Separated window for game and editor

This commit is contained in:
Simon Lübeß
2023-03-24 22:48:55 +01:00
parent 184480243f
commit f16fbc3984
6 changed files with 493 additions and 271 deletions
@@ -0,0 +1,106 @@
using System;
using ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using GlitchyEngine.World;
using ImGuizmo;
using GlitchyEngine.Events;
namespace GlitchyEditor.EditWindows
{
class GameViewportWindow : EditorWindow
{
public const String s_WindowTitle = "Game";
private ImGui.Vec2 _oldViewportSize = .(100, 100);
private bool _viewPortChanged;
private bool _visible;
private RenderTargetGroup _renderTarget ~ _?.ReleaseRef();
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;
set
{
if(_renderTarget == value)
return;
SetReference!(_renderTarget, value);
}
}
public bool Visible => _visible;
public this(Editor editor)
{
_editor = editor;
}
protected override void InternalShow()
{
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
defer ImGui.PopStyleVar();
if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar | .MenuBar))
{
ImGui.End();
_visible = false;
return;
}
_visible = true;
let viewportSize = ImGui.GetContentRegionAvail();
if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
{
let currentWindow = ImGui.GetCurrentWindow();
ImGui.FocusWindow(currentWindow);
}
_hasFocus = ImGui.IsWindowFocused();
if(_renderTarget != null)
{
ImGui.Image(_renderTarget.GetViewBinding(0), viewportSize);
}
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)
{
StringView path = .((char8*)payload.Data, (int)payload.DataSize);
_editor.RequestOpenScene(this, path);
}
ImGui.EndDragDropTarget();
}
}
}
}
@@ -27,6 +27,8 @@ namespace GlitchyEditor.EditWindows
private float _angleSnap = 45.0f;
private bool _doSnap = false;
private bool _visible;
public uint32 SelectedEntityId {get; private set; }
public bool SelectionChanged { get; private set; }
@@ -52,6 +54,8 @@ namespace GlitchyEditor.EditWindows
/// Gets or sets whether the editor functionality (gizmo, picking etc.) is enabled.
public bool EditorMode { get; set; } = true
public bool Visible => _visible;
public this(Editor editor)
{
_editor = editor;
@@ -65,9 +69,13 @@ namespace GlitchyEditor.EditWindows
if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar | .MenuBar))
{
ImGui.End();
_visible = false;
return;
}
_visible = true;
let viewportSize = ImGui.GetContentRegionAvail();
if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
@@ -78,30 +86,27 @@ namespace GlitchyEditor.EditWindows
_hasFocus = ImGui.IsWindowFocused();
if (EditorMode)
ShowMenuBar();
if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
WrapMouseInViewport();
// 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)
{
ShowMenuBar();
if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
WrapMouseInViewport();
if (Input.IsKeyPressing(.Q))
_gizmoType = .TRANSLATE;
if (Input.IsKeyPressing(.W))
_gizmoType = .ROTATE;
if (Input.IsKeyPressing(.E))
_gizmoType = .SCALE;
// 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 (Input.IsKeyPressing(.G))
_gizmoMode = .WORLD;
if (Input.IsKeyPressing(.L))
_gizmoMode = .LOCAL;
}
if(_renderTarget != null)
@@ -111,14 +116,11 @@ namespace GlitchyEditor.EditWindows
//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
}
if (EditorMode)
{
HandleDropTarget();
bool gizmoUsed = DrawImGuizmo(viewportSize);
MousePicking(viewportSize, gizmoUsed);
}
HandleDropTarget();
bool gizmoUsed = DrawImGuizmo(viewportSize);
MousePicking(viewportSize, gizmoUsed);
ImGui.End();
@@ -156,25 +158,27 @@ namespace GlitchyEditor.EditWindows
let winPos = (Vector2)ImGui.GetWindowPos();
let regionMin = winPos + (Vector2)ImGui.GetWindowContentRegionMin();
let regionMax = winPos + (Vector2)ImGui.GetWindowContentRegionMax();
ImGui.DrawRect((.)regionMin, (.)regionMax, .(0, 255, 0));
Vector2 newMousePos = mousePos;
if (mousePos.X < regionMin.X)
if (mousePos.X < regionMin.X + 1)
{
newMousePos.X = regionMax.X - 1;
newMousePos.X = regionMax.X - 2;
}
else if (mousePos.X > regionMax.X - 1)
{
newMousePos.X = regionMin.X + 1;
