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1424 lines
55 KiB
1424 lines
55 KiB
#include "editor.h"
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#include "renderer.h"
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#include "gl_load.h"
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#include "../common/log.h"
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#include "camera.h"
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#include "model.h"
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#include "texture.h"
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#include "framebuffer.h"
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#include "../common/array.h"
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#include "../common/hashmap.h"
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#include "shader.h"
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#include "../common/num_types.h"
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#include "light.h"
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#include "entity.h"
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#include "transform.h"
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#include "game.h"
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#include "gui.h"
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#include "../common/array.h"
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#include "../common/variant.h"
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#include "../common/num_types.h"
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#include "../common/string_utils.h"
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#include "bounding_volumes.h"
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#include "input.h"
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#include "scene.h"
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#include "../system/file_io.h"
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#include "../system/config_vars.h"
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#include "../system/platform.h"
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#include "event.h"
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#include "im_render.h"
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#include "geometry.h"
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#include "gui.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <string.h>
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#include <float.h>
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#include <limits.h>
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#include <math.h>
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struct Debug_Variable
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{
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struct Variant data;
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char* name;
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};
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enum Editor_Mode
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{
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EDITOR_MODE_NORMAL = 0,
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EDITOR_MODE_TRANSLATE,
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EDITOR_MODE_ROTATE,
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EDITOR_MODE_SCALE,
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EDITOR_MODE_MAX
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};
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enum Editor_Axis
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{
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EDITOR_AXIS_XZ = 0,
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EDITOR_AXIS_X,
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EDITOR_AXIS_Y,
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EDITOR_AXIS_Z,
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EDITOR_AXIS_NONE
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};
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static struct Debug_Variable* debug_vars_list = NULL;
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static int* empty_indices = NULL;
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static int window_flags = NK_WINDOW_BORDER |
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NK_WINDOW_CLOSABLE |
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NK_WINDOW_MOVABLE |
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NK_WINDOW_SCROLL_AUTO_HIDE |
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NK_WINDOW_SCALABLE;
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static void editor_on_mousebutton_press(const struct Event* event);
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static void editor_on_mousebutton_release(const struct Event* event);
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static void editor_on_mousemotion(const struct Event* event);
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static void editor_on_key_release(const struct Event* event);
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static void editor_on_key_press(const struct Event* event);
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static void editor_camera_update(struct Editor* editor, float dt);
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static void editor_show_entity_in_list(struct Editor* editor, struct nk_context* context, struct Scene* scene, struct Entity* entity);
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static void editor_widget_color_combov3(struct nk_context* context, vec3* color, int width, int height);
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static void editor_widget_color_combov4(struct nk_context* context, vec4* color, int width, int height);
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static bool editor_widget_v3(struct nk_context* context,
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vec3* value,
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const char* name_x,
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const char* name_y,
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const char* name_z,
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float min,
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float max,
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float step,
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float inc_per_pixel,
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int row_height);
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static void editor_window_scene_heirarchy(struct nk_context* context, struct Editor* editor, struct Game_State* game_state);
