Removed redundant Point struct and SceneViewport improvements

- Keyboard shortcuts for Gizmo control
- Improved mousepick-blocking
This commit is contained in:
Simon Lübeß
2022-06-02 12:17:57 +02:00
parent e41645e12a
commit a80018e80c
10 changed files with 136 additions and 214 deletions
@@ -31,7 +31,7 @@ namespace GlitchyEditor.EditWindows
public void SetContext(Scene scene)
{
_selectedEntities.Clear();
ClearEntitySelection();
_scene = scene;
}
@@ -45,6 +45,36 @@ namespace GlitchyEditor.EditWindows
_selectedEntities.Add();
}*/
/// Deselects all entities.
public void ClearEntitySelection()
{
_selectedEntities.Clear();
}
/// Selects the given entity.
/// @param entity The entity to select.
/// @param clearOldSelection If true the previously selected entities will be deselected. If false, the given entity will be added to the current selection.
public void SelectEntity(Entity entity, bool clearOldSelection = false)
{
if (clearOldSelection)
ClearEntitySelection();
_selectedEntities.Add(entity);
}
/// Deselects the given entity.
/// @param entity The entity to deselect.
public bool DeselectEntity(Entity entity)
{
return _selectedEntities.Remove(entity);
}
/// Returns whether or not the given entity is currently selected.
public bool IsEntitySelected(Entity entity)
{
return _selectedEntities.Contains(entity);
}
protected override void InternalShow()
{
if(!ImGui.Begin(s_WindowTitle, &_open, .MenuBar))
@@ -64,25 +94,24 @@ namespace GlitchyEditor.EditWindows
if (_editor.SceneViewportWindow.SelectionChanged)
{
if (Input.IsKeyReleased(.Control))
{
_selectedEntities.Clear();
}
var handle = _scene.[Friend]_ecsWorld.GetCurrentVersion(EcsEntity.[Friend]CreateEntityID(_editor.SceneViewportWindow.SelectedEntityId, 0));
if (handle case .Ok(let h))
{
Entity e = .(h, _scene);
_selectedEntities.Add(e);
SelectEntity(e, Input.IsKeyReleased(.Control));
}
else if (Input.IsKeyReleased(.Control))
{
ClearEntitySelection();
}
}
ShowEntityHierarchy();
if ((ImGui.IsMouseDown(.Left) || ImGui.IsMouseDown(.Right)) && !ImGui.IsAnyItemHovered() && !ImGui.GetIO().KeyCtrl && ImGui.IsWindowHovered(.AllowWhenBlockedByPopup))
_selectedEntities.Clear();
ClearEntitySelection();
ImGui.End();
}
@@ -288,7 +317,7 @@ namespace GlitchyEditor.EditWindows
if(tree.Children.Count == 0)
flags |= .Leaf;
bool inSelectedList = _selectedEntities.Contains(tree.Value);
bool inSelectedList = IsEntitySelected(tree.Value);
if(inSelectedList)
flags |= .Selected;
@@ -381,17 +410,12 @@ namespace GlitchyEditor.EditWindows
{
if (inSelectedList && !clickedRight)
{
_selectedEntities.Remove(tree.Value);
DeselectEntity(tree.Value);
inSelectedList = false;
}
else
{
if (!ImGui.GetIO().KeyCtrl && !clickedRight)
{
_selectedEntities.Clear();
}
_selectedEntities.Add(tree.Value);
SelectEntity(tree.Value, !ImGui.GetIO().KeyCtrl && !clickedRight);
inSelectedList = true;
}
}
@@ -62,39 +62,25 @@ namespace GlitchyEditor.EditWindows
_hasFocus = ImGui.IsWindowFocused();
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;
}
var viewportSize = ImGui.GetContentRegionAvail();
if (_editor.CurrentCamera.[Friend]BindMouse)
{
var mousePos = ImGui.GetMousePos();
var newMousePos = mousePos;
var winPos = ImGui.GetWindowPos();
var winSize = ImGui.GetWindowSize();
if (mousePos.x < winPos.x)
{
newMousePos.x = winPos.x + winSize.x - 1;
}
else if (mousePos.x > winPos.x + winSize.x)
{
newMousePos.x = winPos.x + 1;
}
if (mousePos.y < winPos.y)
{
newMousePos.y = winPos.y + winSize.y - 1;
}
else if (mousePos.y > winPos.y + winSize.y)
{
newMousePos.y = winPos.y + 1;
}
if (newMousePos != mousePos)
{
Input.SetMousePosition(Point((int32)newMousePos.x, (int32)newMousePos.y));
_editor.CurrentCamera.[Friend]MouseCooldown = 2;
}
}
WrapMouseInViewport();
if(_renderTarget != null)
{
@@ -103,17 +89,66 @@ namespace GlitchyEditor.EditWindows
//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
}
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.
