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#pragma once

#include "Color.hpp"

#include <imgui.h>
#include <string>

#define BRUSSEL_TAG_Shader "Shader"
#define BRUSSEL_TAG_Material "Mat"
// To check whether a payload is of this type, use starts_with()
#define BRUSSEL_TAG_PREFIX_GameObject "GameObject"
#define BRUSSEL_TAG_PREFIX_Ires "Ires"

namespace ImGui {

const char* GetKeyNameGlfw(int key);

void SetNextWindowSizeRelScreen(float xPercent, float yPercent, ImGuiCond cond = ImGuiCond_None);
void SetNextWindowCentered(ImGuiCond cond = ImGuiCond_None);

void PushDisabled();
void PopDisabled();

bool Button(const char* label, bool disabled);
bool Button(const char* label, const ImVec2& sizeArg, bool disabled);

bool ColorEdit3(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);
bool ColorEdit4(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);
bool ColorPicker3(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);
bool ColorPicker4(const char* label, RgbaColor* color, ImGuiColorEditFlags flags = 0);

bool Splitter(bool splitVertically, float thickness, float* size1, float* size2, float minSize1, float minSize2, float splitterLongAxisSize = -1.0f);

} // namespace ImGui

namespace Utils {

float CalcImageHeight(glm::vec2 original, int targetWidth);
float CalcImageWidth(glm::vec2 original, float targetHeight);
ImVec2 FitImage(glm::vec2 original);

} // namespace Utils