mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
362 lines
9.9 KiB
Beef
362 lines
9.9 KiB
Beef
using System;
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using ImGui;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine;
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using GlitchyEngine.World;
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using ImGuizmo;
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using GlitchyEngine.Events;
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namespace GlitchyEditor.EditWindows
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{
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class EditorViewportWindow : EditorWindow
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{
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public const String s_WindowTitle = "Scene";
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private ImGui.Vec2 _oldViewportSize = .(100, 100);
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private bool _viewPortChanged;
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/// True if the cursor wrapped from one side of the viewport to the other last frame.
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private bool _wrappedCursor;
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private RenderTargetGroup _renderTarget ~ _?.ReleaseRef();
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private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
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private ImGuizmo.MODE _gizmoMode = .LOCAL;
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private float _snap = 0.5f;
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private float _angleSnap = 45.0f;
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private bool _doSnap = false;
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private bool _visible;
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public uint32 SelectedEntityId {get; private set; }
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public bool SelectionChanged { get; private set; }
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public float2 ViewportSize => (float2)_oldViewportSize;
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// Occurs when the viewport is resized.
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public Event<EventHandler<float2>> ViewportSizeChanged ~ _.Dispose();
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// Occurs when an entity was clicked.
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public Event<EventHandler<uint32>> EntityClicked ~ _.Dispose();
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/// The render target that is shown in the viewport window.
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public RenderTargetGroup RenderTarget
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{
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get => _renderTarget;
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set
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{
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if(_renderTarget == value)
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return;
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SetReference!(_renderTarget, value);
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}
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}
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/// Gets or sets whether the editor functionality (gizmo, picking etc.) is enabled.
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public bool EditorMode { get; set; } = true
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public bool Visible => _visible;
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public this(Editor editor)
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{
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_editor = editor;
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}
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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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defer ImGui.PopStyleVar();
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if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar | .MenuBar))
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{
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ImGui.End();
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_visible = false;
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return;
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}
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_visible = true;
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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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let currentWindow = ImGui.GetCurrentWindow();
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ImGui.FocusWindow(currentWindow);
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}
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_hasFocus = ImGui.IsWindowFocused();
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ShowMenuBar();
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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 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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_gizmoType = .TRANSLATE;
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if (Input.IsKeyPressing(.W))
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_gizmoType = .ROTATE;
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if (Input.IsKeyPressing(.E))
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_gizmoType = .SCALE;
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if (Input.IsKeyPressing(.G))
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_gizmoMode = .WORLD;
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if (Input.IsKeyPressing(.L))
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_gizmoMode = .LOCAL;
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}
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if(_renderTarget != null)
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{
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ImGui.Image(_renderTarget.GetViewBinding(0), viewportSize);
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//ImGui.Image(_editor.CurrentCamera.RenderTarget.GetViewBinding(0), viewportSize);
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//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
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}
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HandleDropTarget();
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bool gizmoUsed = DrawImGuizmo(viewportSize);
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MousePicking(viewportSize, gizmoUsed);
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ImGui.End();
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if(_oldViewportSize != viewportSize)
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{
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ViewportSizeChanged.Invoke(this, (float2)viewportSize);
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_viewPortChanged = true;
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_oldViewportSize = viewportSize;
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}
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}
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/// Provides the ImGui Drop target and handles dropped payload.
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private void HandleDropTarget()
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{
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if (ImGui.BeginDragDropTarget())
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{
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ImGui.Payload* payload = ImGui.AcceptDragDropPayload(.ContentBrowserItem);
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if (payload != null)
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{
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StringView assetIdentifier = .((char8*)payload.Data, (int)payload.DataSize);
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let treeNode = _editor.ContentManager.AssetHierarchy.GetNodeFromIdentifier(assetIdentifier);
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if (treeNode case .Err)
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{
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Log.EngineLogger.Error($"Dragged Asset doesn't exist. {assetIdentifier}");
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return;
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}
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_editor.RequestOpenScene(this, treeNode->Value.Path);
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}
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ImGui.EndDragDropTarget();
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}
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}
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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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_wrappedCursor = false;
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let globalMousePosition = Input.GetMousePosition();
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let mousePos = (float2)ImGui.GetMousePos();
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let globalToImGuiMouse = (float2)globalMousePosition - mousePos;
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let winPos = (float2)ImGui.GetWindowPos();
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let regionMin = winPos + (float2)ImGui.GetWindowContentRegionMin();
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let regionMax = winPos + (float2)ImGui.GetWindowContentRegionMax();
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float2 regionSize = regionMax - regionMin;
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ImGui.DrawRect((.)regionMin, (.)regionMax, .(0, 255, 0));
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float2 newMousePos = mousePos;
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const float padding = 10;
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const float halfPadding = 5;
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if (mousePos.X < regionMin.X + halfPadding)
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{
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newMousePos.X += regionSize.X - padding;
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}
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else if (mousePos.X > regionMax.X - halfPadding)
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{
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newMousePos.X -= regionSize.X - padding;
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}
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if (mousePos.Y < regionMin.Y + halfPadding)
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{
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newMousePos.Y += regionSize.Y - padding;
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}
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else if (mousePos.Y > regionMax.Y - halfPadding)
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{
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newMousePos.Y -= regionSize.Y - padding;
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}
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if (any(newMousePos != mousePos))
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{
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Input.SetMousePosition(globalMousePosition + (int2)(newMousePos - mousePos));
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// After wrapping the cursor the the other side, the camera controller must not compare the positions,
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// because the delta doesn't represent the correct movement of the cursor.
