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maszyna/application/editormodegauge.h
maj00r 3c9c90b468 refactor(editor): the structure gauge is a tool of its own
The first step of taking the tools out of editor_mode: a tool keeps its
own state and reaches the editor through editor_services, the few things
it needs from it, instead of through every member of the editor. The
editor holds its tools in a list for the hooks they share: a deleted
node is forgotten by all of them in one place, and a self-test command
the editor doesn't know goes to each of them.

The gauge moves with its state, its window and its self-test command;
the ImGui ids and the texts stay the same, and the self-test gives the
same hits on the test scenery as before.
2026-10-21 09:00:59 +02:00

89 lines
2.6 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/editortool.h"
#include "editor/editorGauge.hpp"
#include <memory>
#include <string>
#include <vector>
class gauge_tool final : public editor_tool
{
public:
// model entering the structure gauge, at its deepest place
struct gauge_hit
{
std::string model;
glm::dvec3 point{0.0};
double depth{0.0}; // m
TTrack const *track{nullptr}; // nearest one, may be gone by now
int path{0};
glm::dvec2 direction{0.0, 1.0}; // of the track there, in the plan
};
explicit gauge_tool(editor_services &Services) : m_services{Services} {}
void update() override;
void render_windows() override;
editor_selftest_result selftest(std::string const &Command, std::istringstream &Words) override;
bool is_open() const { return m_gauge.open; }
void toggle() { m_gauge.open = !m_gauge.open; }
private:
editor_services &m_services;
// structure gauge along the line of the selected path, shown in the 3d view
struct gauge_state
{
bool open{false}; // window
bool enabled{true}; // tunnel along the selected path
std::vector<gauge::profile> profiles;
int profile{0}; // railway
int road{-1};
TTrack const *track{nullptr}; // scanned
std::size_t history{0};
bool pending{false}; // rescan once the edit ends
struct
{
std::vector<glm::dvec3> surface; // triangles of the tunnel
std::vector<glm::dvec3> edges; // lines
std::vector<gauge_hit> hits;
} line; // along the selected path
struct
{
bool scanned{false};
std::size_t history{0};
std::string profile;
std::vector<gauge_hit> hits;
} map; // whole scenery
struct
{
std::vector<glm::dvec3> surface;
std::vector<glm::dvec3> edges;
} spot; // tunnel around the hit the camera went to
int current{-1}; // hit the camera went to
bool published{false}; // overlay up to date
std::shared_ptr<struct gauge_scan> scan; // of the whole scenery, done in slices over the frames
} m_gauge;
void gauge_load();
// the chosen railway and road outlines
gauge::choice gauge_choice() const;
std::vector<gauge_hit> const &gauge_hits() const;
void scan_gauge(TTrack &Track);
void scan_gauge_map();
void step_gauge_map();
void finish_gauge_map();
void gauge_publish();
void gauge_focus(int Index);
void gauge_spot(gauge_hit const &Hit);
void render_gauge_hits();
bool render_gauge_choice(char const *Label, int &Index, bool Road);
bool render_gauge_outline(int Index);
};