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#pragma once
#include "EditorAttachment.hpp"
#include "EditorCommandPalette.hpp"
#include "EditorUtils.hpp"
#include "GameObject.hpp"
#include "Ires.hpp"
#include "RcPtr.hpp"
#include "Sprite.hpp"
#include "World.hpp"
#include <memory>
#include <string>
// TODO move inspector drawing to this class
struct EditorInspector {
enum TargetType {
ITT_GameObject,
ITT_Ires,
ITT_None,
};
std::string renamingScratchBuffer;
void* selectedItPtr = nullptr;
TargetType selectedItt = ITT_None;
bool renaming = false;
void SelectTarget(TargetType type, void* object);
};
class EditorContentBrowser {
private:
enum Pane {
P_Settings,
P_Ires,
};
static constexpr float kSplitterThickness = 3.0f;
static constexpr float kPadding = 4.0f;
// <root>
static constexpr float kLeftPaneMinWidth = 200.0f;
static constexpr float kRightPaneMinWidth = 200.0f;
EditorInspector* mInspector;
Pane mPane = P_Settings;
float mBrowserHeight = 0.5f;
float mSplitterLeft = kLeftPaneMinWidth;
float mSplitterRight = 0.0f;
bool mDocked = true;
public:
EditorContentBrowser(EditorInspector* inspector);
~EditorContentBrowser();
void Show(bool* open = nullptr);
};
struct GuizmoState {
ImGuizmo::OPERATION currOperation = ImGuizmo::TRANSLATE;
ImGuizmo::MODE currMode = ImGuizmo::LOCAL;
glm::mat4 cubeMatrix;
float snap[3] = { 1.f, 1.f, 1.f };
float boundsSnap[3] = { 0.1f, 0.1f, 0.1f };
bool useSnap = false;
bool boundSizing = false;
bool boundSizingSnap = false;
};
// TODO editor undo stack
class App;
class EditorInstance {
private:
App* mApp;
GameObject* mPopupCurrent_GameObject = nullptr;
Camera mEditorCamera;
RcPtr<SpriteDefinition> mSpriteView_Instance;
EditorCommandPalette mEdCommandPalette;
EditorInspector mEdInspector;
EditorContentBrowser mEdContentBrowser;
GuizmoState mGuizmo;
glm::vec3 mDragCam_CamInitial;
ImVec2 mDragCam_CursorInitial;
int mSpriteView_Frame;
bool mSpriteView_OpenNextFrame = false;
bool mWindowVisible_ImGuiDemo = false;
bool mWindowVisible_CommandPalette = false;
bool mWindowVisible_Inspector = true;
bool mWindowVisible_ContentBrowser = true;
bool mWindowVisible_WorldStructure = true;
bool mWindowVisible_WorldProperties = true;
bool mDragCam_Happening = false;
bool mMoveCamKeyboard = false;
public:
EditorInstance(App* app);
~EditorInstance();
void OnGameStateChanged(bool running);
void Show();
EditorInspector& GetInspector() { return mEdInspector; }
EditorContentBrowser& GetContentBrowser() { return mEdContentBrowser; }
void OpenSpriteViewer(SpriteDefinition* sprite);
private:
void ShowWorldProperties();
void ShowInspector(IresObject* ires);
void ShowInspector(GameObject* object);
void ShowSpriteViewer();
};
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