mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Play Button
This commit is contained in:
Binary file not shown.
Binary file not shown.
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
namespace GlitchyEditor.EditWindows
|
||||
{
|
||||
abstract class EditorWindow
|
||||
|
||||
@@ -13,11 +13,30 @@ namespace GlitchyEditor.EditWindows
|
||||
{
|
||||
public const String s_WindowTitle = "Scene";
|
||||
|
||||
private ImGui.Vec2 _oldViewportSize = .(100, 100);
|
||||
private bool _viewPortChanged;
|
||||
|
||||
/// True if the cursor wrapped from one side of the viewport to the other last frame.
|
||||
private bool _wrappedCursor;
|
||||
|
||||
private RenderTargetGroup _renderTarget ~ _?.ReleaseRef();
|
||||
|
||||
public Event<EventHandler<Vector2>> ViewportSizeChangedEvent ~ _.Dispose();
|
||||
public Event<EventHandler<uint32>> EntityClickedEvent ~ _.Dispose();
|
||||
private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
|
||||
private ImGuizmo.MODE _gizmoMode = .LOCAL;
|
||||
private float _snap = 0.5f;
|
||||
private float _angleSnap = 45.0f;
|
||||
private bool _doSnap = false;
|
||||
|
||||
public uint32 SelectedEntityId {get; private set; }
|
||||
public bool SelectionChanged { get; private set; }
|
||||
|
||||
public Vector2 ViewportSize => (Vector2)_oldViewportSize;
|
||||
// Occurs when the viewport is resized.
|
||||
public Event<EventHandler<Vector2>> ViewportSizeChanged ~ _.Dispose();
|
||||
// Occurs when an entity was clicked.
|
||||
public Event<EventHandler<uint32>> EntityClicked ~ _.Dispose();
|
||||
|
||||
/// The render target that is shown in the viewport window.
|
||||
public RenderTargetGroup RenderTarget
|
||||
{
|
||||
get => _renderTarget;
|
||||
@@ -30,21 +49,14 @@ namespace GlitchyEditor.EditWindows
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets or sets whether the editor functionality (gizmo, picking etc.) is enabled.
|
||||
public bool EditorMode { get; set; } = true
|
||||
|
||||
public this(Editor editor)
|
||||
{
|
||||
_editor = editor;
|
||||
}
|
||||
|
||||
private ImGui.Vec2 oldViewportSize = .(100, 100);
|
||||
private bool viewPortChanged;
|
||||
|
||||
public uint32 SelectedEntityId;
|
||||
public bool SelectionChanged;
|
||||
|
||||
public Vector2 ViewportSize => (Vector2)oldViewportSize;
|
||||
|
||||
private bool _wrappedCursor;
|
||||
|
||||
protected override void InternalShow()
|
||||
{
|
||||
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
|
||||
@@ -56,8 +68,6 @@ namespace GlitchyEditor.EditWindows
|
||||
return;
|
||||
}
|
||||
|
||||
ShowMenuBar();
|
||||
|
||||
let viewportSize = ImGui.GetContentRegionAvail();
|
||||
|
||||
if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
|
||||
@@ -67,62 +77,74 @@ namespace GlitchyEditor.EditWindows
|
||||
}
|
||||
|
||||
_hasFocus = ImGui.IsWindowFocused();
|
||||
|
||||
if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
|
||||
WrapMouseInViewport();
|
||||
|
||||
// If we wrapped this frame we weren't hovering because the cursor has to be out of bounds to wrap
|
||||
_editor.CurrentCamera.AllowMove = _hasFocus && (ImGui.IsWindowHovered() || _wrappedCursor);
|
||||
|
||||
if (_hasFocus && !_editor.CurrentCamera.InUse)
|
||||
|
||||
if (EditorMode)
|
||||
{
|
||||
if (Input.IsKeyPressing(.Q))
|
||||
_gizmoType = .TRANSLATE;
|
||||
