mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 06:19:19 +02:00
749 lines
23 KiB
C++
749 lines
23 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "application/uilayer.h"
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#include <utility>
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#include "utilities/Globals.h"
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include "simulation/simulation.h"
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#include "utilities/translation.h"
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#include "application/application.h"
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#include "application/editormode.h"
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#include "application/editoruilayer.h"
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#include "imgui/imgui_impl_glfw.h"
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GLFWwindow *ui_layer::m_window{nullptr};
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GLFWwindow *ui_layer::m_keywindow{nullptr};
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ImGuiIO *ui_layer::m_imguiio{nullptr};
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GLint ui_layer::m_textureunit{GL_TEXTURE0};
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bool ui_layer::m_cursorvisible;
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int ui_layer::m_palette{0};
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ImFont *ui_layer::font_default{nullptr};
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ImFont *ui_layer::font_mono{nullptr};
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ImFont *ui_layer::font_loading{nullptr};
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ui_panel::ui_panel(std::string Identifier, bool const Isopen) : is_open(Isopen), m_name(std::move(Identifier)) {}
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void ui_panel::render()
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{
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if (false == is_open)
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return;
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int flags = window_flags;
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if (flags == -1)
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flags = ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoCollapse;
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if (size.x > 0)
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flags |= ImGuiWindowFlags_NoResize;
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if (no_title_bar)
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flags |= ImGuiWindowFlags_NoTitleBar;
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if (pos.x != -1 && pos.y != -1)
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ImGui::SetNextWindowPos(ImVec2(pos.x, pos.y), ImGuiCond_Always);
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if (size.x > 0)
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ImGui::SetNextWindowSize(ImVec2S(size.x, size.y), ImGuiCond_Always);
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else if (size_min.x == -1)
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ImGui::SetNextWindowSize(ImVec2(0, 0), ImGuiCond_FirstUseEver);
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if (size_min.x > 0)
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ImGui::SetNextWindowSizeConstraints(ImVec2S(size_min.x, size_min.y), ImVec2S(size_max.x, size_max.y));
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auto const panelname{(title.empty() ? m_name : title) + "###" + m_name};
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if (ImGui::Begin(panelname.c_str(), &is_open, flags))
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{
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render_contents();
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popups.remove_if([](const std::unique_ptr<ui::popup> &popup) { return popup->render(); });
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}
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ImGui::End();
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}
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void ui_panel::render_contents()
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{
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for (auto const &line : text_lines)
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{
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ImGui::TextColored(ImVec4(line.color.r, line.color.g, line.color.b, line.color.a), line.data.c_str());
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}
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}
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void ui_panel::register_popup(std::unique_ptr<ui::popup> &&popup)
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{
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popups.push_back(std::move(popup));
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}
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void ui_expandable_panel::render_contents()
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{
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ImGui::Checkbox(STR_C("expand"), &is_expanded);
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ui_panel::render_contents();
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}
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void ui_log_panel::render_contents()
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{
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ImGui::PushFont(ui_layer::font_mono);
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for (const std::string &s : log_scrollback)
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ImGui::TextUnformatted(s.c_str());
