Improved UI of component edit window

- Also fixed some errors in list and dictionary editors
This commit is contained in:
Simon Lübeß
2024-01-29 19:46:52 +01:00
parent bae8b84d35
commit f86d1aa79e
8 changed files with 631 additions and 231 deletions
+126
View File
@@ -255,6 +255,91 @@ namespace ImGui
return changed;
}
/// Control to edit a vector 2 with drag functionality and reset buttons
public static bool Float2Editor(StringView label, ref float2 value, float2 resetValues = .Zero, float dragSpeed = 0.1f, float2 minValue = .Zero, float2 maxValue = .Zero, bool2 componentEnabled = true, StringView[2] format = .())
{
return VectorEditor<2>(label, ref *(float[2]*)&value, (float[2])resetValues, dragSpeed, (float[2])minValue, (float[2])maxValue, (bool[2])componentEnabled, format);
}
/// Control to edit a vector 3 with drag functionality and reset buttons
public static bool Float3Editor(StringView label, ref float3 value, float3 resetValues = .Zero, float dragSpeed = 0.1f, float3 minValue = .Zero, float3 maxValue = .Zero, bool3 componentEnabled = true, StringView[3] format = .())
{
return VectorEditor<3>(label, ref *(float[3]*)&value, (float[3])resetValues, dragSpeed, (float[3])minValue, (float[3])maxValue, (bool[3])componentEnabled, format);
}
/// Control to edit a vector 4 with drag functionality and reset buttons
public static bool Float4Editor(StringView label, ref float4 value, float4 resetValues = .Zero, float dragSpeed = 0.1f, float4 minValue = .Zero, float4 maxValue = .Zero, bool4 componentEnabled = true, StringView[4] format = .())
{
return VectorEditor<4>(label, ref *(float[4]*)&value, (float[4])resetValues, dragSpeed, (float[4])minValue, (float[4])maxValue, (bool[4])componentEnabled, format);
}
public static bool VectorEditor<NumComponents>(StringView label, ref float[NumComponents] value, float[NumComponents] resetValues = .(), float dragSpeed = 0.1f, float[NumComponents] minValue = .(), float[NumComponents] maxValue = .(), bool[NumComponents] componentEnabled = .(), StringView[NumComponents] numberFormat = .()) where NumComponents : const int32
{
const String[?] componentNames = .("X", "Y", "Z", "W");
const String[?] componentIds = .("##X", "##Y", "##Z", "##W");
bool changed = false;
PushID(label);
defer PopID();
PushMultiItemsWidths(NumComponents, CalcItemWidth());
float lineHeight = GetFont().FontSize + GetStyle().FramePadding.y * 2.0f;
ImGui.Vec2 buttonSize = .(lineHeight + 3.0f, lineHeight);
componentLoop: for (int i < NumComponents)
{
if (i > 0)
{
SameLine();
}
PushStyleColor(.Button, VectorButtonColors[i].Default.ImGuiU32);
PushStyleColor(.ButtonHovered, VectorButtonColors[i].Hovered.ImGuiU32);
PushStyleColor(.ButtonActive, VectorButtonColors[i].Active.ImGuiU32);
ImGui.BeginDisabled(!componentEnabled[i]);
if (Button(componentNames[i], buttonSize))
{
value[i] = resetValues[i];
changed = true;
}
PushStyleVar(.ItemSpacing, Vec2.Zero);
SameLine();
char8* format = "%.3f";
if (!numberFormat[i].IsWhiteSpace)
{
// Look if we have a format for the specific index
format = numberFormat[i].ToScopeCStr!:componentLoop();
}
else if (!numberFormat[0].IsWhiteSpace)
{
// Try to take the first number format
format = numberFormat[0].ToScopeCStr!:componentLoop();
}
if (DragFloat(componentIds[i], &value[i], dragSpeed, minValue[i], maxValue[i], format))
{
changed = true;
}
PopStyleVar();
ImGui.EndDisabled();
PopItemWidth();
PopStyleColor(3);
}
return changed;
}
/// Draws a rectangle with the given color.
public static void DrawRect(Vec2 min, Vec2 max, Color color)
@@ -364,5 +449,46 @@ namespace ImGui
#unwarn
return SliderScalar(label, dataType, &value, &minValue, &maxValue, format, sliderFlags);
}
public static void ListElementGrabber()
{
Window* window = GetCurrentWindow();
if (window.SkipItems)
return;
Context* g = GetCurrentContext();
ref Style style = ref g.Style;
Vec2 cursorPos = ImGui.GetCursorScreenPos();
float line_height = max(min(window.DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);
Rect bb = .(cursorPos, Vec2(cursorPos.x + g.FontSize, cursorPos.y + line_height));
ItemSize(bb);
if (!ItemAdd(bb, 0))
{
SameLine(0, style.FramePadding.x * 2);
return;
}
// Render and stay on same line
U32 text_col = GetColorU32(Col.Text);
float bar_height = line_height / 4.0f;
Rect topBb = .(cursorPos, (Vec2)((float2)cursorPos + float2(g.FontSize, bar_height)));
RenderFrame(topBb.Min, topBb.Max, text_col, true, 4);
Rect middleBb = topBb;
middleBb.Min.y = cursorPos.y + line_height / 2.0f - bar_height / 2.0f;
middleBb.Max.y = middleBb.Min.y + bar_height;
RenderFrame(middleBb.Min, middleBb.Max, text_col, true, 4);
Rect bottomBb = middleBb;
bottomBb.Max.y = cursorPos.y + line_height;
bottomBb.Min.y = bottomBb.Max.y - bar_height;
RenderFrame(bottomBb.Min, bottomBb.Max, text_col, true, 4);
SameLine(0, style.FramePadding.x * 2.0f);
}
}
}