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#include "EditorCore.hpp"

#include "App.hpp"
#include "AppConfig.hpp"
#include "CpuMesh.hpp"
#include "EditorAccessories.hpp"
#include "EditorAttachmentImpl.hpp"
#include "EditorNotification.hpp"
#include "EditorUtils.hpp"
#include "GameObjectTags.hpp"
#include "Level.hpp"
#include "Mesh.hpp"
#include "Player.hpp"

#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>

#include <ImGuizmo.h>
#include <functional>
#include <memory>
#include <utility>

namespace ProjectBrussel_UNITY_ID {
void PushKeyCodeRecorder(App* app, int* writeKey, bool* writeKeyStatus) {
	app->PushKeyCaptureCallback([=](int key, int action) {
		// Allow the user to cancel by pressing Esc
		if (key == GLFW_KEY_ESCAPE) {
			return true;
		}

		if (action == GLFW_PRESS) {
			*writeKey = key;
			*writeKeyStatus = writeKeyStatus;
			return true;
		}
		return false;
	});
}
} // namespace ProjectBrussel_UNITY_ID

EditorInstance::EditorInstance(App* app, GameWorld* world)
	: mApp{ app }
	, mWorld{ world }
	, mEdContentBrowser(this) {}

EditorInstance::~EditorInstance() {
}

void EditorInstance::Show() {
	if (!mWorld) return;

	auto& io = ImGui::GetIO();
	if (io.KeyCtrl && ImGui::IsKeyPressed(GLFW_KEY_SPACE, false)) {
		mEdContentBrowserVisible = !mEdContentBrowserVisible;
	}

	ImGui::Begin("World properties");
	ShowWorldProperties();
	ImGui::End();

	ImGui::Begin("World structure");
	ShowGameObjectInTree(&mWorld->GetRoot());
	ImGui::End();

	ImGui::Begin("Inspector");
	switch (mSelectedItt) {
		case ITT_GameObject: ShowInspector(static_cast<GameObject*>(mSelectedItPtr)); break;
		case ITT_Shader: ShowInspector(static_cast<Shader*>(mSelectedItPtr)); break;
		case ITT_None: break;
	}
	ImGui::End();

	if (mEdContentBrowserVisible) {
		mEdContentBrowser.Show(&mEdContentBrowserVisible);
	}
}

void EditorInstance::SelectIt(void* ptr, InspectorTargetType itt) {
	mSelectedItPtr = ptr;
	mSelectedItt = itt;
}

void EditorInstance::ShowWorldProperties() {
}

// TOOD move resource-specific and gameobject-specific inspector code into attachments mechanism

void EditorInstance::ShowInspector(Shader* shader) {
	using namespace Tags;
	using namespace ProjectBrussel_UNITY_ID;

	auto info = shader->GetInfo();
	if (!info) {
		ImGui::TextUnformatted("No info present for this shader.");
		if (ImGui::Button("Create empty info")) {
			shader->CreateEmptyInfoIfAbsent();
		}
		if (ImGui::Button("Gather info")) {
			shader->GatherInfoIfAbsent();
		}
		return;
	}

	auto& name = shader->GetName();
	bool isAnnoymous = name.empty();
	if (isAnnoymous) {
		ImGui::Text("<Annoymous Shader at %p>", (void*)shader);
	} else {
		ImGui::Text("Name: %s", shader->GetName().c_str());
	}

	// TODO use std::filesystem::path
	auto GetMetadataPath = [&](char* path, int pathLength) {
		snprintf(path, pathLength, "%s/Shaders/%s.json", AppConfig::assetDir.c_str(), shader->GetName().c_str());
	};
	if (ImGui::Button("Reimport metadata", isAnnoymous)) {
		char path[512];
		GetMetadataPath(path, sizeof(path));
		info->LoadFromFile(path);
	}
	ImGui::SameLine();
	if (ImGui::Button("Export metadata", isAnnoymous)) {
		char path[512];
		GetMetadataPath(path, sizeof(path));
		info->SaveToFile(path);
	}