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if (ImGui::GetScrollY() == ImGui::GetScrollMaxY())
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ImGui::SetScrollHereY(1.0f);
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ImGui::PopFont();
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}
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ui_layer::ui_layer()
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{
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if (Global.loading_log)
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add_external_panel(&m_logpanel);
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m_logpanel.size = {700, 400};
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}
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ui_layer::~ui_layer() {}
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bool ui_layer::key_callback(int key, int scancode, int action, int mods)
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{
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ImGui_ImplGlfw_KeyCallback(m_keywindow != nullptr ? m_keywindow : m_window, key, scancode, action, mods);
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return m_imguiio->WantCaptureKeyboard;
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}
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bool ui_layer::char_callback(unsigned int c)
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{
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ImGui_ImplGlfw_CharCallback(m_window, c);
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return m_imguiio->WantCaptureKeyboard;
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}
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bool ui_layer::scroll_callback(double xoffset, double yoffset)
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{
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ImGui_ImplGlfw_ScrollCallback(m_window, xoffset, yoffset);
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return m_imguiio->WantCaptureMouse;
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}
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bool ui_layer::mouse_button_callback(int button, int action, int mods)
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{
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ImGui_ImplGlfw_MouseButtonCallback(m_window, button, action, mods);
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return m_imguiio->WantCaptureMouse;
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}
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// the glfw backend of imgui works with events since 1.87: position, hover and focus of the window are passed to it as they come
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void ui_layer::cursor_pos_callback(double x, double y)
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{
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if (ImGui::GetCurrentContext() == nullptr)
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return;
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ImGui_ImplGlfw_CursorPosCallback(m_window, x, y);
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}
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void ui_layer::cursor_enter_callback(int entered)
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{
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if (ImGui::GetCurrentContext() == nullptr)
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return;
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ImGui_ImplGlfw_CursorEnterCallback(m_window, entered);
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}
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void ui_layer::focus_callback(int focused)
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{
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if (ImGui::GetCurrentContext() == nullptr)
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return;
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ImGui_ImplGlfw_WindowFocusCallback(m_window, focused);
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}
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void ui_layer::viewport_key_callback(GLFWwindow *Window, int key, int scancode, int action, int mods)
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{
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// imgui gets the key with the window it came from (the state of modifiers is read from it), the simulator gets it unless imgui takes it
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m_keywindow = Window;
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Application.on_key(key, scancode, action, mods);
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m_keywindow = nullptr;
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}
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namespace
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{
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// window creation of the glfw backend, wrapped to give the new windows the key callback of the simulator
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void (*imgui_create_window)(ImGuiViewport *Viewport){nullptr};
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void create_viewport_window(ImGuiViewport *Viewport)
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{
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imgui_create_window(Viewport);
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if (Viewport->PlatformHandle != nullptr)
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glfwSetKeyCallback(static_cast<GLFWwindow *>(Viewport->PlatformHandle), ui_layer::viewport_key_callback);
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}
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} // namespace