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static void editor_window_debug_variables(struct nk_context* context, struct Editor* editor);
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static void editor_window_property_inspector(struct nk_context* context, struct Editor* editor, struct Game_State* game_state);
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static void editor_window_renderer_settings(struct nk_context* context, struct Editor* editor, struct Game_State* game_state);
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static void editor_window_settings_editor(struct nk_context* context, struct Editor* editor, struct Game_State* game_state);
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static void editor_axis_set(struct Editor* editor, int axis);
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static void editor_entity_select(struct Editor* editor, struct Entity* entity);
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static void editor_mode_set(struct Editor* editor, int mode);
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void editor_init(struct Editor* editor)
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{
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editor->window_settings_renderer = 0;
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editor->window_settings_editor = 0;
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editor->window_debug_variables = 0;
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editor->window_property_inspector = 0;
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editor->window_scene_heirarchy = 0;
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editor->camera_looking_around = 0;
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editor->selected_entity = NULL;
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editor->top_panel_height = 30;
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editor->camera_turn_speed = 50.f;
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editor->camera_move_speed = 20.f;
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editor->camera_sprint_multiplier = 2.f;
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editor->current_mode = EDITOR_MODE_NORMAL;
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editor->current_axis = EDITOR_AXIS_XZ;
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editor->previous_axis = EDITOR_AXIS_XZ;
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editor->grid_enabled = 1;
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editor->grid_relative = 1;
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editor->grid_num_lines = 100;
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editor->grid_scale = 1.f;
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editor->tool_mesh_draw_enabled = 1;
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editor->tool_snap_enabled = 1;
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editor->tool_rotate_amount = 0.f;
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editor->tool_rotate_increment = 5.f;
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editor->tool_rotate_arc_radius = 5.f;
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editor->tool_rotate_arc_segments = 50.f;
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editor->tool_rotate_axis_selection_enabled = true;
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editor->axis_line_length = 500.f;
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editor->picking_enabled = true;
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vec3_fill(&editor->tool_scale_amount, 0.f, 0.f, 0.f);
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vec3_fill(&editor->tool_mesh_position, 0.f, 0.f, 0.f);
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vec4_fill(&editor->tool_mesh_color, 0.f, 1.f, 1.f, 1.f);
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vec4_fill(&editor->selected_entity_colour, 0.96, 0.61, 0.17, 1.f);
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vec4_fill(&editor->grid_color, 0.3f, 0.3f, 0.3f, 0.7f);
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vec4_fill(&editor->axis_color_x, 0.87, 0.32, 0.40, 1.f);
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vec4_fill(&editor->axis_color_y, 0.53, 0.67, 0.28, 1.f);
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vec4_fill(&editor->axis_color_z, 0.47, 0.67, 0.89, 1.f);
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debug_vars_list = array_new(struct Debug_Variable);
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empty_indices = array_new(int);
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struct Event_Manager* event_manager = game_state_get()->event_manager;
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event_manager_subscribe(event_manager, EVT_MOUSEBUTTON_PRESSED, &editor_on_mousebutton_press);
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event_manager_subscribe(event_manager, EVT_MOUSEBUTTON_RELEASED, &editor_on_mousebutton_release);
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event_manager_subscribe(event_manager, EVT_MOUSEMOTION, &editor_on_mousemotion);
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event_manager_subscribe(event_manager, EVT_KEY_PRESSED, &editor_on_key_press);
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event_manager_subscribe(event_manager, EVT_KEY_RELEASED, &editor_on_key_release);
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}
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void editor_init_camera(struct Editor* editor, struct Hashmap* cvars)
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{
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struct Camera* editor_camera = &game_state_get()->scene->cameras[CAM_EDITOR];
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entity_rename(editor_camera, "Editor_Camera");
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editor_camera->base.active = true;
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editor_camera->clear_color.x = 0.3f;
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editor_camera->clear_color.y = 0.6f;
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editor_camera->clear_color.z = 0.9f;
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editor_camera->clear_color.w = 1.f;
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int render_width = hashmap_int_get(cvars, "render_width");
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int render_height = hashmap_int_get(cvars, "render_height");
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camera_attach_fbo(editor_camera, render_width, render_height, true, true, true);
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vec3 cam_pos = {5.f, 20.f, 50.f};
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transform_translate(editor_camera, &cam_pos, TS_WORLD);