newMousePos.X = regionMin.X + 2;
}
if (mousePos.Y < regionMin.Y)
if (mousePos.Y < regionMin.Y + 1)
{
newMousePos.Y = regionMax.Y - 1;
newMousePos.Y = regionMax.Y - 100;
}
else if (mousePos.Y > regionMax.Y - 1)
{
newMousePos.Y = regionMin.Y + 1;
newMousePos.Y = regionMin.Y + 10;
}
if (newMousePos != mousePos)
@@ -193,8 +197,8 @@ namespace GlitchyEditor.EditWindows
{
Vector2 relativeMouse = (Vector2)ImGui.GetMousePos() - (Vector2)ImGui.GetItemRectMin();
int rtWidth = _editor.CurrentScene.[Friend]_compositeTarget.Width;
int rtHeight = _editor.CurrentScene.[Friend]_compositeTarget.Height;
int rtWidth = _editor.EditorSceneRenderer.CompositeTarget.Width;
int rtHeight = _editor.EditorSceneRenderer.CompositeTarget.Height;
if (Input.IsMouseButtonPressing(.LeftButton) &&
ImGui.IsWindowHovered() && !gizmoUsed && !_editor.CurrentCamera.InUse &&
@@ -204,7 +208,7 @@ namespace GlitchyEditor.EditWindows
{
uint32 id = uint32.MaxValue;
_editor.CurrentScene.[Friend]_compositeTarget.GetData<uint32>(&id, 1, (.)relativeMouse.X, (.)relativeMouse.Y, 1, 1);
_editor.EditorSceneRenderer.CompositeTarget.GetData<uint32>(&id, 1, (.)relativeMouse.X, (.)relativeMouse.Y, 1, 1);
SelectionChanged = true;
SelectedEntityId = id;
+8 -1
View File
@@ -17,7 +17,8 @@ namespace GlitchyEditor
private EntityHierarchyWindow _entityHierarchyWindow ~ delete _;
private ComponentEditWindow _componentEditWindow ~ delete _;
private SceneViewportWindow _sceneViewportWindow~ delete _;
private SceneViewportWindow _sceneViewportWindow ~ delete _;
private GameViewportWindow _gameViewportWindow ~ delete _;
private ContentBrowserWindow _contentBrowserWindow ~ delete _;
private PropertiesWindow _propertiesWindow ~ delete _;
@@ -39,6 +40,7 @@ namespace GlitchyEditor
public EntityHierarchyWindow EntityHierarchyWindow => _entityHierarchyWindow;
public ComponentEditWindow ComponentEditWindow => _componentEditWindow;
public SceneViewportWindow SceneViewportWindow => _sceneViewportWindow;
public GameViewportWindow GameViewportWindow => _gameViewportWindow;
public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow;
public PropertiesWindow PropertiesWindow => _propertiesWindow;
@@ -46,6 +48,9 @@ namespace GlitchyEditor
public Event<EventHandler<StringView>> RequestOpenScene ~ _.Dispose();
public SceneRenderer GameSceneRenderer {get; set;}
public SceneRenderer EditorSceneRenderer {get; set;}
/// Creates a new editor for the given world
public this(Scene scene, EditorContentManager contentManager)
{
@@ -58,6 +63,7 @@ namespace GlitchyEditor
private void InitWindows()
{
_sceneViewportWindow = new SceneViewportWindow(this);
_gameViewportWindow = new GameViewportWindow(this);
_entityHierarchyWindow = new EntityHierarchyWindow(this, _scene);
_componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow);
_contentBrowserWindow = new ContentBrowserWindow((.)Application.Get().ContentManager);
@@ -67,6 +73,7 @@ namespace GlitchyEditor
public void Update()
{
_sceneViewportWindow.Show();
_gameViewportWindow.Show();
_entityHierarchyWindow.Show();
_componentEditWindow.Show();
_contentBrowserWindow.Show();
+71 -12
View File
@@ -30,6 +30,9 @@ namespace GlitchyEditor
Scene _activeScene ~ _?.ReleaseRef();
Scene _editorScene ~ _?.ReleaseRef();
SceneRenderer _gameSceneRenderer ~ delete _;
SceneRenderer _editorSceneRenderer ~ delete _;
String _sceneFilePath = new String() ~ delete _;
public String SceneFilePath
@@ -47,7 +50,8 @@ namespace GlitchyEditor
Editor _editor ~ delete _;
RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
RenderTargetGroup _viewportTarget ~ _.ReleaseRef();
RenderTargetGroup _editorViewportTarget ~ _.ReleaseRef();
RenderTargetGroup _gameViewportTarget ~ _.ReleaseRef();
SettingsWindow _settingsWindow = new .() ~ delete _;
@@ -83,6 +87,9 @@ namespace GlitchyEditor
_editorScene = new Scene();
SetReference!(_activeScene, _editorScene);
_gameSceneRenderer = new SceneRenderer();
_editorSceneRenderer = new SceneRenderer();
_camera = EditorCamera(Vector3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