private void WrapMouseInViewport()
{
var mousePos = (Vector2)ImGui.GetMousePos();
var winPos = (Vector2)ImGui.GetWindowPos();
var winSize = (Vector2)ImGui.GetWindowSize();
Vector2 newMousePos = mousePos;
if (mousePos.X < winPos.X)
{
newMousePos.X = winPos.X + winSize.X - 1;
}
else if (mousePos.X > winPos.X + winSize.X)
{
newMousePos.X = winPos.X + 1;
}
if (mousePos.Y < winPos.Y)
{
newMousePos.Y = winPos.Y + winSize.Y - 1;
}
else if (mousePos.Y > winPos.Y + winSize.Y)
{
newMousePos.Y = winPos.Y + 1;
}
if (newMousePos != mousePos)
{
Input.SetMousePosition((Int2)newMousePos);
_editor.CurrentCamera.[Friend]MouseCooldown = 2;
}
}
private void MousePicking(ImGui.Vec2 viewportSize, bool gizmoUsed)
{
Vector2 relativeMouse = (Vector2)ImGui.GetMousePos() - (Vector2)ImGui.GetItemRectMin();
int x = Renderer.[Friend]_gBuffer.Target.Width;
int y = Renderer.[Friend]_gBuffer.Target.Height;
int rtWidth = _editor.CurrentScene.[Friend]_compositeTarget.Width;
int rtHeight = _editor.CurrentScene.[Friend]_compositeTarget.Height;
if (!gizmoUsed && !_editor.CurrentCamera.[Friend]BindMouse && Input.IsMouseButtonPressing(.LeftButton) && relativeMouse.X >= 0 && relativeMouse.Y >= 0 &&
if (Input.IsMouseButtonPressing(.LeftButton) &&
ImGui.IsWindowHovered() && !gizmoUsed && !_editor.CurrentCamera.InUse &&
relativeMouse.X >= 0 && relativeMouse.Y >= 0 &&
relativeMouse.X < viewportSize.x && relativeMouse.Y < viewportSize.y &&
relativeMouse.X < x && relativeMouse.Y < y)
relativeMouse.X < rtWidth && relativeMouse.Y < rtHeight)
{
uint32 id = uint32.MaxValue;
@@ -128,15 +163,6 @@ namespace GlitchyEditor.EditWindows
{
SelectionChanged = false;
}
ImGui.End();
if(oldViewportSize != viewportSize)
{
ViewportSizeChangedEvent.Invoke(this, (Vector2)viewportSize);
viewPortChanged = true;
oldViewportSize = viewportSize;
}
}
private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
+1 -1
View File
@@ -158,7 +158,7 @@ namespace GlitchyEditor
if(_moving)
{
Point movement = Input.GetMouseMovement();
Int2 movement = Input.GetMouseMovement();
_position.X += movement.X;
_position.Y += movement.Y;
+4 -4
View File
@@ -27,22 +27,22 @@ namespace GlitchyEngine
public static extern bool IsMouseButtonPressed(MouseButton button);
public static extern bool IsMouseButtonReleased(MouseButton button);
public static extern Point GetMousePosition();
public static extern Int2 GetMousePosition();
public static extern int32 GetMouseX();
public static extern int32 GetMouseY();
// TODO: Should Input be able to set mousepos?
public static extern void SetMousePosition(Point pos);
public static extern void SetMousePosition(Int2 pos);
public static extern bool WasMouseButtonPressed(MouseButton button);
public static extern bool WasMouseButtonReleased(MouseButton button);
public static extern Point GetLastMousePosition();
public static extern Int2 GetLastMousePosition();
public static extern int32 GetLastMouseX();
public static extern int32 GetLastMouseY();
public static extern bool IsMouseButtonPressing(MouseButton button);
public static extern bool IsMouseButtonReleasing(MouseButton button);
public static extern Point GetMouseMovement();
public static extern Int2 GetMouseMovement();
public static extern void NewFrame();
}
-131
View File
@@ -1,131 +0,0 @@
using System;
namespace GlitchyEngine.Math
{
/**
* A 2D point represented by two 32bit integers.
*/
public struct Point
{
public int32 X, Y;
/**
* Creates a new instance of a @Point with both components set to zero.
*/
public this() => this = default;
/**
* Creates a new instance of a @Point with both components set to the specified value.
* @param value The value for both components.
*/
public this(int32 value)
{
X = value;
Y = value;
}
/**
* Creates a new instance of a @Point.
* @param x The value for the x-component.
* @param y The value for the y-component.