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// TODO: can be solved by using direct mouse movement instead of comparing positions
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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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/// If the user clicks, the entity beneath the cursor will be selected.
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private void MousePicking(ImGui.Vec2 viewportSize, bool gizmoUsed)
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{
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float2 relativeMouse = (float2)ImGui.GetMousePos() - (float2)ImGui.GetItemRectMin();
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int rtWidth = _editor.EditorSceneRenderer.CompositeTarget.Width;
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int rtHeight = _editor.EditorSceneRenderer.CompositeTarget.Height;
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if (Input.IsMouseButtonPressing(.LeftButton) &&
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ImGui.IsWindowHovered() && !gizmoUsed && !_editor.CurrentCamera.InUse &&
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relativeMouse.X >= 0 && relativeMouse.Y >= 0 &&
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relativeMouse.X < viewportSize.x && relativeMouse.Y < viewportSize.y &&
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relativeMouse.X < rtWidth && relativeMouse.Y < rtHeight)
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{
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uint32 id = uint32.MaxValue;
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_editor.EditorSceneRenderer.CompositeTarget.GetData<uint32>(&id, 1, (.)relativeMouse.X, (.)relativeMouse.Y, 1, 1);
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SelectionChanged = true;
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SelectedEntityId = id;
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EntityClicked(this, id);
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}
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else
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{
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SelectionChanged = false;
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}
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}
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private void ShowMenuBar()
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{
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if(ImGui.BeginMenuBar())
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{
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if (ImGui.RadioButton("Position", _gizmoType.HasFlag(.TRANSLATE)))
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{
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if (Input.IsKeyPressed(Key.Control))
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_gizmoType ^= .TRANSLATE;
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else
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_gizmoType = .TRANSLATE;
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}
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if (ImGui.RadioButton("Rotation", _gizmoType.HasFlag(.ROTATE)))
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{
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if (Input.IsKeyPressed(Key.Control))
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_gizmoType ^= .ROTATE;
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else
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_gizmoType = .ROTATE;
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}
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if (ImGui.RadioButton("Scale", _gizmoType.HasFlag(.SCALE)))
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{
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if (Input.IsKeyPressed(Key.Control))
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_gizmoType ^= .SCALE;
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else
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_gizmoType = .SCALE;
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}
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if (ImGui.RadioButton("All", _gizmoType == .TRANSLATE | .ROTATE | .SCALE))
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_gizmoType = .TRANSLATE | .ROTATE | .SCALE;
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// If we scale, the mode must be local otherwise we could skew the matrix.
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if (_gizmoType.HasFlag(.SCALE))
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_gizmoMode = .LOCAL;
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if (ImGui.MenuItem(_gizmoMode == .WORLD ? "Global" : "Local", null, true, !_gizmoType.HasFlag(.SCALE)))
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{
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if (_gizmoMode == .WORLD)
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_gizmoMode = .LOCAL;
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else
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_gizmoMode = .WORLD;
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}
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_doSnap = Input.IsKeyPressed(.Shift);
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ImGui.PushItemWidth(100);
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if (_gizmoType.HasFlag(.ROTATE))
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{
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ImGui.DragFloat("Angle Snap", &_angleSnap, 1.0f, 0.0f, 180.0f);
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}
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if (_gizmoType.HasFlag(.TRANSLATE) || _gizmoType.HasFlag(.SCALE))
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{
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ImGui.DragFloat("Snap", &_snap, 0.1f, 0.0f, float.MaxValue);
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}
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ImGui.PopItemWidth();
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ImGui.EndMenuBar();
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}
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}
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private bool DrawImGuizmo(ImGui.Vec2 viewportSize)
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{
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// TODO: Needed if we have a orthographic editor-camera (or support gizmos in the Play-Window, where we can also have ortho projections)
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ImGuizmo.SetOrthographic(false);
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ImGuizmo.SetDrawlist();
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var topLeft = ImGui.GetWindowPos();
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var cntMin = ImGui.GetWindowContentRegionMin();
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topLeft.x += cntMin.x;
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topLeft.y += cntMin.y;
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ImGuizmo.SetRect(topLeft.x, topLeft.y, viewportSize.x, viewportSize.y);
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var view = _editor.CurrentCamera.View;
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var projection = _editor.CurrentCamera.Projection;
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Handles.SetViewProjection(view, projection);
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if(_editor.EntityHierarchyWindow.SelectionSize == 0)
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return false;
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Entity entity = TrySilent!(_editor.EntityHierarchyWindow.GetSelectedEntity(-1));
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var transformCmp = entity.GetComponent<TransformComponent>();
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var worldTransform = transformCmp.WorldTransform;
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Matrix parentView = .Identity;
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if (transformCmp.Parent != .InvalidEntity)
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{
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var parentTransformCmp = Entity(transformCmp.Parent, entity.Scene).GetComponent<TransformComponent>();
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parentView = parentTransformCmp.WorldTransform.Invert();
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}
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ComponentEditWindow.DrawSceneGUI(entity);
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float3 snap = (float3)_snap;
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if (_gizmoType.HasFlag(.ROTATE))
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snap = (float3)_angleSnap;
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Handles.SetSnap(_doSnap ? (float3?)snap : null);
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if (Handles.ShowGizmo(ref worldTransform, _gizmoType, _gizmoMode case .WORLD, id: 1337))
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{
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// TODO: Fix when parent is scaled
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// Seems to work fine for parent rotation and translation but scaled parent ruins everything
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// (probably because scaling a rotated matrix results in a skewed matrix, but unity can do it and so should we)
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transformCmp.LocalTransform = parentView * worldTransform;
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}
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return Handles.UsedGizmo;
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}
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}
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}
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