_camera.RenderTarget = _cameraTarget;
@@ -144,7 +151,15 @@ namespace GlitchyEditor
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
});
_viewportTarget = new RenderTargetGroup(.()
_editorViewportTarget = new RenderTargetGroup(.()
{
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R8G8B8A8_UNorm))
});
_gameViewportTarget = new RenderTargetGroup(.()
{
Width = 100,
Height = 100,
@@ -167,8 +182,11 @@ namespace GlitchyEditor
private void InitEditor()
{
_editor = new Editor(_editorScene, _contentManager);
_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => ViewportSizeChanged(s, e));
_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => EditorViewportSizeChanged(s, e));
_editor.GameViewportWindow.ViewportSizeChanged.Add(new (s, e) => GameViewportSizeChanged(s, e));
_editor.CurrentCamera = &_camera;
_editor.GameSceneRenderer = _gameSceneRenderer;
_editor.EditorSceneRenderer = _editorSceneRenderer;
_editor.RequestOpenScene.Add(new (s, fileName) => {
LoadSceneFile(fileName);
@@ -177,22 +195,38 @@ namespace GlitchyEditor
public override void Update(GameTime gameTime)
{
Debug.Profiler.ProfileFunction!();
_camera.Update(gameTime);
_editor.CurrentScene = _activeScene;
_activeScene.Update(gameTime, (_sceneState == .Edit) ? .Editor : .Runtime);
// Clear the swapchain-buffer
RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
if (_editor.SceneViewportWindow.Visible)
{
_editorSceneRenderer.Scene = _activeScene;
RenderCommand.Clear(_viewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
RenderCommand.Clear(_editorViewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
_editorSceneRenderer.RenderEditor(gameTime, _camera, _editorViewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
}
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
if (_sceneState == .Edit)
_activeScene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
else if (_sceneState == .Play)
_activeScene.UpdateRuntime(gameTime, _viewportTarget);
if (_editor.GameViewportWindow.Visible)
{
_gameSceneRenderer.Scene = _activeScene;
RenderCommand.Clear(_gameViewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
_gameSceneRenderer.RenderRuntime(gameTime, _gameViewportTarget);
}
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(null, 0, true);
@@ -301,7 +335,8 @@ namespace GlitchyEditor
DrawMainMenuBar();
_editor.SceneViewportWindow.RenderTarget = _viewportTarget;
_editor.SceneViewportWindow.RenderTarget = _editorViewportTarget;
_editor.GameViewportWindow.RenderTarget = _gameViewportTarget;
_editor.Update();
@@ -381,6 +416,13 @@ namespace GlitchyEditor
_sceneState = .Edit;
_editor.CurrentScene = _activeScene;
/*
* Update the viewport size because if the game windows size changed in
* "Game"-mode the updated aspect-rations will reset once we go back
* into "Editor"-mode (because Game-Mode works on a copy of the scene).
*/
GameViewportSizeChanged(null, _editor.GameViewportWindow.ViewportSize);
}
// Just for testing
@@ -671,7 +713,7 @@ namespace GlitchyEditor
return false;
}
private void ViewportSizeChanged(Object sender, Vector2 viewportSize)
private void EditorViewportSizeChanged(Object sender, Vector2 viewportSize)
{
uint32 sizeX = (uint32)viewportSize.X;
uint32 sizeY = (uint32)viewportSize.Y;
@@ -679,11 +721,28 @@ namespace GlitchyEditor
if(sizeX == 0 || sizeY == 0)
return;
_viewportTarget.Resize(sizeX, sizeY);
_editorViewportTarget.Resize(sizeX, sizeY);
_cameraTarget.Resize(sizeX, sizeY);
_activeScene.OnViewportResize(sizeX, sizeY);
//_activeScene.OnViewportResize(sizeX, sizeY);
_camera.OnViewportResize(sizeX, sizeY);
_editorSceneRenderer.OnViewportResize(sizeX, sizeY);
}
private void GameViewportSizeChanged(Object sender, Vector2 viewportSize)
{
uint32 sizeX = (uint32)viewportSize.X;
uint32 sizeY = (uint32)viewportSize.Y;
if(sizeX == 0 || sizeY == 0)
return;
_gameViewportTarget.Resize(sizeX, sizeY);
_activeScene.OnViewportResize(sizeX, sizeY);
_gameSceneRenderer.OnViewportResize(sizeX, sizeY);
}
private bool OnKeyPressed(KeyPressedEvent e)