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Files
maszyna/application/editoruilayer.cpp

255 lines
7.8 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"
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();
}
if (ImGui::CollapsingHeader("Layers"))
{
ImGui::Indent();
render_layers();
ImGui::Unindent();
}
}
void editor_ui::render_layers()
{
if (scene::Layers.empty())
{
// layers are established only when the scenery is loaded for editing, regular load skips the bookkeeping
ImGui::TextDisabled("Scenery layers are available in an edit session.\nStart the simulator with: -edit <scenery file>");
return;
}
ImGui::TextDisabled("visible, locked, layer file (click: make active)");
std::pair<char const *, scene::layer_item> const itemlabels[] = {{"models", scene::layer_item::model},
{"tracks", scene::layer_item::track},
{"traction", scene::layer_item::traction},
{"power sources", scene::layer_item::powersource},
{"memory cells", scene::layer_item::memcell},
{"event launchers", scene::layer_item::launcher},
{"events", scene::layer_item::event},
{"vehicles", scene::layer_item::vehicle},
{"sounds", scene::layer_item::sound},
{"terrain shapes", scene::layer_item::shape},
{"lines", scene::layer_item::lines}};
for (std::size_t idx = 1; idx <= scene::Layers.size(); ++idx)
{
auto const handle{static_cast<scene::layer_handle>(idx)};
auto const &layer{scene::Layers.layer(handle)};
auto const isactive{handle == scene::Layers.active()};
ImGui::PushID(static_cast<int>(idx));
// active layer receives new nodes, so it can't be hidden nor locked
if (isactive)
{
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.5f);
}
auto visible{layer.visible};
if (ImGui::Checkbox("##visible", &visible) && false == isactive)
{
scene::Layers.visible(handle, visible);
}
if (ImGui::IsItemHovered())
{
ImGui::SetTooltip("%s", isactive ? "Active layer is always visible" : "Show or hide models, tracks and traction of the layer");
}
ImGui::SameLine();
auto locked{layer.locked};
if (ImGui::Checkbox("##locked", &locked) && false == isactive)
{
scene::Layers.locked(handle, locked);
}
if (ImGui::IsItemHovered())
{
ImGui::SetTooltip("%s", isactive ? "Active layer can't be locked" : "Nodes of locked layer can't be selected in the viewport");
}
if (isactive)
{
ImGui::PopStyleVar();
}
ImGui::SameLine();
// layers are listed in the order the files were first opened, so indentation alone shows the include tree
auto const label{std::string(2 * scene::Layers.depth(handle), ' ') + Bezogonkow(layer.name) + " (" + (layer.binary ? "binary terrain" : std::to_string(layer.item_count())) + ")"};
if (ImGui::Selectable(label.c_str(), isactive))
{
scene::Layers.active(handle);
}
if (ImGui::IsItemHovered())
{
std::string content{isactive ? "Active layer, nodes created in the editor are placed here" : "Click to make this the active layer"};
if (layer.binary)
{
content += "\nThe file wasn't parsed, its content was loaded from binary terrain file";
}
for (auto const &itemlabel : itemlabels)
{
auto const count{layer.items[static_cast<std::size_t>(itemlabel.second)]};
if (count > 0)
{
content += "\n" + std::string{itemlabel.first} + ": " + std::to_string(count);
}
}
ImGui::SetTooltip("%s", content.c_str());
}
ImGui::PopID();
}
}
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;
}