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}
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void editor_render(struct Editor* editor, struct Camera * active_camera)
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{
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//Disabling this for now until better handling of bounding box and scale of the entity is implemented
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//Get the selected entity if any, see if it has a mesh and render it in the selected entity colour
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// if(editor->selected_entity)
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// {
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// if(editor->selected_entity->type == ET_STATIC_MESH)
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// {
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// struct Static_Mesh* mesh = (struct Static_Mesh*)editor->selected_entity;
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// struct Geometry* geom = geom_get(mesh->model.geometry_index);
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// vec3 abs_pos;
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// vec3 abs_scale;
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// quat abs_rot;
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// transform_get_absolute_position(mesh, &abs_pos);
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// transform_get_absolute_scale(mesh, &abs_scale);
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// transform_get_absolute_rot(mesh, &abs_rot);
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// im_box(geom->bounding_box.max.x, geom->bounding_box.max.y, geom->bounding_box.max.z, abs_pos, abs_rot, editor->selected_entity_colour, GDM_TRIANGLES);
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// }
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// }
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vec3 position = { 0.f, 0.f, 0.f };
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quat rotation = { 0.f, 0.f, 0.f, 1.f };
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vec3 scale = { 1.f, 1.f, 1.f };
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float half_axis_line_length = editor->axis_line_length / 2.f;
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im_line((vec3) { -half_axis_line_length, 0.f, 0.f }, (vec3) { half_axis_line_length, 0.f, 0.f }, position, rotation, scale, editor->axis_color_x, 1); // X Axis
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im_line((vec3) { 0.f, -half_axis_line_length, 0.f }, (vec3) { 0.f, half_axis_line_length, 0.f }, position, rotation, scale, editor->axis_color_y, 1); // Y Axis
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im_line((vec3) { 0.f, 0.f, -half_axis_line_length }, (vec3) { 0.f, 0.f, half_axis_line_length }, position, rotation, scale, editor->axis_color_z, 1); // Z Axis
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//Draw Grid
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if(editor->grid_enabled)
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{
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if(editor->grid_relative && editor->selected_entity)
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{
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transform_get_absolute_position(editor->selected_entity, &position);
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}
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im_begin(position, rotation, scale, editor->grid_color, GDM_LINES, 0);
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float half_grid = editor->grid_num_lines * editor->grid_scale / 2.f;
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for(float i = 0; i <= editor->grid_num_lines * editor->grid_scale; i += editor->grid_scale)
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{
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im_pos(-half_grid, 0.f, -half_grid + i); im_pos(half_grid, 0.f, -half_grid + i); // X
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im_pos(-half_grid + i, 0.f, -half_grid); im_pos(-half_grid + i, 0.f, half_grid); // Z
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}
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im_end();
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}
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}
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int editor_debugvar_slot_create(const char* name, int value_type)
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{
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int index = -1;
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struct Debug_Variable* debug_var = NULL;
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if(array_len(empty_indices) > 0)
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{
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index = *array_get_last(empty_indices, int);
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array_pop(empty_indices);
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debug_var = &debug_vars_list[index];
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}
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else
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{
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debug_var = array_grow(debug_vars_list, struct Debug_Variable);
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index = array_len(debug_vars_list) - 1;
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}
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debug_var->name = str_new(name);
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debug_var->data.type = value_type;
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return index;
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}
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void editor_debugvar_slot_remove(int index)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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struct Debug_Variable* debug_var = &debug_vars_list[index];
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variant_free(&debug_var->data);
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if(debug_var->name) free(debug_var->name);
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debug_var->name = NULL;
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debug_var->data.type = VT_NONE;
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}
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void editor_debugvar_slot_set_float(int index, float value)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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variant_assign_float(&debug_vars_list[index].data, value);