if (Input.IsKeyPressing(.W))
|
||||
_gizmoType = .ROTATE;
|
||||
if (Input.IsKeyPressing(.E))
|
||||
_gizmoType = .SCALE;
|
||||
ShowMenuBar();
|
||||
|
||||
if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
|
||||
WrapMouseInViewport();
|
||||
|
||||
if (Input.IsKeyPressing(.G))
|
||||
_gizmoMode = .WORLD;
|
||||
if (Input.IsKeyPressing(.L))
|
||||
_gizmoMode = .LOCAL;
|
||||
// If we wrapped this frame we weren't hovering because the cursor has to be be out of bounds to wrap
|
||||
_editor.CurrentCamera.AllowMove = _hasFocus && (ImGui.IsWindowHovered() || _wrappedCursor);
|
||||
|
||||
if (_hasFocus && !_editor.CurrentCamera.InUse)
|
||||
{
|
||||
if (Input.IsKeyPressing(.Q))
|
||||
_gizmoType = .TRANSLATE;
|
||||
if (Input.IsKeyPressing(.W))
|
||||
_gizmoType = .ROTATE;
|
||||
if (Input.IsKeyPressing(.E))
|
||||
_gizmoType = .SCALE;
|
||||
|
||||
if (Input.IsKeyPressing(.G))
|
||||
_gizmoMode = .WORLD;
|
||||
if (Input.IsKeyPressing(.L))
|
||||
_gizmoMode = .LOCAL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(_renderTarget != null)
|
||||
{
|
||||
ImGui.Image(_renderTarget.GetViewBinding(0), viewportSize);
|
||||
//ImGui.Image(_editor.CurrentCamera.RenderTarget.GetViewBinding(0), viewportSize);
|
||||
//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
|
||||
}
|
||||
|
||||
|
||||
if (EditorMode)
|
||||
{
|
||||
HandleDropTarget();
|
||||
|
||||
bool gizmoUsed = DrawImGuizmo(viewportSize);
|
||||
|
||||
MousePicking(viewportSize, gizmoUsed);
|
||||
}
|
||||
|
||||
ImGui.End();
|
||||
|
||||
if(_oldViewportSize != viewportSize)
|
||||
{
|
||||
ViewportSizeChanged.Invoke(this, (Vector2)viewportSize);
|
||||
_viewPortChanged = true;
|
||||
_oldViewportSize = viewportSize;
|
||||
}
|
||||
}
|
||||
|
||||
/// Provides the ImGui Drop target and handles dropped payload.
|
||||
private void HandleDropTarget()
|
||||
{
|
||||
if (ImGui.BeginDragDropTarget())
|
||||
{
|
||||
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
|
||||
|
||||
if (payload != null)
|
||||
{
|
||||
Log.EngineLogger.Warning("");
|
||||
|
||||
StringView path = .((char8*)payload.Data, (int)payload.DataSize);
|
||||
_editor.RequestOpenScene(this, path);
|
||||
}
|
||||
|
||||
ImGui.EndDragDropTarget();
|
||||
}
|
||||
|
||||
bool gizmoUsed = DrawImGuizmo(viewportSize);
|
||||
|
||||
MousePicking(viewportSize, gizmoUsed);
|
||||
|
||||
ImGui.End();
|
||||
|
||||
if(oldViewportSize != viewportSize)
|
||||
{
|
||||
ViewportSizeChangedEvent.Invoke(this, (Vector2)viewportSize);
|
||||
viewPortChanged = true;
|
||||
oldViewportSize = viewportSize;
|
||||
}
|
||||
}
|
||||
|
||||
/// Wraps the mouse, so that it always stays in the viewport.
|
||||
@@ -158,11 +180,15 @@ namespace GlitchyEditor.EditWindows
|
||||
if (newMousePos != mousePos)
|
||||
{
|
||||
Input.SetMousePosition((Int2)newMousePos);
|
||||
// After wrapping the cursor the the other side, the camera controller must not compare the positions,
|
||||
// because the delta doesn't represent the correct movement of the cursor.
|
||||
// TODO: can be solved by using direct mouse movement instead of comparing positions
|
||||
_editor.CurrentCamera.[Friend]MouseCooldown = 2;
|
||||
_wrappedCursor = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// If the user clicks, the entity beneath the cursor will be selected.