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void ui_layer::imgui_colors(int const Palette)
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{
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m_palette = Palette;
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auto const rgb = [](int const Color, float const Alpha = 1.0f) {
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return ImVec4(((Color >> 16) & 0xff) / 255.0f, ((Color >> 8) & 0xff) / 255.0f, (Color & 0xff) / 255.0f, Alpha);
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};
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auto const editor{Palette == 1};
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// palette shared with the MaSzyna starter: flat dark panels, thin borders, green accents; the one of the editor
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// has amber accents on cooler grey panels
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int const panel{editor ? 0x1f2226 : 0x1e2327}; // window background
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int const base{editor ? 0x1b1d21 : 0x15171b}; // darker background, between panels
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int const header{editor ? 0x2c3036 : 0x2a3036}; // section headers, hovered items
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int const border{editor ? 0x3a3f47 : 0x3a424a};
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int const field{editor ? 0x15171a : 0x121517}; // input fields, combos
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int const accent{editor ? 0xb07a1c : 0x177f00}; // selection, active elements
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int const accentbright{editor ? 0xe5a73a : 0x41c400}; // marks: checkmarks, active tab underline
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int const accentdim{editor ? 0x5a4319 : 0x164b0e};
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ImVec4 *colors = ImGui::GetStyle().Colors;
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colors[ImGuiCol_Text] = rgb(editor ? 0xe6e8eb : 0xffffff);
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colors[ImGuiCol_TextDisabled] = rgb(editor ? 0x8a929c : 0xa0a0a2);
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colors[ImGuiCol_WindowBg] = rgb(panel, Global.UIBgOpacity); // ui.bg.opacity from config file
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colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
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colors[ImGuiCol_PopupBg] = rgb(base, 0.98f);
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colors[ImGuiCol_Border] = rgb(border);
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colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
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colors[ImGuiCol_FrameBg] = rgb(field);
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colors[ImGuiCol_FrameBgHovered] = rgb(header);
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colors[ImGuiCol_FrameBgActive] = rgb(border);
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colors[ImGuiCol_TitleBg] = rgb(base);
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colors[ImGuiCol_TitleBgActive] = rgb(header);
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colors[ImGuiCol_TitleBgCollapsed] = rgb(base, 0.75f);
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colors[ImGuiCol_MenuBarBg] = rgb(panel);
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colors[ImGuiCol_ScrollbarBg] = rgb(base, 0.60f);
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colors[ImGuiCol_ScrollbarGrab] = rgb(border);
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colors[ImGuiCol_ScrollbarGrabHovered] = rgb(0x5a636c);
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colors[ImGuiCol_ScrollbarGrabActive] = rgb(0x858585);
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colors[ImGuiCol_CheckMark] = rgb(accentbright);
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colors[ImGuiCol_SliderGrab] = rgb(accent);
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colors[ImGuiCol_SliderGrabActive] = rgb(accentbright);
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colors[ImGuiCol_Button] = rgb(header);
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colors[ImGuiCol_ButtonHovered] = rgb(border);
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colors[ImGuiCol_ButtonActive] = rgb(accent);
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// shared by section headers and selected list items
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colors[ImGuiCol_Header] = rgb(header);
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colors[ImGuiCol_HeaderHovered] = rgb(accentdim);
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colors[ImGuiCol_HeaderActive] = rgb(accent);
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colors[ImGuiCol_Separator] = rgb(border);
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colors[ImGuiCol_SeparatorHovered] = rgb(accent);
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colors[ImGuiCol_SeparatorActive] = rgb(accentbright);
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colors[ImGuiCol_ResizeGrip] = rgb(border, 0.50f);
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colors[ImGuiCol_ResizeGripHovered] = rgb(accent);
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colors[ImGuiCol_ResizeGripActive] = rgb(accentbright);
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colors[ImGuiCol_Tab] = rgb(header);
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colors[ImGuiCol_TabHovered] = rgb(border);
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colors[ImGuiCol_TabActive] = rgb(accent); // also the line under the tab bar
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colors[ImGuiCol_TabUnfocused] = rgb(header);