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}
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void editor_debugvar_slot_set_int(int index, int value)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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variant_assign_int(&debug_vars_list[index].data, value);
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}
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void editor_debugvar_slot_set_double(int index, double value)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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variant_assign_double(&debug_vars_list[index].data, value);
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}
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void editor_debugvar_slot_set_vec2(int index, vec2* value)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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variant_assign_vec2(&debug_vars_list[index].data, value);
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}
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void editor_debugvar_slot_set_vec3(int index, vec3* value)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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variant_assign_vec3(&debug_vars_list[index].data, value);
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}
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void editor_debugvar_slot_set_vec4(int index, vec4* value)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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variant_assign_vec4(&debug_vars_list[index].data, value);
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}
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void editor_debugvar_slot_set_quat(int index, quat* value)
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{
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assert(index > -1 && index < array_len(debug_vars_list));
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variant_assign_quat(&debug_vars_list[index].data, value);
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}
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void editor_update(struct Editor* editor, float dt)
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{
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editor_camera_update(editor, dt);
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struct Game_State* game_state = game_state_get();
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struct nk_context* context = &game_state->gui->context;
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int win_width = 0, win_height = 0;
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window_get_drawable_size(game_state->window, &win_width, &win_height);
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int half_width = win_width / 2, half_height = win_height / 2;
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/* Top Panel */
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if(nk_begin(context, "Top Panel", nk_recti(0, 0, win_width, editor->top_panel_height), NK_WINDOW_NO_SCROLLBAR))
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{
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const int row_height = 25.f;
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nk_menubar_begin(context);
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nk_layout_row_begin(context, NK_DYNAMIC, editor->top_panel_height - 5, 8);
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nk_layout_row_push(context, 0.03f);
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if(nk_menu_begin_label(context, "File", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, nk_vec2(150, 100)))
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{
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nk_layout_row_dynamic(context, row_height, 1);
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nk_menu_item_label(context, "Open", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
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nk_menu_item_label(context, "Save", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
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if(nk_menu_item_label(context, "Back to Game", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE))
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{
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game_state->game_mode = GAME_MODE_GAME;
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game_state->scene->active_camera_index = CAM_GAME;
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}
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nk_menu_end(context);
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}
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nk_layout_row_push(context, 0.05f);
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if(nk_menu_begin_label(context, "Settings", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, nk_vec2(150, 100)))
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{
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nk_layout_row_dynamic(context, row_height, 1);
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if(nk_menu_item_label(context, "Editor Settings", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE)) editor->window_settings_editor = !editor->window_settings_editor;
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if(nk_menu_item_label(context, "Render Settings", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE)) editor->window_settings_renderer = !editor->window_settings_renderer;
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nk_menu_end(context);
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}
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nk_layout_row_push(context, 0.05f);
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if(nk_menu_begin_label(context, "Windows", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, nk_vec2(180, 100)))
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{
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nk_layout_row_dynamic(context, row_height, 1);
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nk_checkbox_label(context, "Scene Heirarchy", &editor->window_scene_heirarchy);
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nk_checkbox_label(context, "Property Inspector", &editor->window_property_inspector);
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nk_checkbox_label(context, "Debug Variables", &editor->window_debug_variables);
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nk_menu_end(context);
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}
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nk_layout_row_push(context, 0.45f);
