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maszyna/application/editoruilayer.h

237 lines
9.2 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 "application/editoruipanels.h"
namespace scene
{
class basic_node;
}
struct ImGuiDockNode;
struct ImGuiTabBar;
class editor_ui : public ui_layer
{
public:
// constructors
editor_ui();
// methods
// updates state of UI elements
void update() override;
void set_node(scene::basic_node *Node);
// include of a scenery template to show in the node properties in place of a node; nullptr if there's none
void set_include(include_selection *Include);
void add_node_template(const std::string &desc);
float rot_val();
bool rot_from_last();
functions_panel::rotation_mode rot_mode();
const std::string *get_active_node_template(bool bypassRandom = false);
nodebank_panel::edit_mode mode();
void set_mode(nodebank_panel::edit_mode const Mode);
float getSpacing();
// node bank and model set access (set selection widgets, set contents)
nodebank_panel &nodebank()
{
return m_nodebankpanel;
}
// rotation settings widgets, for tools drawn by the editor mode
void render_rotation_controls();
// draws the area fill settings in its node bank tab (the fill state lives in the editor mode)
void set_fill_options(std::function<void()> Renderer)
{
m_filloptions = std::move(Renderer);
}
// the open track window takes the mouse over, whichever toolset tab is chosen
void set_track(bool const Track)
{
m_track = Track;
}
// draws menus of the editor mode in the menu bar, past the ones of the user interface
void set_menu_options(std::function<void()> Renderer)
{
m_menuoptions = std::move(Renderer);
}
// draws the tools of the editor mode in the toolbar under the menu
void set_toolbar_options(std::function<void()> Renderer)
{
m_toolbaroptions = std::move(Renderer);
}
// draws the gizmo settings in the toolset window (the gizmo state lives in the editor mode)
void set_gizmo_options(std::function<void()> Renderer)
{
m_gizmooptions = std::move(Renderer);
}
// draws the array settings in the toolset window (the array state lives in the editor mode)
void set_array_options(std::function<void()> Renderer)
{
m_arrayoptions = std::move(Renderer);
}
void set_bend_options(std::function<void()> Renderer)
{
m_bendoptions = std::move(Renderer);
}
void expand_bend()
{
m_bendexpand = true;
}
// actions of the file menu, performed by the editor mode
void set_file_actions(std::function<void()> Save, std::function<void()> Export);
void set_new_scenery(std::function<void()> New) { m_newscenery = std::move(New); }
void set_open_scenery(std::function<void()> Open) { m_openscenery = std::move(Open); }
// part of the main window between the docked windows, where the 3d view is seen; for the overlays placed in it
static glm::vec2 view_min()
{
return m_viewmin;
}
static glm::vec2 view_max()
{
return m_viewmax;
}
// tools of the track mode in the tool options window, the selected path in the inspector
void set_track_options(std::function<void()> Tools, std::function<void()> Selection)
{
m_tracktools = std::move(Tools);
m_trackselection = std::move(Selection);
}
// fields of work of the editor mode besides the edit modes, chosen in its toolbar: their tools are drawn in the tool options window,
// what they have selected in the inspector. the terrain is shown over the track mode, the roads give way to it
enum class workspace
{
none,
roads,
terrain,
count_
};
void set_workspace(workspace const Workspace)
{
m_workspace = Workspace;
}
void set_workspace_options(workspace const Workspace, std::function<void()> Tools, std::function<void()> Selection = {})
{
m_workspacetools[static_cast<std::size_t>(Workspace)] = std::move(Tools);
m_workspaceselection[static_cast<std::size_t>(Workspace)] = std::move(Selection);
}
// selection of a node in the scene window; Focus is set when the camera is to fly to it
void set_scene_select(std::function<void(scene::basic_node *, bool)> Select)
{
m_sceneselect = std::move(Select);
}
// pins of the docks: an unpinned dock hides its windows in a strip at the edge of the main window, and they come out over the 3d view
// when their tab in the strip is pointed at or clicked. the shortcut unpins all docks, or pins them back
void toggle_docks()
{
m_dockstoggle = true;
}
// the unpinned docks are kept in imgui.ini along with the layout; the handler has to be there before the file is read
static void register_settings();
// shows outcome of an operation in the layers window
void set_status(std::string const &Status, bool const Error = false);
private:
// methods
void render_mode_options(nodebank_panel::edit_mode const Mode);
// windows of the editor drawn by the user interface itself
void render_tool_options();
void render_inspector();
void render_scene();
void scene_rebuild();
void scene_row(std::size_t const Entry);
void render_menu_contents() override;
void render_dockspace() override;
void render_() override;
// docks the windows of the editor in their default places
void build_default_layout(unsigned int const Dockspace);
// unpinned docks: at the start of the frame the windows are hidden, docked back or placed over the view, at its end the strips and pins are drawn
void autohide_begin();
void autohide_place();
void autohide_strips();
void autohide_pins();
void autohide_show(unsigned int const Window, bool const Focus);
void autohide_pin(std::size_t const Group);
static void autohide_node(ImGuiDockNode *Node);
static std::size_t autohide_group_of(unsigned int const Window);
static void autohide_menu(ImGuiContext *Context, ImGuiDockNode *Node, ImGuiTabBar *TabBar);
// members
itemproperties_panel m_itempropertiespanel{"Node Properties", true}; // not a window of its own, drawn in the toolset window
functions_panel m_functionspanel{"Functions", true}; // not a window of its own, its settings are drawn in the toolset tabs
nodebank_panel m_nodebankpanel{"Node bank", true}; // templates to insert, paint or fill with
layers_panel m_layerspanel{"Layers", true};
includes_panel m_includespanel{"Include database", false};
std::function<void()> m_save;
std::function<void()> m_export;
std::function<void()> m_newscenery;
std::function<void()> m_openscenery;
brush_object_list m_brushobjects;
bool m_insertrandom{false}; // insert mode picks a random template from m_insertset
model_set_ref m_insertset;
std::function<void()> m_filloptions;
std::function<void()> m_menuoptions;
std::function<void()> m_toolbaroptions;
bool m_layoutreset{false}; // the default layout is to be built again on the next frame
bool m_tooloptionsopen{true};
bool m_inspectoropen{true};
bool m_sceneopen{true};
std::function<void(scene::basic_node *, bool)> m_sceneselect;
std::function<void()> m_tracktools;
std::function<void()> m_trackselection;
int m_toolmode{-1}; // edit mode or field of work the tool options were drawn for the last time
workspace m_workspace{workspace::none};
std::array<std::function<void()>, static_cast<std::size_t>(workspace::count_)> m_workspacetools;
std::array<std::function<void()>, static_cast<std::size_t>(workspace::count_)> m_workspaceselection;
// scene window: the models of the scenery by layer and group, rebuilt when their number changes
struct scene_entry
{
std::string uuid; // key in scene::Hierarchy, the node is looked up by it when drawn
scene::layer_handle layer;
scene::group_handle group;
std::string name;
};
std::vector<scene_entry> m_sceneentries;
std::size_t m_scenesize{static_cast<std::size_t>(-1)};
char m_scenefilter[64]{};
std::string m_scenefilterused;
std::vector<std::size_t> m_scenematches;
static glm::vec2 m_viewmin;
static glm::vec2 m_viewmax;
std::function<void()> m_gizmooptions;
std::function<void()> m_arrayoptions;
std::function<void()> m_bendoptions;
bool m_bendexpand{false};
scene::basic_node *m_node{nullptr}; // currently bound scene node, if any
bool m_track{false};
// windows of an unpinned dock, and the edge they're hidden at
struct autohide_group
{
int edge{0}; // ImGuiDir
float size{300.0f}; // width of the side docks, height of the top and bottom ones, in pixels
bool first{false}; // the node was above or left of the other one in its split, and took this share of it
float share{0.5f};
int depth{0}; // of the column of docks the node was in, in the tree of the dockspace; outer docks are put back first
std::vector<unsigned int> windows;
};
static std::vector<autohide_group> m_autohide;
static unsigned int m_dockspace;
unsigned int m_autohideshown{0}; // window of an unpinned dock shown over the view
bool m_autohideappear{false}; // the shown window is to be brought forward
bool m_autohidefocus{false}; // and given the focus, it was clicked in the strip
unsigned int m_autohidehovered{0}; // tab in the strips under the cursor, and since when
double m_autohidehovertime{0.0};
double m_autohideleft{-1.0}; // when the cursor left the shown window, -1 while it's over it
bool m_autohidestrip{false}; // the cursor was over a tab of the strips in the last frame
std::vector<std::size_t> m_autohidepin; // groups to be docked back at the start of the next frame
bool m_dockstoggle{false};
};