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colors[ImGuiCol_TabUnfocusedActive] = rgb(accentdim);
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// imgui 1.90+ marks the selected tab with a line over it as well, in the same colours
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colors[ImGuiCol_TabSelectedOverline] = rgb(accent);
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colors[ImGuiCol_TabDimmedSelectedOverline] = rgb(accentdim);
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colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
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colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
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colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
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colors[ImGuiCol_TextSelectedBg] = rgb(accent, 0.60f);
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colors[ImGuiCol_DragDropTarget] = rgb(accentbright, 0.90f);
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colors[ImGuiCol_NavHighlight] = rgb(accentbright);
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colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
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colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
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colors[ImGuiCol_ModalWindowDimBg] = rgb(base, 0.60f);
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// where a dragged window would be docked, and an empty dock node
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colors[ImGuiCol_DockingPreview] = rgb(accentbright, 0.70f);
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colors[ImGuiCol_DockingEmptyBg] = rgb(base);
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}
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void ui_layer::imgui_style()
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{
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imgui_colors(0);
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// flat, square elements with thin borders
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auto &style = ImGui::GetStyle();
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style.WindowRounding = 0.0f;
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style.ChildRounding = 0.0f;
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style.FrameRounding = 0.0f;
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style.PopupRounding = 0.0f;
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style.ScrollbarRounding = 0.0f;
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style.GrabRounding = 0.0f;
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style.TabRounding = 0.0f;
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style.WindowBorderSize = 1.0f;
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style.ChildBorderSize = 1.0f;
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style.PopupBorderSize = 1.0f;
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style.FrameBorderSize = 1.0f;
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style.TabBorderSize = 0.0f;
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style.ScaleAllSizes(Global.ui_scale);
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}
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bool ui_layer::init(GLFWwindow *Window)
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{
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m_window = Window;
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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m_imguiio = &ImGui::GetIO();
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// imgui.ini is read with the first frame, which may be of another mode than the editor
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editor_ui::register_settings();
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m_imguiio->ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
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// m_imguiio->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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// m_imguiio->ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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static const ImWchar ranges[] =
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{
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0x0020, 0x00FF, // Basic Latin + Latin Supplement
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0x0100, 0x017F, // Latin Extended-A
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0x2070, 0x2079, // superscript
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0x2500, 0x256C, // box drawings
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0,
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};
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ImFontConfig config;
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// config.FontDataOwnedByAtlas = false; // Avoid duplicate release of font data
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if (FileExists("fonts/dejavusans.ttf")) {
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// Load basic font first
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font_default = m_imguiio->Fonts->AddFontFromFileTTF("fonts/dejavusans.ttf", Global.ui_fontsize, &config, &ranges[0]);
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// Add support for Chinese character ranges
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if (font_default) {
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ImFontConfig chinese_config;
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chinese_config.MergeMode = true;
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chinese_config.PixelSnapH = true;
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chinese_config.OversampleH = 1;