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nk_spacing(context, 1);
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nk_layout_row_push(context, 0.15f);
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static const char* editor_transformation_modes[] = { "Mode: Normal", "Mode: Translate", "Mode: Rotate", "Mode: Scale" };
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if(nk_combo_begin_label(context, editor_transformation_modes[editor->current_mode], nk_vec2(160, 125)))
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{
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nk_layout_row_dynamic(context, row_height, 1);
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int mode = editor->current_mode;
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mode = nk_option_label(context, "Normal", mode == EDITOR_MODE_NORMAL) ? EDITOR_MODE_NORMAL : mode;
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mode = nk_option_label(context, "Translate", mode == EDITOR_MODE_TRANSLATE) ? EDITOR_MODE_TRANSLATE : mode;
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mode = nk_option_label(context, "Rotate", mode == EDITOR_MODE_ROTATE) ? EDITOR_MODE_ROTATE : mode;
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mode = nk_option_label(context, "Scale", mode == EDITOR_MODE_SCALE) ? EDITOR_MODE_SCALE : mode;
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editor_mode_set(editor, mode);
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nk_combo_end(context);
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}
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nk_layout_row_push(context, 0.1f);
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static const char* editor_axes[] = { "Axis: XZ", "Axis: X", "Axis: Y", "Axis: Z", "Axis: None" };
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if(nk_combo_begin_label(context, editor_axes[editor->current_axis], nk_vec2(160, 125)))
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{
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nk_layout_row_dynamic(context, row_height, 1);
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int axis = editor->current_axis;
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axis = nk_option_label(context, "X", axis == EDITOR_AXIS_X) ? EDITOR_AXIS_X : axis;
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axis = nk_option_label(context, "Y", axis == EDITOR_AXIS_Y) ? EDITOR_AXIS_Y : axis;
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axis = nk_option_label(context, "Z", axis == EDITOR_AXIS_Z) ? EDITOR_AXIS_Z : axis;
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axis = nk_option_label(context, "XZ", axis == EDITOR_AXIS_XZ) ? EDITOR_AXIS_XZ : axis;
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editor_axis_set(editor, axis);
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nk_combo_end(context);
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}
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nk_layout_row_push(context, 0.17f);
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vec3 camera_position = { 0.f, 0.f, 0.f };
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transform_get_absolute_position(&game_state->scene->cameras[CAM_EDITOR], &camera_position);
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static char position_text[32];
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snprintf(position_text, 32, "Camera: %.1f %.1f %.1f", camera_position.x, camera_position.y, camera_position.z);
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if(nk_combo_begin_label(context, position_text, nk_vec2(200, 125)))
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{
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nk_layout_row_dynamic(context, row_height, 1);
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editor->camera_move_speed = nk_propertyf(context, "Move Speed", 1.f, editor->camera_move_speed, 100.f, 1.f, 0.5f);
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editor->camera_turn_speed = nk_propertyf(context, "Turn Speed", 5.f, editor->camera_turn_speed, 200.f, 1.f, 0.5f);
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nk_combo_end(context);
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}
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nk_menubar_end(context);
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}
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nk_end(context);
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/* Status Bar */
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if(nk_begin(context, "Status Bar", nk_recti(0, win_height - editor->top_panel_height, win_width, editor->top_panel_height), NK_WINDOW_NO_SCROLLBAR))
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{
|
|
nk_layout_row_begin(context, NK_DYNAMIC, editor->top_panel_height - 5, 8);
|
|
|
|
nk_layout_row_push(context, 0.12f);
|
|
switch(editor->current_mode)
|
|
{
|
|
case EDITOR_MODE_NORMAL:
|
|
case EDITOR_MODE_TRANSLATE:
|
|
nk_labelf(context, NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, "Position at: %.1f %.1f %.1f", editor->tool_mesh_position.x, editor->tool_mesh_position.y, editor->tool_mesh_position.z);
|
|
break;
|
|
case EDITOR_MODE_ROTATE:
|
|
nk_labelf(context, NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, "Rotation by: %.1f", editor->tool_rotate_amount);
|
|
break;
|
|
case EDITOR_MODE_SCALE:
|
|
nk_labelf(context, NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, "Scale to: %.1f %.1f %.1f", editor->tool_scale_amount.x, editor->tool_scale_amount.y, editor->tool_scale_amount.z);
|
|
break;
|
|
}
|
|
|
|
nk_layout_row_push(context, 0.1f);
|
|
nk_checkbox_label(context, "Snap to grid ", &editor->tool_snap_enabled);
|
|
|
|
nk_layout_row_push(context, 0.1f);
|
|
nk_checkbox_label(context, "Relative grid ", &editor->grid_relative);
|
|
|
|
nk_layout_row_push(context, 0.1f);
|
|
nk_labelf(context, NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, "Grid Scale: %.1f", editor->grid_scale);
|
|
|
|
nk_layout_row_push(context, 0.1f);
|
|
nk_labelf(context, NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE, "Grid Length: %d", editor->grid_num_lines);
|
|
|
|
nk_layout_row_push(context, 0.38f);
|
|
nk_spacing(context, 1);
|
|
|
|
nk_layout_row_push(context, 0.1f);
|
|
static int frames = 0;
|
|
static int fps = 0;
|
|
static float seconds = 0.f;
|
|
seconds += dt;
|
|
frames++;
|
|
if(seconds >= 1.f)
|
|
{
|
|
fps = frames;
|
|
seconds = 0.f;
|
|
frames = 0;
|
|
}
|
|
nk_labelf(context, NK_TEXT_ALIGN_RIGHT | NK_TEXT_ALIGN_MIDDLE, "FPS : %.d", fps);
|
|
|
|
}
|
|
nk_end(context);
|
|
|
|
if(editor->window_scene_heirarchy) editor_window_scene_heirarchy(context, editor, game_state);
|
|
if(editor->window_debug_variables) editor_window_debug_variables(context, editor);
|
|
if(editor->window_property_inspector) editor_window_property_inspector(context, editor, game_state);