	auto ShowThing = [&](const std::vector<ShaderInfo::InputOutputThing>& things) {
		for (auto& thing : things) {
			ImGui::BulletText("Location %d\nName: %s\nSemantic: %s\nType: %s %dx%d",
				thing.variable.location,
				thing.variable.name.c_str(),
				Tags::NameOf(thing.semantic).data(),
				Tags::NameOfGLType(thing.variable.scalarType).data(),
				thing.variable.width,
				thing.variable.height);
		}
	};
	if (ImGui::CollapsingHeader("Inputs")) {
		ShowThing(info->inputs);
	}
	if (ImGui::CollapsingHeader("Outputs")) {
		ShowThing(info->outputs);
	}
	if (ImGui::CollapsingHeader("Uniforms")) {
	}
	if (ImGui::CollapsingHeader("Uniform blocks")) {
	}
}

void EditorInstance::ShowInspector(GameObject* object) {
	using namespace Tags;
	using namespace ProjectBrussel_UNITY_ID;

	auto type = object->GetTypeTag();
	switch (type) {
		case Tags::GOT_Player: {
			ShowGameObjecetFields(object);
			ImGui::Separator();

			auto player = static_cast<Player*>(object);
			auto& kb = player->keybinds;

			ImGui::Text("Player #%d", player->GetId());

			if (ImGui::Button("Load config")) {
				bool success = player->LoadFromFile();
				if (success) {
					ImGui::AddNotification(ImGuiToast(ImGuiToastType_Success, "Successfully loaded player config"));
				}
			}
			ImGui::SameLine();
			if (ImGui::Button("Save config")) {
				bool success = player->SaveToFile();
				if (success) {
					ImGui::AddNotification(ImGuiToast(ImGuiToastType_Success, "Successfully saved player config"));
				}
			}

			ImGui::Text("Move left (%s)", ImGui::GetKeyNameGlfw(kb.keyLeft));
			ImGui::SameLine();
			if (ImGui::Button("Change##Move left")) {
				PushKeyCodeRecorder(mApp, &kb.keyLeft, &kb.pressedLeft);
			}

			ImGui::Text("Move right (%s)", ImGui::GetKeyNameGlfw(kb.keyRight));
			ImGui::SameLine();
			if (ImGui::Button("Change##Move right")) {
				PushKeyCodeRecorder(mApp, &kb.keyRight, &kb.pressedRight);
			}

			ImGui::Text("Jump (%s)", ImGui::GetKeyNameGlfw(kb.keyJump));
			ImGui::SameLine();
			if (ImGui::Button("Change##Jump")) {
				PushKeyCodeRecorder(mApp, &kb.keyJump, &kb.pressedJump);
			}

			ImGui::Text("Attack (%s)", ImGui::GetKeyNameGlfw(kb.keyAttack));
			ImGui::SameLine();
			if (ImGui::Button("Change##Attack")) {
				PushKeyCodeRecorder(mApp, &kb.keyAttack, &kb.pressedAttack);
			}
		} break;

		case Tags::GOT_LevelWrapper: {
			ShowGameObjecetFields(object);
			ImGui::Separator();

			auto lwo = static_cast<LevelWrapperObject*>(object);
			// TODO
		} break;

		default:
			ShowGameObjecetFields(object);
			break;
	}
}

void EditorInstance::ShowGameObjecetFields(GameObject* object) {
	auto pos = object->GetPos();
	if (ImGui::InputFloat3("Position", &pos.x)) {
		object->SetPos(pos);
	}

	auto quat = object->GetRotation();
	if (ImGui::InputFloat4("Rotation", &quat.x)) {
		object->SetRotation(quat);
	}
}

void EditorInstance::ShowGameObjectInTree(GameObject* object) {
	auto attachment = object->GetEditorAttachment();
	if (!attachment) {
		attachment = EaGameObject::Create(object).release();
		object->SetEditorAttachment(attachment); // NOTE: takes ownership
	}

	ImGuiTreeNodeFlags flags = 0;
	flags |= ImGuiTreeNodeFlags_DefaultOpen;
	flags |= ImGuiTreeNodeFlags_OpenOnDoubleClick;
	flags |= ImGuiTreeNodeFlags_OpenOnArrow;
	flags |= ImGuiTreeNodeFlags_SpanAvailWidth;
	if (mSelectedItPtr == object) {
		flags |= ImGuiTreeNodeFlags_Selected;
	}

	if (ImGui::TreeNodeEx(attachment->name.c_str(), flags)) {
		if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) {
			mSelectedItPtr = object;
			mSelectedItt = ITT_GameObject;
		}

		for (auto& child : object->GetChildren()) {
			ShowGameObjectInTree(child);
		}
		ImGui::TreePop();
	}
}