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chinese_config.OversampleV = 1;
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// Use NotoSansSC-Regular.ttf font file
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if (FileExists("fonts/NotoSansSC-Regular.ttf")) {
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const ImWchar* chinese_ranges = m_imguiio->Fonts->GetGlyphRangesChineseFull();
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m_imguiio->Fonts->AddFontFromFileTTF("fonts/NotoSansSC-Regular.ttf", Global.ui_fontsize, &chinese_config, chinese_ranges);
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}
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}
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}
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if (FileExists("fonts/dejavusansmono.ttf")) {
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ImFontConfig mono_config;
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mono_config.GlyphRanges = &ranges[0]; // Basic Latin characters
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font_mono = m_imguiio->Fonts->AddFontFromFileTTF("fonts/dejavusansmono.ttf", Global.ui_fontsize, &mono_config, &ranges[0]);
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// Add Chinese character support for monospace font as well
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if (font_mono) {
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ImFontConfig chinese_mono_config;
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chinese_mono_config.OversampleH = 1;
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chinese_mono_config.OversampleV = 1;
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chinese_mono_config.MergeMode = true;
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chinese_mono_config.PixelSnapH = true;
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// Use NotoSansSC-Regular.ttf for monospace font as well
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if (FileExists("fonts/NotoSansSC-Regular.ttf")) {
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const ImWchar* chinese_ranges = m_imguiio->Fonts->GetGlyphRangesChineseFull();
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m_imguiio->Fonts->AddFontFromFileTTF("fonts/NotoSansSC-Regular.ttf", Global.ui_fontsize, &chinese_mono_config, chinese_ranges);
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}
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}
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}
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if (FileExists("fonts/bahnschrift.ttf")) {
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ImFontConfig loading_config;
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font_loading = m_imguiio->Fonts->AddFontFromFileTTF("fonts/bahnschrift.ttf", 48, &loading_config, &ranges[0]);
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// Add Chinese character support for loading font as well
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if (font_loading) {
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ImFontConfig chinese_loading_config;
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chinese_loading_config.OversampleH = 1;
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chinese_loading_config.OversampleV = 1;
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chinese_loading_config.MergeMode = true;
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chinese_loading_config.PixelSnapH = true;
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// Use NotoSansMonoCJKsc-Regular.ttf for loading font
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if (FileExists("fonts/NotoSansMonoCJKsc-Regular.ttf")) {
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const ImWchar* chinese_ranges = m_imguiio->Fonts->GetGlyphRangesChineseFull();
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m_imguiio->Fonts->AddFontFromFileTTF("fonts/NotoSansMonoCJKsc-Regular.ttf", 48, &chinese_loading_config, chinese_ranges);
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}
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}
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}
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if (!font_default && !font_mono)
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font_default = font_mono = m_imguiio->Fonts->AddFontDefault();
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else if (!font_default)
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font_default = font_mono;
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else if (!font_mono)
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font_mono = font_default;
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if (!font_loading)
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font_loading = font_default;
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imgui_style();
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ImGui_ImplGlfw_InitForOpenGL(m_window, false);
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if (!GfxRenderer->GetImguiRenderer() || !GfxRenderer->GetImguiRenderer()->Init())
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{
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return false;
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}
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// panels can be docked together, and dragged out of the simulator window into windows of their own (e.g. on another monitor)
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// when both backends can do it. glfw can't place windows under wayland. both flags have to be set before the first frame
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m_imguiio->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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auto const viewportsupport{(m_imguiio->BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (m_imguiio->BackendFlags & ImGuiBackendFlags_RendererHasViewports) &&