*/
public this(int32 x, int32 y)
{
X = x;
Y = y;
}
//
// Unary Operators
//
public static Point operator +(Point value) => value;
public static Point operator -(Point value) => .(-value.X, -value.Y);
//
// Binary Operators
//
public static Point operator +(Point left, Point right) => .(left.X + right.X, left.Y + right.Y);
public static Point operator +(int32 left, Point right) => .(left + right.X, left + right.Y);
public static Point operator +(Point left, int32 right) => .(left.X + right, left.Y + right);
public static Point operator -(Point left, Point right) => .(left.X - right.X, left.Y - right.Y);
public static Point operator -(int32 left, Point right) => .(left - right.X, left - right.Y);
public static Point operator -(Point left, int32 right) => .(left.X - right, left.Y - right);
public static Point operator *(Point left, Point right) => .(left.X * right.X, left.Y * right.Y);
public static Point operator *(int32 left, Point right) => .(left * right.X, left * right.Y);
public static Point operator *(Point left, int32 right) => .(left.X * right, left.Y * right);
public static Point operator /(Point left, Point right) => .(left.X / right.X, left.Y / right.Y);
public static Point operator /(int32 left, Point right) => .(left / right.X, left / right.Y);
public static Point operator /(Point left, int32 right) => .(left.X / right, left.Y / right);
//
// Assignment Operators
//
public void operator +=(Point value) mut
{
X += value.X;
Y += value.Y;
}
public void operator +=(int32 value) mut
{
X += value;
Y += value;
}
public void operator -=(Point value) mut
{
X -= value.X;
Y -= value.Y;
}
public void operator -=(int32 value) mut
{
X -= value;
Y -= value;
}
public void operator *=(Point value) mut
{
X *= value.X;
Y *= value.Y;
}
public void operator *=(int32 value) mut
{
X *= value;
Y *= value;
}
public void operator /=(Point value) mut
{
X /= value.X;
Y /= value.Y;
}
public void operator /=(int32 value) mut
{
X /= value;
Y /= value;
}
//
// Equality
//
public static bool operator ==(Point left, Point right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Point left, Point right) => left.X != right.X || left.Y != right.Y;
//
// Misc
//
public override void ToString(String strBuffer) => strBuffer.AppendF("X={0} Y={1}", X, Y);
}
}
@@ -17,8 +17,8 @@ namespace GlitchyEngine
struct WindowsInputState
{
public int8[256] KeyStates;
public Point CursorPosition;
public Point CursorPositionDifference;
public Int2 CursorPosition;
public Int2 CursorPositionDifference;
}
static WindowsInputState[2] IputStates;
@@ -119,7 +119,7 @@ namespace GlitchyEngine
return state >= 0;
}
public override static Point GetMousePosition() => CurrentState.CursorPosition;
public override static Int2 GetMousePosition() => CurrentState.CursorPosition;
public override static int32 GetMouseX() => CurrentState.CursorPosition.X;
@@ -140,7 +140,7 @@ namespace GlitchyEngine
return state >= 0;
}
public override static Point GetLastMousePosition() => LastState.CursorPosition;
public override static Int2 GetLastMousePosition() => LastState.CursorPosition;
public override static int32 GetLastMouseX() => LastState.CursorPosition.X;
@@ -153,18 +153,18 @@ namespace GlitchyEngine
public override static bool IsMouseButtonReleasing(MouseButton button) => IsMouseButtonReleased(button) && WasMouseButtonPressed(button);
public override static Point GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static Int2 GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static void SetMousePosition(Point pos) => SetCursorPos(pos.X, pos.Y);
public override static void SetMousePosition(Int2 pos) => SetCursorPos(pos.X, pos.Y);
//[CLink, CallingConvention(.Stdcall)]
//static extern int16 GetKeyState(int32 keycode);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool GetCursorPos(out Point p);
static extern IntBool GetCursorPos(out Int2 p);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool SetCursorPos(c_int x, c_int y);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool ScreenToClient(HWnd hWnd, ref Point p);
static extern IntBool ScreenToClient(HWnd hWnd, ref Int2 p);
public override static void NewFrame()
{
@@ -66,13 +66,13 @@ namespace GlitchyEngine
//
// Size
//
public override Point Size
public override Int2 Size
{
get => *(Point*)&_clientRect.Width;
get => *(Int2*)&_clientRect.Width;
set
{
*(Point*)&_clientRect.Width = value;
*(Int2*)&_clientRect.Width = value;
ApplyRectangle();
}
}
@@ -102,13 +102,13 @@ namespace GlitchyEngine
//
// Position
//
public override Point Position
public override Int2 Position
{
get => *(Point*)&_clientRect;
get => *(Int2*)&_clientRect;
set
{
*(Point*)&_clientRect = value;
*(Int2*)&_clientRect = value;
ApplyRectangle();
}
}
+2 -2
View File
@@ -54,7 +54,7 @@ namespace GlitchyEngine
/**
* Gets or Sets the width and height of the window.
*/
public extern Point Size {get; set;}
public extern Int2 Size {get; set;}
/**
* Gets or Sets the width of the window.
*/
@@ -67,7 +67,7 @@ namespace GlitchyEngine
/**
* Gets or Sets the position of the upper-left corner of the client area of the window.
*/
public extern Point Position {get; set;}
public extern Int2 Position {get; set;}
/**
* Gets or Sets the x-coordinate of the upper-left corner of the client area of the window.
+3
View File
@@ -34,6 +34,9 @@ namespace GlitchyEngine.World
public Matrix View => _view;
// Gets whether or not the camera is currently being moved.
public bool InUse => BindMouse;
public RenderTargetGroup RenderTarget
{
get => _renderTarget;
+1 -1
View File
@@ -157,7 +157,7 @@ namespace Sandbox
if(_moving)
{
Point movement = Input.GetMouseMovement();
Int2 movement = Input.GetMouseMovement();
_position.X += movement.X;
_position.Y += movement.Y;