first shot at the input processing...
|
|
if( true == m_userinterface->on_mouse_button( Button, Action, Mods ) ) { return; }
|
|
|
|
if( Button == GLFW_MOUSE_BUTTON_LEFT ) {
|
|
|
|
if( Action == GLFW_PRESS ) {
|
|
// left button press
|
|
m_node = GfxRenderer->Update_Pick_Node();
|
|
if( m_node ) {
|
|
Application.set_cursor( GLFW_CURSOR_DISABLED );
|
|
}
|
|
dynamic_cast<editor_ui*>( m_userinterface.get() )->set_node( m_node );
|
|
}
|
|
else {
|
|
// left button release
|
|
if( m_node ) {
|
|
Application.set_cursor( GLFW_CURSOR_NORMAL );
|
|
}
|
|
// prime history stack for another snapshot
|
|
m_takesnapshot = true;
|
|
}
|
|
}
|
|
|
|
m_input.mouse.button( Button, Action );
|
|
}
|
|
|
|
void
|
|
editor_mode::on_scroll( double const Xoffset, double const Yoffset ) {
|
|
|
|
// give the ui first shot at the input processing...
|
|
if( true == m_userinterface->on_scroll( Xoffset, Yoffset ) ) { return; }
|
|
|
|
// TBD, TODO: implement scroll wheel handling
|
|
}
|
|
|
|
void
|
|
editor_mode::on_event_poll() {
|
|
|
|
m_input.poll();
|
|
}
|
|
|
|
bool
|
|
editor_mode::mode_translation() const {
|
|
|
|
return ( false == Global.altState );
|
|
}
|
|
|
|
bool
|
|
editor_mode::mode_translation_vertical() const {
|
|
|
|
return ( true == Global.shiftState );
|
|
}
|
|
|
|
bool
|
|
editor_mode::mode_rotation() const {
|
|
|
|
return ( true == Global.altState );
|
|
}
|
|
|
|
bool
|
|
editor_mode::mode_snap() const {
|
|
|
|
return ( true == Global.ctrlState );
|
|
}
|