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glfwGetPlatform() != GLFW_PLATFORM_WAYLAND};
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if (Global.ui_viewports && viewportsupport)
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{
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m_imguiio->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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auto &platformio{ImGui::GetPlatformIO()};
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imgui_create_window = platformio.Platform_CreateWindow;
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platformio.Platform_CreateWindow = create_viewport_window;
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}
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WriteLog(std::string("ui: panels in separate windows ") + ((m_imguiio->ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ? "enabled" : (viewportsupport ? "disabled in settings" : "not supported here")));
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return true;
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}
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void ui_layer::shutdown()
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{
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ImGui::EndFrame();
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GfxRenderer->GetImguiRenderer()->Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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bool ui_layer::on_key(int const Key, int const Action)
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{
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if (Action == GLFW_PRESS)
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{
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if (Key == GLFW_KEY_PRINT_SCREEN)
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{
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Application.queue_screenshot();
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return true;
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}
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if (Key == GLFW_KEY_F9)
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{
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m_logpanel.is_open = !m_logpanel.is_open;
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return true;
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}
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||
if (Key == GLFW_KEY_F10)
|
||
{
|
||
m_quit_active = !m_quit_active;
|
||
return true;
|
||
}
|
||
|
||
if (m_quit_active)
|
||
{
|
||
if (Key == GLFW_KEY_Y)
|
||
{
|
||
Application.queue_quit(false);
|
||
return true;
|
||
}
|
||
else if (Key == GLFW_KEY_N)
|
||
{
|
||
m_quit_active = false;
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
bool ui_layer::on_cursor_pos(double const Horizontal, double const Vertical)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
bool ui_layer::on_mouse_button(int const Button, int const Action)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
void ui_layer::on_window_resize(int w, int h)
|
||
{
|
||
for (auto *panel : m_panels)
|
||
panel->on_window_resize(w, h);
|
||
}
|
||
|
||
void ui_layer::update()
|
||
{
|
||
for (auto *panel : m_panels)
|
||
panel->update();
|
||
|
||
for (auto it = m_ownedpanels.rbegin(); it != m_ownedpanels.rend(); it++)
|
||
{
|
||
(*it)->update();
|
||
if (!(*it)->is_open)
|
||
m_ownedpanels.erase(std::next(it).base());
|
||
}
|
||
}
|
||
|
||
void ui_layer::render()
|
||
{
|
||
// the frame may have been started by the ui of another mode, when the mode changes; the windows docked in the dockspace
|
||
// of this one would come undocked if they were drawn in a frame without it
|
||
if (m_dockspaceframe != ImGui::GetFrameCount())
|
||
{
|
||
render_dockspace();
|
||
m_dockspaceframe = ImGui::GetFrameCount();
|
||
}
|
||
render_background();
|
||
render_panels();
|
||
render_tooltip();
|
||
render_menu();
|
||
render_quit_widget();
|
||
render_hierarchy();
|
||
// template method implementation
|
||
render_();
|
||
|
||
render_internal();
|
||
}
|
||
|
||
void ui_layer::render_internal()
|
||
{
|
||
ImGui::Render();
|
||
GfxRenderer->GetImguiRenderer()->Render();
|
||
|
||
if (m_imguiio->ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||
{
|
||
// panels outside of the main window are drawn in their own windows, whose gl contexts are shared with the main one
|
||
auto *context{glfwGetCurrentContext()};
|
||
ImGui::UpdatePlatformWindows();
|
||
ImGui::RenderPlatformWindowsDefault();
|
||
glfwMakeContextCurrent(context);
|
||
}
|
||
}
|
||
|
||
void ui_layer::begin_ui_frame()
|
||
{
|
||
// the colours follow the ui of the mode drawn
|
||
if (palette() != m_palette)
|
||
imgui_colors(palette());
|
||
begin_ui_frame_internal();
|
||
render_dockspace();
|
||
m_dockspaceframe = ImGui::GetFrameCount();
|
||
}
|
||
|
||
void ui_layer::begin_ui_frame_internal()
|
||
{
|
||
GfxRenderer->GetImguiRenderer()->BeginFrame();
|
||
ImGui_ImplGlfw_NewFrame();
|
||
ImGui::NewFrame();
|
||
}
|
||
|
||
void ui_layer::render_quit_widget()
|
||
{
|
||
if (!m_quit_active)
|
||
return;
|
||
|
||
ImGui::SetNextWindowSize(ImVec2(0, 0));
|
||
ImGui::Begin(STR_C("Quit"), &m_quit_active, ImGuiWindowFlags_NoResize);
|
||
ImGui::TextUnformatted(STR_C("Quit simulation?"));
|
||
if (ImGui::Button(STR_C("Yes")))
|
||
Application.queue_quit(false);
|
||
|
||
ImGui::SameLine();
|
||
if (ImGui::Button(STR_C("No")))
|
||
m_quit_active = false;
|
||
ImGui::End();
|
||
}
|
||
|
||
void ui_layer::render_hierarchy(){
|
||
if(!m_editor_hierarchy)
|
||
return;
|
||
|
||
// fitted to the contents when it first appears; no auto resize, which a docked window can't do
|
||