|
||||
private void MousePicking(ImGui.Vec2 viewportSize, bool gizmoUsed)
|
||||
{
|
||||
Vector2 relativeMouse = (Vector2)ImGui.GetMousePos() - (Vector2)ImGui.GetItemRectMin();
|
||||
@@ -183,7 +209,7 @@ namespace GlitchyEditor.EditWindows
|
||||
SelectionChanged = true;
|
||||
SelectedEntityId = id;
|
||||
|
||||
EntityClickedEvent(this, id);
|
||||
EntityClicked(this, id);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -191,12 +217,6 @@ namespace GlitchyEditor.EditWindows
|
||||
}
|
||||
}
|
||||
|
||||
private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
|
||||
private ImGuizmo.MODE _gizmoMode = .LOCAL;
|
||||
private float _snap = 0.5f;
|
||||
private float _angleSnap = 45.0f;
|
||||
private bool _doSnap = false;
|
||||
|
||||
private void ShowMenuBar()
|
||||
{
|
||||
if(ImGui.BeginMenuBar())
|
||||
@@ -262,6 +282,7 @@ namespace GlitchyEditor.EditWindows
|
||||
|
||||
private bool DrawImGuizmo(ImGui.Vec2 viewportSize)
|
||||
{
|
||||
// TODO: Needed if we have a orthographic editor-camera (or support gizmos in the Play-Window, where we can also have ortho projections)
|
||||
ImGuizmo.SetOrthographic(false);
|
||||
ImGuizmo.SetDrawlist();
|
||||
|
||||
@@ -299,7 +320,7 @@ namespace GlitchyEditor.EditWindows
|
||||
{
|
||||
// TODO: Fix when parent is scaled
|
||||
// Seems to work fine for parent rotation and translation but scaled parent ruins everything
|
||||
// (probably because scaling a rotated matrix results in a skewed matrix, but unity can do it, so should we)
|
||||
// (probably because scaling a rotated matrix results in a skewed matrix, but unity can do it and so should we)
|
||||
transformCmp.LocalTransform = parentView * worldTransform;
|
||||
}
|
||||
|
||||
|
||||
@@ -13,6 +13,8 @@ namespace GlitchyEditor
|
||||
public SubTexture2D Camera ~ _.ReleaseRef();
|
||||
public SubTexture2D Folder ~ _.ReleaseRef();
|
||||
public SubTexture2D File ~ _.ReleaseRef();
|
||||
public SubTexture2D Play ~ _.ReleaseRef();
|
||||
public SubTexture2D Stop ~ _.ReleaseRef();
|
||||
|
||||
public SamplerState SamplerState
|
||||
{
|
||||
@@ -30,6 +32,8 @@ namespace GlitchyEditor
|
||||
Camera = GetNextGridTexture(ref pen, iconSize);
|
||||
Folder = GetNextGridTexture(ref pen, iconSize);
|
||||
File = GetNextGridTexture(ref pen, iconSize);
|
||||
Play = GetNextGridTexture(ref pen, iconSize);
|
||||
Stop = GetNextGridTexture(ref pen, iconSize);
|
||||
}
|
||||
|
||||
private SubTexture2D GetNextGridTexture(ref Vector2 pen, Vector2 iconSize)
|
||||
|
||||
@@ -56,6 +56,16 @@ namespace GlitchyEditor
|
||||
|
||||
EditorIcons _editorIcons ~ _.ReleaseRef();
|
||||
|
||||
enum SceneState
|
||||
{
|
||||
Edit,
|
||||
Play,
|
||||
// Pause,
|
||||
// Simulate
|
||||
}
|
||||
|
||||
SceneState _sceneState = .Edit;
|
||||
|
||||
public this() : base("Example")
|
||||
{
|
||||
Application.Get().Window.IsVSync = false;
|
||||
@@ -121,7 +131,7 @@ namespace GlitchyEditor
|
||||
private void InitEditor()
|
||||
{
|
||||
_editor = new Editor(_scene);
|
||||
_editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e));
|
||||
_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => ViewportSizeChanged(s, e));
|
||||
_editor.CurrentCamera = &_camera;