|
|
if(editor->window_settings_renderer) editor_window_renderer_settings(context, editor, game_state);
|
|
if(editor->window_settings_editor) editor_window_settings_editor(context, editor, game_state);
|
|
|
|
if(editor->tool_mesh_draw_enabled)
|
|
{
|
|
switch(editor->current_mode)
|
|
{
|
|
case EDITOR_MODE_TRANSLATE:
|
|
{
|
|
quat rotation = { 0.f, 0.f, 0.f, 1.f };
|
|
vec3 scale = { 1.f, 1.f, 1.f };
|
|
im_sphere(0.5f, editor->tool_mesh_position, rotation, editor->tool_mesh_color, GDM_TRIANGLES, 2);
|
|
|
|
//Draw Axes
|
|
switch(editor->current_axis)
|
|
{
|
|
case EDITOR_AXIS_XZ:
|
|
im_line((vec3) { -editor->axis_line_length, 0.f, 0.f }, (vec3) { editor->axis_line_length, 0.f, 0.f }, editor->tool_mesh_position, rotation, scale, editor->axis_color_x, 3);
|
|
im_line((vec3) { 0.f, 0.f, -editor->axis_line_length }, (vec3) { 0.f, 0.f, editor->axis_line_length }, editor->tool_mesh_position, rotation, scale, editor->axis_color_z, 3);
|
|
break;
|
|
case EDITOR_AXIS_Y:
|
|
im_line((vec3) { 0.f, -editor->axis_line_length, 0.f }, (vec3) { 0.f, editor->axis_line_length, 0.f }, editor->tool_mesh_position, rotation, scale, editor->axis_color_y, 3);
|
|
break;
|
|
case EDITOR_AXIS_X:
|
|
im_line((vec3) { -editor->axis_line_length, 0.f, 0.f }, (vec3) { editor->axis_line_length, 0.f, 0.f }, editor->tool_mesh_position, rotation, scale, editor->axis_color_x, 3);
|
|
break;
|
|
case EDITOR_AXIS_Z:
|
|
im_line((vec3) { 0.f, 0.f, -editor->axis_line_length }, (vec3) { 0.f, 0.f, editor->axis_line_length }, editor->tool_mesh_position, rotation, scale, editor->axis_color_z, 3);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case EDITOR_MODE_ROTATE:
|
|
{
|
|
quat rotation = { 0.f, 0.f, 0.f, 1.f };
|
|
vec3 scale = { 1.f, 1.f, 1.f };
|
|
im_circle(editor->tool_rotate_arc_radius, editor->tool_rotate_arc_segments, false, editor->tool_mesh_position, rotation, editor->axis_color_z, 3);
|
|
//im_arc(editor->tool_rotate_arc_radius, 0.f, 90.f, editor->tool_rotate_arc_segments, editor->tool_mesh_position, rotation, editor->axis_color_z, 3);
|
|
|
|
quat_axis_angle(&rotation, &UNIT_X, -90.f);
|
|
im_circle(editor->tool_rotate_arc_radius, editor->tool_rotate_arc_segments, false, editor->tool_mesh_position, rotation, editor->axis_color_y, 3);
|
|
//im_arc(editor->tool_rotate_arc_radius, 90.f, 180.f, editor->tool_rotate_arc_segments, editor->tool_mesh_position, rotation, editor->axis_color_y, 3);
|
|
|
|
quat_identity(&rotation);
|
|
quat_axis_angle(&rotation, &UNIT_Y, -90.f);
|
|
im_circle(editor->tool_rotate_arc_radius, editor->tool_rotate_arc_segments, false, editor->tool_mesh_position, rotation, editor->axis_color_x, 3);
|
|
//im_arc(editor->tool_rotate_arc_radius, 0.f, 90.f, editor->tool_rotate_arc_segments, editor->tool_mesh_position, rotation, editor->axis_color_x, 3);
|
|
|
|
if(editor->current_axis != EDITOR_AXIS_NONE)
|
|
{
|
|
quat_identity(&rotation);
|
|
vec4 arc_color = { 1.f, 1.f, 1.f, 1.f };
|
|
switch(editor->current_axis)
|
|
{
|
|
case EDITOR_AXIS_X: quat_axis_angle(&rotation, &UNIT_Y, -90.f); vec4_assign(&arc_color, &editor->axis_color_x); break;
|
|
case EDITOR_AXIS_Y: quat_axis_angle(&rotation, &UNIT_X, -90.f); vec4_assign(&arc_color, &editor->axis_color_y) ;break;
|
|
case EDITOR_AXIS_Z: vec4_assign(&arc_color, &editor->axis_color_z); break;
|
|
}
|
|
|
|
arc_color.w = 0.1f;
|
|
im_circle(editor->tool_rotate_arc_radius, editor->tool_rotate_arc_segments, true, editor->tool_mesh_position, rotation, arc_color, 2);
|
|
if(editor->tool_rotate_amount != 0.f)
|
|
{
|
|
arc_color.w = 0.5f;
|
|
im_arc(editor->tool_rotate_arc_radius / 2.f, 0.f, editor->tool_rotate_amount, editor->tool_rotate_arc_segments, true, editor->tool_mesh_position, rotation, arc_color, 4);
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void editor_on_mousebutton_release(const struct Event* event)
|
|
{
|
|
struct Game_State* game_state = game_state_get();
|
|
struct Editor* editor = game_state->editor;
|
|
struct Gui* gui = game_state->gui;
|
|
|
|
if(game_state->game_mode != GAME_MODE_EDITOR)
|
|
return;
|
|
|
|
if(event->mousebutton.button == MSB_LEFT &&
|
|
!editor->camera_looking_around &&
|
|
nk_item_is_any_active(&gui->context) == 0)
|
|
{
|
|
if(editor->picking_enabled)
|
|
{
|
|
log_message("Editor Picking");
|
|
struct Camera* editor_camera = &game_state_get()->scene->cameras[CAM_EDITOR];
|
|
int mouse_x = 0, mouse_y = 0;
|
|
platform_mouse_position_get(&mouse_x, &mouse_y);
|
|
struct Ray ray = camera_screen_coord_to_ray(editor_camera, mouse_x, mouse_y);
|
|
|
|
struct Scene* scene = game_state_get()->scene;
|
|
struct Raycast_Result ray_result;
|
|
scene_ray_intersect(scene, &ray, &ray_result);
|
|
|
|
if(ray_result.num_entities_intersected > 0)
|
|
{
|
|
//For now, just select the first entity that is intersected
|
|
struct Entity* intersected_entity = ray_result.entities_intersected[0];
|
|
editor_entity_select(editor, intersected_entity);
|
|
}
|
|
else
|
|
{
|
|
//Deselect the currently selected entity if nothing was found
|
|
if(editor->current_axis == EDITOR_AXIS_NONE)
|
|
editor_entity_select(editor, NULL);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if(editor->selected_entity && event->mousebutton.button == MSB_LEFT && nk_item_is_any_active(&gui->context) == 0)
|
|
{
|
|
if(editor->current_mode == EDITOR_MODE_TRANSLATE)
|
|
{
|
|
if(editor->current_axis != EDITOR_AXIS_NONE)
|
|
{
|
|
vec3 translation = { 0.f, 0.f, 0.f };
|
|
vec3 current_position = { 0.f, 0.f, 0.f };
|
|
transform_get_absolute_position(editor->selected_entity, ¤t_position);
|
|
vec3_sub(&translation, &editor->tool_mesh_position, ¤t_position);
|
|
transform_translate(editor->selected_entity, &translation, TS_WORLD);
|
|
}
|
|
}
|
|
else if(editor->current_mode == EDITOR_MODE_ROTATE)
|
|
{
|
|
if(!editor->tool_rotate_axis_selection_enabled)
|
|
{
|
|
editor->tool_rotate_axis_selection_enabled = true;
|
|
editor->picking_enabled = true;
|
|
if(editor->tool_rotate_amount != 0.f)
|
|
{
|
|
vec3 axis = { 0.f, 0.f, 0.f };
|
|
switch(editor->current_axis)
|
|
{
|
|
case EDITOR_AXIS_X: vec3_assign(&axis, &UNIT_X); break;
|
|
case EDITOR_AXIS_Y: vec3_assign(&axis, &UNIT_Y); break;
|
|
case EDITOR_AXIS_Z: vec3_assign(&axis, &UNIT_Z); break;
|
|
}
|
|
transform_rotate(editor->selected_entity, &axis, editor->tool_rotate_amount, TS_WORLD);
|
|
editor->tool_rotate_amount = 0.f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void editor_on_mousebutton_press(const struct Event* event)
|
|
{
|
|
struct Game_State* game_state = game_state_get();
|
|
struct Editor* editor = game_state->editor;
|
|
struct Gui* gui = game_state->gui;
|
|
if(game_state->game_mode != GAME_MODE_EDITOR && nk_window_is_any_hovered(&gui->context) == 0)
|
|
return;
|
|
|
|
|
|
if(event->mousebutton.button == MSB_LEFT && event->type == EVT_MOUSEBUTTON_PRESSED && editor->selected_entity)
