mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed editor camera for real
This commit is contained in:
@@ -43,6 +43,8 @@ namespace GlitchyEditor.EditWindows
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public Vector2 ViewportSize => (Vector2)oldViewportSize;
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private bool _wrappedCursor;
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protected override void InternalShow()
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{
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ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
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@@ -56,19 +58,22 @@ namespace GlitchyEditor.EditWindows
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ShowMenuBar();
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var viewportSize = ImGui.GetContentRegionAvail();
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let viewportSize = ImGui.GetContentRegionAvail();
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if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
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{
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var currentWindow = ImGui.GetCurrentWindow();
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let currentWindow = ImGui.GetCurrentWindow();
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ImGui.FocusWindow(currentWindow);
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if (_editor.CurrentCamera.[Friend]BindMouse)
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WrapMouseInViewport();
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}
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_hasFocus = ImGui.IsWindowFocused();
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if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
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WrapMouseInViewport();
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// If we wrapped this frame we weren't hovering because the cursor has to be out of bounds to wrap
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_editor.CurrentCamera.AllowMove = _hasFocus && (ImGui.IsWindowHovered() || _wrappedCursor);
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if (_hasFocus && !_editor.CurrentCamera.InUse)
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{
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if (Input.IsKeyPressing(.Q))
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@@ -123,34 +128,38 @@ namespace GlitchyEditor.EditWindows
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/// Wraps the mouse, so that it always stays in the viewport.
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private void WrapMouseInViewport()
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{
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var mousePos = (Vector2)ImGui.GetMousePos();
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var winPos = (Vector2)ImGui.GetWindowPos();
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var winSize = (Vector2)ImGui.GetWindowSize();
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_wrappedCursor = false;
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let mousePos = (Vector2)ImGui.GetMousePos();
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let winPos = (Vector2)ImGui.GetWindowPos();
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let regionMin = winPos + (Vector2)ImGui.GetWindowContentRegionMin();
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let regionMax = winPos + (Vector2)ImGui.GetWindowContentRegionMax();
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Vector2 newMousePos = mousePos;
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if (mousePos.X < winPos.X)
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if (mousePos.X < regionMin.X)
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{
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newMousePos.X = winPos.X + winSize.X - 1;
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newMousePos.X = regionMax.X - 1;
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}
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else if (mousePos.X > winPos.X + winSize.X)
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else if (mousePos.X > regionMax.X - 1)
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{
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newMousePos.X = winPos.X + 1;
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newMousePos.X = regionMin.X + 1;
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}
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if (mousePos.Y < winPos.Y)
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if (mousePos.Y < regionMin.Y)
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{
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newMousePos.Y = winPos.Y + winSize.Y - 1;
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newMousePos.Y = regionMax.Y - 1;
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}
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else if (mousePos.Y > winPos.Y + winSize.Y)
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else if (mousePos.Y > regionMax.Y - 1)
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{
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newMousePos.Y = winPos.Y + 1;
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newMousePos.Y = regionMin.Y + 1;
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}
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if (newMousePos != mousePos)
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{
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Input.SetMousePosition((Int2)newMousePos);
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_editor.CurrentCamera.[Friend]MouseCooldown = 2;
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_wrappedCursor = true;
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}
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}
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@@ -89,16 +89,22 @@ namespace ImGui
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return EditVector<4>(label, ref *(float[4]*)&value, (float[4])resetValues, dragSpeed, columnWidth, (float[4])minValue, (float[4])maxValue);
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}
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static (Color Default, Color Hovered, Color Active)[?] VectorButtonColors = .(
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(Color(230, 25, 45), Color(150, 25, 45), Color(230, 90, 90)),
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(Color(50, 190, 15), Color(50, 120, 15), Color(116, 190, 99)),
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(Color(55, 55, 230), Color(55, 55, 150), Color(90, 90, 230)),
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(Color(230, 25, 45), Color(230, 25, 45), Color(230, 25, 45)));
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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
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{
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const String[?] componentNames = .("X", "Y", "Z", "W");
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const String[?] componentIds = .("##X", "##Y", "##Z", "##W");
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(Color Default, Color Hovered, Color Active)[?] ButtonColors = .(
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/*(Color Default, Color Hovered, Color Active)[?] VectorButtonColors = .(
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(Color(230, 25, 45), Color(150, 25, 45), Color(230, 90, 90)),
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(Color(50, 190, 15), Color(50, 120, 15), Color(116, 190, 99)),
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(Color(55, 55, 230), Color(55, 55, 150), Color(90, 90, 230)),
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(Color(230, 25, 45), Color(230, 25, 45), Color(230, 25, 45)));
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(Color(230, 25, 45), Color(230, 25, 45), Color(230, 25, 45)));*/
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bool changed = false;
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@@ -127,9 +133,9 @@ namespace ImGui
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SameLine();
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}
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PushStyleColor(.Button, ButtonColors[i].Default.Value);
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PushStyleColor(.ButtonHovered, ButtonColors[i].Hovered.Value);
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PushStyleColor(.ButtonActive, ButtonColors[i].Active.Value);
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PushStyleColor(.Button, VectorButtonColors[i].Default.Value);
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PushStyleColor(.ButtonHovered, VectorButtonColors[i].Hovered.Value);
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PushStyleColor(.ButtonActive, VectorButtonColors[i].Active.Value);
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if (Button(componentNames[i], buttonSize))
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{
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@@ -150,5 +156,11 @@ namespace ImGui
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return changed;
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}
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/// Draws a rectangle with the given color.
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public static void DrawRect(Vec2 min, Vec2 max, Color color)
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{
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ImGui.GetForegroundDrawList().AddRect(min, max, ImGui.GetColorU32(color.Value));
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}
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}
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}
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@@ -37,6 +37,9 @@ namespace GlitchyEngine.World
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// Gets whether or not the camera is currently being moved.
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public bool InUse => BindMouse;
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/// If true, the camera can be rotated/moved
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public bool AllowMove;
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public RenderTargetGroup RenderTarget
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{
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get => _renderTarget;
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@@ -160,15 +163,18 @@ namespace GlitchyEngine.World
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BindMouse = false;
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if (Input.IsKeyPressed(.Alt))
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if (AllowMove)
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{
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AltController(gameTime);
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_isAltMode = true;
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}
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else
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{
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FirstPersonController(gameTime);
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_isAltMode = false;
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if (Input.IsKeyPressed(.Alt))
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{
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AltController(gameTime);
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_isAltMode = true;
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}
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else
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{
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FirstPersonController(gameTime);
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_isAltMode = false;
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}
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}
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if (MouseCooldown != 0)
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