ImGui::SetNextWindowSize(ImVec2(0, 0), ImGuiCond_FirstUseEver);
|
||
ImGui::Begin((std::string(STR_C("Scene Hierarchy")) + "###scenehierarchy").c_str(), &m_editor_hierarchy);
|
||
ImGui::Text("Registered nodes: %zu", scene::Hierarchy.size());
|
||
ImGui::BeginChild("hierarchy_list", ImVec2(500, 300), true);
|
||
|
||
for (auto &entry : scene::Hierarchy)
|
||
{
|
||
const std::string &uuid = entry.first;
|
||
scene::basic_node *node = entry.second;
|
||
|
||
if (node)
|
||
{
|
||
char buf[512];
|
||
std::snprintf(buf, sizeof(buf), "%s | %s (%.1f, %.1f, %.1f)",
|
||
node->name().c_str(),
|
||
uuid.c_str(),
|
||
node->location().x,
|
||
node->location().y,
|
||
node->location().z);
|
||
|
||
if (ImGui::Selectable(buf, false))
|
||
{
|
||
// Focus camera on selected node
|
||
auto const node_pos = node->location();
|
||
auto const camera_offset = glm::dvec3(0.0, 10.0, -20.0);
|
||
editor_mode::set_focus_active(false);
|
||
TCamera &camera = editor_mode::get_camera();
|
||
camera.Pos = node_pos + camera_offset;
|
||
|
||
}
|
||
|
||
if (ImGui::IsItemHovered())
|
||
{
|
||
ImGui::SetTooltip("UUID: %s\nNode type: %s", uuid.c_str(), typeid(*node).name());
|
||
}
|
||
}
|
||
}
|
||
|
||
ImGui::EndChild();
|
||
ImGui::End();
|
||
|
||
}
|
||
|
||
void ui_layer::set_cursor(int const Mode)
|
||
{
|
||
glfwSetInputMode(m_window, GLFW_CURSOR, Mode);
|
||
m_cursorvisible = Mode != GLFW_CURSOR_DISABLED;
|
||
}
|
||
|
||
void ui_layer::set_progress(std::string const &Text)
|
||
{
|
||
m_progresstext = Text;
|
||
}
|
||
|
||
void ui_layer::set_progress(float const progress, float const subtaskprogress)
|
||
{
|
||
m_progress = progress * 0.01f;
|
||
m_subtaskprogress = subtaskprogress * 0.01f;
|
||
}
|
||
|
||
void ui_layer::set_background(std::string const &Filename)
|
||
{
|
||
m_background = Filename.empty() ? null_handle : GfxRenderer->Fetch_Texture(Filename);
|
||
}
|
||
|
||
void ui_layer::clear_panels()
|
||
{
|
||
m_panels.clear();
|
||
m_ownedpanels.clear();
|
||
}
|
||
|
||
void ui_layer::add_owned_panel(ui_panel *Panel)
|
||
{
|
||
for (auto &panel : m_ownedpanels)
|
||
if (panel->name() == Panel->name())
|
||
{
|
||
delete Panel;
|
||
return;
|
||
}
|
||
|
||
Panel->is_open = true;
|
||
m_ownedpanels.emplace_back(Panel);
|
||
}
|
||
|
||
void ui_layer::render_panels()
|
||
{
|
||
for (auto *panel : m_panels)
|
||
panel->render();
|
||
for (auto &panel : m_ownedpanels)
|
||
panel->render();
|
||
|
||
if (m_imgui_demo)
|
||
ImGui::ShowDemoWindow(&m_imgui_demo);
|
||
}
|
||
|
||
void ui_layer::render_tooltip()
|
||
{
|
||
if (!m_cursorvisible || m_imguiio->WantCaptureMouse || m_tooltip.empty())
|
||
return;
|
||
|
||
ImGui::BeginTooltip();
|
||
ImGui::TextUnformatted(m_tooltip.c_str());
|
||
ImGui::EndTooltip();
|
||
}
|
||
|
||
void ui_layer::render_menu_contents()
|
||
{
|
||
if (ImGui::BeginMenu(STR_C("General")))
|
||
{
|
||
bool flag = DebugModeFlag;
|
||
if (ImGui::MenuItem(STR_C("Debug mode"), nullptr, &flag))
|
||
{
|
||
command_relay relay;
|
||
relay.post(user_command::debugtoggle, 0.0, 0.0, GLFW_RELEASE, 0);
|
||
}
|
||
ImGui::MenuItem(STR_C("Quit"), "F10", &m_quit_active);
|
||
ImGui::EndMenu();
|
||
}
|
||
if (ImGui::BeginMenu(STR_C("Tools")))
|
||
{
|
||
static bool log = Global.iWriteLogEnabled & 1;
|
||
|
||
ImGui::MenuItem(STR_C("Logging to log.txt"), nullptr, &log);
|
||
if (log)
|
||
Global.iWriteLogEnabled |= 1;
|
||
else
|
||
Global.iWriteLogEnabled &= ~1;
|
||
|
||
if (ImGui::MenuItem(STR_C("Screenshot"), "PrtScr"))
|
||
Application.queue_screenshot();
|
||
ImGui::EndMenu();
|
||
}
|
||
if (ImGui::BeginMenu(STR_C("Windows")))
|
||
{
|
||
ImGui::MenuItem(STR_C("Log"), "F9", &m_logpanel.is_open);
|
||
if (DebugModeFlag)
|
||
{
|
||
ImGui::MenuItem(STR_C("ImGui Demo"), nullptr, &m_imgui_demo);
|
||
bool ret = ImGui::MenuItem(STR_C("Headlight config"), nullptr, GfxRenderer->Debug_Ui_State(std::nullopt));
|
||
|
||
GfxRenderer->Debug_Ui_State(ret);
|
||
}
|
||
if(EditorModeFlag){
|
||
ImGui::MenuItem("Hierarchy", nullptr, &m_editor_hierarchy);
|
||
bool change_history_enabled = editor_mode::change_history();
|
||
if (ImGui::MenuItem("Change History", nullptr, &change_history_enabled))
|
||
{
|
||
editor_mode::set_change_history(change_history_enabled);
|
||
}
|
||
bool settings_open = editor_mode::settings_open();
|
||
if (ImGui::MenuItem("Editor Settings", nullptr, &settings_open))
|
||
{
|
||
editor_mode::set_settings_open(settings_open);
|
||
}
|
||
}
|
||
render_windows_menu();
|
||
ImGui::EndMenu();
|
||
}
|
||
}
|
||
|
||
void ui_layer::render_menu()
|
||
{
|
||
glm::dvec2 mousepos = Global.cursor_pos;
|
||
|
||
if (m_suppress_menu || (false == m_menu_always && !((Global.ControlPicking && mousepos.y < 50.0f) || m_imguiio->WantCaptureMouse)))
|
||
return;
|
||
|
||
if (ImGui::BeginMainMenuBar())
|
||
{
|
||
render_menu_contents();
|
||
ImGui::EndMainMenuBar();
|
||
}
|
||
}
|
||
|
||
void ui_layer::render_background()
|
||
{
|
||
if (m_background == 0)
|
||
return;
|
||
|
||
ImVec2 display_size = ImGui::GetIO().DisplaySize;
|
||
ITexture &tex = GfxRenderer->Texture(m_background);
|
||
tex.create();
|
||
|
||
float tex_w = (float)tex.get_width();
|
||
float tex_h = (float)tex.get_height();
|
||
|
||
// skalowanie "cover" – wypełnia cały ekran, zachowując proporcje
|
||
float scale_factor = display_size.x / display_size.y > tex_w / tex_h ? display_size.x / tex_w : display_size.y / tex_h;
|
||
|
||
ImVec2 image_size(tex_w * scale_factor, tex_h * scale_factor);
|
||
|
||
// wyśrodkowanie obrazka
|
||
ImVec2 start_position((display_size.x - image_size.x) * 0.5f, (display_size.y - image_size.y) * 0.5f);
|
||
ImVec2 end_position(start_position.x + image_size.x, start_position.y + image_size.y);
|
||
|
||
// obrazek jest odwrócony w pionie – odwracamy UV
|
||
ImGui::GetBackgroundDrawList(ImGui::GetMainViewport())->AddImage((ImTextureID)(intptr_t)(tex.get_id()), start_position, end_position, ImVec2(0, 1), ImVec2(1, 0));
|
||
}
|