|
|
{
|
|
if(editor->current_mode == EDITOR_MODE_ROTATE)
|
|
{
|
|
if(editor->tool_rotate_axis_selection_enabled)
|
|
{
|
|
editor->tool_rotate_axis_selection_enabled = false;
|
|
editor->picking_enabled = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void editor_on_mousemotion(const struct Event* event)
|
|
{
|
|
struct Game_State* game_state = game_state_get();
|
|
struct Editor* editor = game_state->editor;
|
|
|
|
switch(editor->current_mode)
|
|
{
|
|
case EDITOR_MODE_NORMAL:
|
|
{
|
|
|
|
}
|
|
break;
|
|
case EDITOR_MODE_TRANSLATE:
|
|
{
|
|
if(editor->selected_entity)
|
|
{
|
|
struct Camera* editor_camera = &game_state->scene->cameras[CAM_EDITOR];
|
|
vec3 position = { 0.f };
|
|
transform_get_absolute_position(editor->selected_entity, &position);
|
|
struct Ray cam_ray;
|
|
cam_ray = camera_screen_coord_to_ray(editor_camera, event->mousemotion.x, event->mousemotion.y);
|
|
|
|
switch(editor->current_axis)
|
|
{
|
|
case EDITOR_AXIS_X: editor->tool_mesh_position.x += event->mousemotion.xrel / 2; break;
|
|
case EDITOR_AXIS_Y: editor->tool_mesh_position.y += -event->mousemotion.xrel / 2; break;
|
|
case EDITOR_AXIS_Z: editor->tool_mesh_position.z += -event->mousemotion.xrel / 2; break;
|
|
case EDITOR_AXIS_XZ:
|
|
{
|
|
Plane ground_plane;
|
|
plane_init(&ground_plane, &(vec3){0.f, 1.f, 0.f}, &position);
|
|
|
|
float distance = bv_distance_ray_plane(&cam_ray, &ground_plane);
|
|
if(distance < INFINITY && distance > -INFINITY)
|
|
{
|
|
vec3 abs_cam_pos, projected_point, cam_forward;
|
|
transform_get_absolute_position(editor_camera, &abs_cam_pos);
|
|
transform_get_absolute_forward(editor_camera, &cam_forward);
|
|
vec3_scale(&projected_point, &cam_ray.direction, distance);
|
|
vec3_add(&position, &projected_point, &abs_cam_pos);
|
|
vec3_assign(&editor->tool_mesh_position, &position);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(editor->tool_snap_enabled)
|
|
{
|
|
editor->tool_mesh_position.x = roundf(editor->tool_mesh_position.x / editor->grid_scale) * editor->grid_scale;
|
|
editor->tool_mesh_position.y = roundf(editor->tool_mesh_position.y / editor->grid_scale) * editor->grid_scale;
|
|
editor->tool_mesh_position.z = roundf(editor->tool_mesh_position.z / editor->grid_scale) * editor->grid_scale;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EDITOR_MODE_ROTATE:
|
|
{
|
|
/* Select Axis to rotate on */
|
|
if(editor->selected_entity && editor->tool_rotate_axis_selection_enabled)
|
|
{
|
|
struct Camera* editor_camera = &game_state->scene->cameras[CAM_EDITOR];
|
|
vec3 position = { 0.f };
|
|
transform_get_absolute_position(editor->selected_entity, &position);
|
|
struct Ray cam_ray;
|
|
cam_ray = camera_screen_coord_to_ray(editor_camera, event->mousemotion.x, event->mousemotion.y);
|
|
|
|
struct Bounding_Sphere gizmo_sphere;
|
|
//vec3_assign(&gizmo_sphere.center, &position);
|
|
gizmo_sphere.center = (vec3) { 0.f, 0.f, 0.f };
|
|
gizmo_sphere.radius = editor->tool_rotate_arc_radius;
|
|
if(bv_intersect_sphere_ray(&gizmo_sphere, &position, &cam_ray))
|
|
{
|
|
Plane ground_plane;
|
|
plane_init(&ground_plane, &UNIT_X, &position);
|
|
float distance_x = bv_distance_ray_plane(&cam_ray, &ground_plane);
|
|
|
|
plane_init(&ground_plane, &UNIT_Y, &position);
|
|
float distance_y = bv_distance_ray_plane(&cam_ray, &ground_plane);
|
|
|
|
plane_init(&ground_plane, &UNIT_Z, &position);
|
|
float distance_z = bv_distance_ray_plane(&cam_ray, &ground_plane);
|
|
|
|
//Determine the closest plane
|
|
log_message("X: %.3f Y: %.3f Z: %.3f", distance_x, distance_y, distance_z);
|
|
|
|
float shortest_distance = distance_x < distance_y ? distance_x : distance_y;
|
|
shortest_distance = shortest_distance < distance_z ? shortest_distance : distance_z;
|
|
|
|
if(shortest_distance == distance_x) editor->current_axis = EDITOR_AXIS_X;
|
|
if(shortest_distance == distance_y) editor->current_axis = EDITOR_AXIS_Y;
|
|
if(shortest_distance == distance_z) editor->current_axis = EDITOR_AXIS_Z;
|
|
}
|
|
else
|
|
{
|
|
editor->current_axis = EDITOR_AXIS_NONE;
|
|
}
|
|
}
|
|
else /* Rotate on selected axis */
|
|
{
|
|
if(editor->tool_snap_enabled)
|
|
editor->tool_rotate_amount += editor->grid_scale * editor->tool_rotate_increment * ((float)event->mousemotion.xrel / 2.f);
|
|
else
|
|
editor->tool_rotate_amount += event->mousemotion.xrel / 2;
|
|
|
|
if(editor->tool_rotate_amount > 360.f)
|
|
editor->tool_rotate_amount = editor->tool_rotate_amount - 360.f;
|
|
else if(editor->tool_rotate_amount < -360.f)
|
|
editor->tool_rotate_amount = editor->tool_rotate_amount + 360.f;
|
|
}
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
void editor_on_key_release(const struct Event* event)
|
|
{
|
|
struct Editor* editor = game_state_get()->editor;
|
|
struct Gui* gui = game_state_get()->gui;
|
|
|
|
if(!nk_window_is_any_hovered(&gui->context))
|
|
{
|
|
/* Mode Cycle */
|
|
if(event->key.key == KEY_TAB)
|
|
{
|
|
int mode = editor->current_mode;
|
|
if(++mode == EDITOR_MODE_MAX)
|
|
mode = EDITOR_MODE_NORMAL;
|
|
editor_mode_set(editor, mode);
|
|
}
|
|
|
|
/* Mode Select */
|
|
if(!editor->camera_looking_around)
|
|
{
|
|
if(event->key.key == KEY_Q) editor_mode_set(editor, EDITOR_MODE_NORMAL);
|
|
if(event->key.key == KEY_W) editor_mode_set(editor, EDITOR_MODE_TRANSLATE);
|
|
if(event->key.key == KEY_E) editor_mode_set(editor, EDITOR_MODE_ROTATE);
|
|
if(event->key.key == KEY_R) editor_mode_set(editor, EDITOR_MODE_SCALE);
|
|
}
|
|
|
|
/* Axis select */
|
|
int selected_axis = editor->current_axis;
|
|
if(event->key.key == KEY_X) selected_axis = EDITOR_AXIS_X;
|
|
if(event->key.key == KEY_Y) selected_axis = EDITOR_AXIS_Y;
|
|
if(event->key.key == KEY_Z) selected_axis = EDITOR_AXIS_Z;
|
|
if(event->key.key == KEY_Y && input_is_key_pressed(KEY_LSHIFT)) selected_axis = EDITOR_AXIS_XZ;
|
|
if(event->key.key == KEY_ALT) selected_axis = editor->previous_axis;
|
|
editor_axis_set(editor, selected_axis);
|
|
|
|
/* Grid Scale select */
|
|
if(event->key.key == KEY_1) editor->grid_scale = 1.f;
|
|
if(event->key.key == KEY_2) editor->grid_scale = 2.f;
|
|
if(event->key.key == KEY_3) editor->grid_scale = 3.f;
|
|
if(event->key.key == KEY_4) editor->grid_scale = 4.f;
|
|
if(event->key.key == KEY_5) editor->grid_scale = 5.f;
|
|
if(event->key.key == KEY_6) editor->grid_scale = 6.f;
|
|
if(event->key.key == KEY_7) editor->grid_scale = 7.f;
|
|
if(event->key.key == KEY_8) editor->grid_scale = 8.f;
|
|
if(event->key.key == KEY_9) editor->grid_scale = 9.f;
|
|
if(event->key.key == KEY_0) editor->grid_scale = 0.5f;
|
|
|
|
if(event->key.key == KEY_G) editor->grid_enabled = !editor->grid_enabled;
|
|
if(event->key.key == KEY_ESCAPE) editor_entity_select(editor, NULL);
|
|
}
|
|
|
|
}
|
|
|
|
void editor_mode_set(struct Editor* editor, int mode)
|
|
{
|
|
if(editor->current_mode != mode)
|
|
{
|
|
editor->current_mode = mode;
|
|
}
|
|
|
|
if(editor->selected_entity)
