Fixed editor camera for real

This commit is contained in:
Simon Lübeß
2022-09-29 16:39:58 +02:00
parent f8544c8f64
commit 6958d27c30
3 changed files with 56 additions and 29 deletions
@@ -43,6 +43,8 @@ namespace GlitchyEditor.EditWindows
public Vector2 ViewportSize => (Vector2)oldViewportSize;
private bool _wrappedCursor;
protected override void InternalShow()
{
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
@@ -56,19 +58,22 @@ namespace GlitchyEditor.EditWindows
ShowMenuBar();
var viewportSize = ImGui.GetContentRegionAvail();
let viewportSize = ImGui.GetContentRegionAvail();
if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
{
var currentWindow = ImGui.GetCurrentWindow();
let currentWindow = ImGui.GetCurrentWindow();
ImGui.FocusWindow(currentWindow);
if (_editor.CurrentCamera.[Friend]BindMouse)
WrapMouseInViewport();
}
_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 (Input.IsKeyPressing(.Q))
@@ -123,34 +128,38 @@ namespace GlitchyEditor.EditWindows
/// Wraps the mouse, so that it always stays in the viewport.
private void WrapMouseInViewport()
{
var mousePos = (Vector2)ImGui.GetMousePos();
var winPos = (Vector2)ImGui.GetWindowPos();
var winSize = (Vector2)ImGui.GetWindowSize();
_wrappedCursor = false;
let mousePos = (Vector2)ImGui.GetMousePos();
let winPos = (Vector2)ImGui.GetWindowPos();
let regionMin = winPos + (Vector2)ImGui.GetWindowContentRegionMin();
let regionMax = winPos + (Vector2)ImGui.GetWindowContentRegionMax();
Vector2 newMousePos = mousePos;
if (mousePos.X < winPos.X)
if (mousePos.X < regionMin.X)
{
newMousePos.X = winPos.X + winSize.X - 1;
newMousePos.X = regionMax.X - 1;
}
else if (mousePos.X > winPos.X + winSize.X)
else if (mousePos.X > regionMax.X - 1)
{
newMousePos.X = winPos.X + 1;
newMousePos.X = regionMin.X + 1;
}
if (mousePos.Y < winPos.Y)
if (mousePos.Y < regionMin.Y)
{
newMousePos.Y = winPos.Y + winSize.Y - 1;
newMousePos.Y = regionMax.Y - 1;
}
else if (mousePos.Y > winPos.Y + winSize.Y)
else if (mousePos.Y > regionMax.Y - 1)
{
newMousePos.Y = winPos.Y + 1;
newMousePos.Y = regionMin.Y + 1;
}
if (newMousePos != mousePos)
{
Input.SetMousePosition((Int2)newMousePos);
_editor.CurrentCamera.[Friend]MouseCooldown = 2;
_wrappedCursor = true;
}
}
+17 -5
View File
@@ -89,16 +89,22 @@ namespace ImGui
return EditVector<4>(label, ref *(float[4]*)&value, (float[4])resetValues, dragSpeed, columnWidth, (float[4])minValue, (float[4])maxValue);
}
static (Color Default, Color Hovered, Color Active)[?] VectorButtonColors = .(
(Color(230, 25, 45), Color(150, 25, 45), Color(230, 90, 90)),
(Color(50, 190, 15), Color(50, 120, 15), Color(116, 190, 99)),
(Color(55, 55, 230), Color(55, 55, 150), Color(90, 90, 230)),
(Color(230, 25, 45), Color(230, 25, 45), Color(230, 25, 45)));
public static bool EditVector<NumComponents>(StringView label, ref float[NumComponents] value, float[NumComponents] resetValues = .(), float dragSpeed = 0.1f, float columnWidth = 100f, float[NumComponents] minValue = .(), float[NumComponents] maxValue = .()) where NumComponents : const int32
{
const String[?] componentNames = .("X", "Y", "Z", "W");
const String[?] componentIds = .("##X", "##Y", "##Z", "##W");
(Color Default, Color Hovered, Color Active)[?] ButtonColors = .(
/*(Color Default, Color Hovered, Color Active)[?] VectorButtonColors = .(
(Color(230, 25, 45), Color(150, 25, 45), Color(230, 90, 90)),
(Color(50, 190, 15), Color(50, 120, 15), Color(116, 190, 99)),
(Color(55, 55, 230), Color(55, 55, 150), Color(90, 90, 230)),
(Color(230, 25, 45), Color(230, 25, 45), Color(230, 25, 45)));
(Color(230, 25, 45), Color(230, 25, 45), Color(230, 25, 45)));*/
bool changed = false;
@@ -127,9 +133,9 @@ namespace ImGui
SameLine();
}
PushStyleColor(.Button, ButtonColors[i].Default.Value);
PushStyleColor(.ButtonHovered, ButtonColors[i].Hovered.Value);
PushStyleColor(.ButtonActive, ButtonColors[i].Active.Value);
PushStyleColor(.Button, VectorButtonColors[i].Default.Value);
PushStyleColor(.ButtonHovered, VectorButtonColors[i].Hovered.Value);
PushStyleColor(.ButtonActive, VectorButtonColors[i].Active.Value);
if (Button(componentNames[i], buttonSize))
{
@@ -150,5 +156,11 @@ namespace ImGui
return changed;
}
/// Draws a rectangle with the given color.
public static void DrawRect(Vec2 min, Vec2 max, Color color)
{
ImGui.GetForegroundDrawList().AddRect(min, max, ImGui.GetColorU32(color.Value));
}
}
}
+14 -8
View File
@@ -37,6 +37,9 @@ namespace GlitchyEngine.World
// Gets whether or not the camera is currently being moved.
public bool InUse => BindMouse;
/// If true, the camera can be rotated/moved
public bool AllowMove;
public RenderTargetGroup RenderTarget
{
get => _renderTarget;
@@ -160,15 +163,18 @@ namespace GlitchyEngine.World
BindMouse = false;
if (Input.IsKeyPressed(.Alt))
if (AllowMove)
{
AltController(gameTime);
_isAltMode = true;
}
else
{
FirstPersonController(gameTime);
_isAltMode = false;
if (Input.IsKeyPressed(.Alt))
{
AltController(gameTime);
_isAltMode = true;
}
else
{
FirstPersonController(gameTime);
_isAltMode = false;
}
}
if (MouseCooldown != 0)