|
||||
|
||||
_editor.RequestOpenScene.Add(new (s, fileName) => {
|
||||
@@ -141,7 +151,10 @@ namespace GlitchyEditor
|
||||
RenderCommand.SetBlendState(_alphaBlendState);
|
||||
RenderCommand.SetDepthStencilState(_depthStencilState);
|
||||
|
||||
_scene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
|
||||
if (_sceneState == .Edit)
|
||||
_scene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
|
||||
else if (_sceneState == .Play)
|
||||
_scene.UpdateRuntime(gameTime, _viewportTarget);
|
||||
|
||||
RenderCommand.UnbindRenderTargets();
|
||||
RenderCommand.SetRenderTarget(null, 0, true);
|
||||
@@ -232,7 +245,7 @@ namespace GlitchyEditor
|
||||
|
||||
private bool OnImGuiRender(ImGuiRenderEvent event)
|
||||
{
|
||||
//viewer.ViewTexture(Renderer.[Friend]_gBuffer.Albedo);
|
||||
//viewer.ViewTexture(Renderer.[Friend]_gBuffer.Target);
|
||||
|
||||
ImGui.Viewport* viewport = ImGui.GetMainViewport();
|
||||
ImGui.DockSpaceOverViewport(viewport);
|
||||
@@ -245,9 +258,66 @@ namespace GlitchyEditor
|
||||
|
||||
_settingsWindow.Show();
|
||||
|
||||
UI_Toolbar();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void UI_Toolbar()
|
||||
{
|
||||
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(0, 2));
|
||||
ImGui.PushStyleVar(.ItemInnerSpacing, ImGui.Vec2(0, 0));
|
||||
ImGui.PushStyleColor(.Button, ImGui.Vec4(0, 0, 0, 0));
|
||||
|
||||
let colors = ImGui.GetStyle().Colors;
|
||||
|
||||
ImGui.Vec4 hoveredColor = colors[(int)ImGui.Col.ButtonHovered];
|
||||
hoveredColor.w = 0.5f;
|
||||
|
||||
ImGui.Vec4 activeColor = colors[(int)ImGui.Col.ButtonActive];
|
||||
activeColor.w = 0.5f;
|
||||
|
||||
ImGui.PushStyleColor(.ButtonHovered, hoveredColor);
|
||||
ImGui.PushStyleColor(.ButtonActive, activeColor);
|
||||
|
||||
ImGui.Begin("##toolbar", null, .NoDecoration | .NoScrollbar | .NoScrollWithMouse);
|
||||
|
||||
SubTexture2D icon = _sceneState == .Edit ? _editorIcons.Play : _editorIcons.Stop;
|
||||
|
||||
float size = ImGui.GetWindowHeight() - 4.0f;
|
||||
|
||||
ImGui.SameLine((ImGui.GetContentRegionMax().x / 2 - size / 2));
|
||||
|
||||
if (ImGui.ImageButton(icon, .(size, size), .Zero, .Ones, 0))
|
||||
{
|
||||
if (_sceneState == .Edit)
|
||||
{
|
||||
OnScenePlay();
|
||||
}
|
||||
else if (_sceneState == .Play)
|
||||
{
|
||||
OnSceneStop();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui.End();
|
||||
|
||||
ImGui.PopStyleColor(3);
|
||||
ImGui.PopStyleVar(2);
|
||||
}
|
||||
|
||||
private void OnScenePlay()
|
||||
{
|
||||
_sceneState = .Play;
|
||||
_editor.SceneViewportWindow.EditorMode = false;
|
||||
}
|
||||
|
||||
private void OnSceneStop()
|
||||
{
|
||||
_sceneState = .Edit;
|
||||
_editor.SceneViewportWindow.EditorMode = true;
|
||||
}
|
||||
|
||||
// Just for testing
|
||||
private void TestEntitiesWithModels()
|
||||
{
|
||||
@@ -282,6 +352,7 @@ namespace GlitchyEditor
|
||||
let camera = cameraNtt.AddComponent<CameraComponent>();
|
||||
camera.Primary = true;
|
||||
camera.Camera.SetPerspective(MathHelper.ToRadians(45), 0.1f, 10.0f);
|
||||
camera.RenderTarget = _cameraTarget;
|
||||
}
|
||||
|
||||
var fxLib = Application.Get().EffectLibrary;
|
||||
|
||||
Reference in New Issue
Block a user