|
|
transform_get_absolute_position(editor->selected_entity, &editor->tool_mesh_position);
|
|
else
|
|
vec3_fill(&editor->tool_mesh_position, 0.f, 0.f, 0.f);
|
|
|
|
editor->tool_rotate_amount = 0.f;
|
|
editor->tool_rotate_axis_selection_enabled = true;
|
|
editor->picking_enabled = true;
|
|
if(mode == EDITOR_MODE_TRANSLATE)
|
|
editor_axis_set(editor, EDITOR_AXIS_XZ);
|
|
else
|
|
editor_axis_set(editor, EDITOR_AXIS_NONE);
|
|
}
|
|
|
|
void editor_entity_select(struct Editor* editor, struct Entity* entity)
|
|
{
|
|
if(!entity && editor->selected_entity) // Deselect
|
|
{
|
|
editor->selected_entity->editor_selected = false;
|
|
editor->selected_entity = NULL;
|
|
vec3_fill(&editor->tool_mesh_position, 0.f, 0.f, 0.f);
|
|
}
|
|
else if(entity) // Select
|
|
{
|
|
if(editor->selected_entity && editor->selected_entity != entity)
|
|
{
|
|
editor->selected_entity->editor_selected = false;
|
|
editor->selected_entity = NULL;
|
|
}
|
|
|
|
entity->editor_selected = true;
|
|
editor->selected_entity = entity;
|
|
transform_get_absolute_position(editor->selected_entity, &editor->tool_mesh_position);
|
|
}
|
|
}
|
|
|
|
void editor_on_key_press(const struct Event* event)
|
|
{
|
|
struct Editor* editor = game_state_get()->editor;
|
|
if(!nk_window_is_any_hovered(&game_state_get()->gui->context))
|
|
{
|
|
if(event->key.key == KEY_ALT) editor_axis_set(editor, EDITOR_AXIS_Y);
|
|
}
|
|
}
|
|
|
|
void editor_axis_set(struct Editor* editor, int axis)
|
|
{
|
|
if(editor->current_axis != axis)
|
|
{
|
|
if(axis != editor->current_axis)
|
|
{
|
|
editor->previous_axis = editor->current_axis;
|
|
editor->current_axis = axis;
|
|
|
|
/* Reset tool position after axis has changed */
|
|
if(editor->selected_entity)
|
|
{
|
|
transform_get_absolute_position(editor->selected_entity, &editor->tool_mesh_position);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void editor_camera_update(struct Editor* editor, float dt)
|
|
{
|
|
struct Camera* editor_camera = &game_state_get()->scene->cameras[CAM_EDITOR];
|
|
static float total_up_down_rot = 0.f;
|
|
float move_speed = editor->camera_move_speed, turn_speed = editor->camera_turn_speed;
|
|
float turn_up_down = 0.f;
|
|
float turn_left_right = 0.f;
|
|
float max_up_down = 60.f;
|
|
vec3 offset = { 0, 0, 0 };
|
|
vec3 rot_axis_up_down = { 1, 0, 0 };
|
|
vec3 rot_axis_left_right = { 0, 1, 0 };
|
|
|
|
/* Look around */
|
|
if(input_map_state_get("Turn_Up", KS_PRESSED)) turn_up_down += turn_speed;
|
|
if(input_map_state_get("Turn_Down", KS_PRESSED)) turn_up_down -= turn_speed;
|
|
if(input_map_state_get("Turn_Right", KS_PRESSED)) turn_left_right += turn_speed;
|
|
if(input_map_state_get("Turn_Left", KS_PRESSED)) turn_left_right -= turn_speed;
|
|
|
|
if(input_mousebutton_state_get(MSB_RIGHT, KS_PRESSED))
|
|
{
|
|
editor->camera_looking_around = true;
|
|
const float scale = 0.1f;
|
|
int cursor_lr, cursor_ud;
|
|
input_mouse_delta_get(&cursor_lr, &cursor_ud);
|
|
if(input_mouse_mode_get() != MM_RELATIVE)
|
|
{
|
|
input_mouse_mode_set(MM_RELATIVE);
|
|
cursor_lr = cursor_ud = 0;
|
|
}
|
|
|
|
turn_up_down = -cursor_ud * turn_speed * dt * scale;
|
|
turn_left_right = cursor_lr * turn_speed * dt * scale;
|
|
}
|
|
else
|
|
{
|
|
input_mouse_mode_set(MM_NORMAL);
|
|
turn_up_down *= dt;
|
|
turn_left_right *= dt;
|
|
if(editor->camera_looking_around)
|
|
{
|
|
int width = 0, height = 0;
|
|
window_get_drawable_size(game_state_get()->window, &width, &height);
|
|
platform_mouse_position_set(game_state_get()->window, width / 2, height / 2);
|
|
editor->camera_looking_around = false;
|
|
}
|
|
}
|
|
|
|
total_up_down_rot += turn_up_down;
|
|
if(total_up_down_rot >= max_up_down)
|
|
{
|
|
total_up_down_rot = max_up_down;
|
|
turn_up_down = 0.f;
|
|
}
|
|
else if(total_up_down_rot <= -max_up_down)
|
|
{
|
|
total_up_down_rot = -max_up_down;
|
|
turn_up_down = 0.f;
|
|
}
|
|
|
|
if(turn_left_right != 0.f)
|
|
{
|
|
transform_rotate(editor_camera, &rot_axis_left_right, -turn_left_right, TS_WORLD);
|
|
}
|
|
|
|
if(turn_up_down != 0.f)
|
|
{
|
|
//transform_rotate(editor_camera, &rot_axis_up_down, turn_up_down, TS_LOCAL);
|
|
transform_rotate(editor_camera, &rot_axis_up_down, turn_up_down, TS_LOCAL);
|
|
}
|
|
|
|
/* Movement */
|
|
if(editor->camera_looking_around)
|
|
{
|
|
if(input_map_state_get("Sprint", KS_PRESSED)) move_speed *= editor->camera_sprint_multiplier;
|
|
if(input_map_state_get("Move_Forward", KS_PRESSED)) offset.z -= move_speed;
|
|
if(input_map_state_get("Move_Backward", KS_PRESSED)) offset.z += move_speed;
|
|
if(input_map_state_get("Move_Left", KS_PRESSED)) offset.x -= move_speed;
|
|
if(input_map_state_get("Move_Right", KS_PRESSED)) offset.x += move_speed;
|
|
if(input_map_state_get("Move_Up", KS_PRESSED)) offset.y += move_speed;
|
|
if(input_map_state_get("Move_Down", KS_PRESSED)) offset.y -= move_speed;
|
|
|
|
vec3_scale(&offset, &offset, dt);
|
|
if(offset.x != 0 || offset.y != 0 || offset.z != 0)
|
|
{
|
|
transform_translate(editor_camera, &offset, TS_LOCAL);
|
|
//log_message("Position : %s", tostr_vec3(&transform->position));
|
|
}
|
|
}
|
|
}
|
|
|
|
void editor_widget_color_combov3(struct nk_context* context, vec3* color, int width, int height)
|
|
{
|
|
struct nk_color temp_color = nk_rgba_f(color->x, color->y, color->z, 1.f);
|
|
if(nk_combo_begin_color(context, temp_color, nk_vec2(width, height)))
|
|
{
|
|
enum color_mode { COL_RGB, COL_HSV };
|
|
static int col_mode = COL_RGB;
|
|
nk_layout_row_dynamic(context, 25, 2);
|
|
col_mode = nk_option_label(context, "RGB", col_mode == COL_RGB) ? COL_RGB : col_mode;
|
|
col_mode = nk_option_label(context, "HSV", col_mode == COL_HSV) ? COL_HSV : col_mode;
|
|
nk_layout_row_dynamic(context, 120, 1);
|
|
struct nk_colorf temp_colorf = nk_color_cf(temp_color);
|
|
temp_colorf = nk_color_picker(context, temp_colorf, NK_RGB);
|
|
temp_color = nk_rgba_cf(temp_colorf);
|
|
|
|
nk_layout_row_dynamic(context, 25, 1);
|
|
if(col_mode == COL_RGB)
|
|
{
|
|
temp_color.r = (nk_byte)nk_propertyi(context, "#R:", 0, temp_color.r, 255, 1, 1);
|
|
temp_color.g = (nk_byte)nk_propertyi(context, "#G:", 0, temp_color.g, 255, 1, 1);
|
|
temp_color.b = (nk_byte)nk_propertyi(context, "#B:", 0, temp_color.b, 255, 1, 1);
|
|
}
|
|
else
|
|
{
|
|
nk_byte tmp[4];
|
|
nk_color_hsva_bv(tmp, temp_color);
|
|
tmp[0] = (nk_byte)nk_propertyi(context, "#H:", 0, tmp[0], 255, 1, 1);
|
|
tmp[1] = (nk_byte)nk_propertyi(context, "#S:", 0, tmp[1], 255, 1, 1);
|
|
tmp[2] = (nk_byte)nk_propertyi(context, "#V:", 0, tmp[2], 255, 1, 1);
|
|
temp_color = nk_hsva_bv(tmp);
|
|
}
|
|
float empty = 1.f;
|
|
nk_color_f(&color->x, &color->y, &color->z, &empty, temp_color);
|
|
nk_combo_end(context);
|
|
}
|
|
}
|
|
|
|
void editor_widget_color_combov4(struct nk_context* context, vec4* color, int width, int height)
|
|
{
|
|
struct nk_color temp_color = nk_rgba_f(color->x, color->y, color->z, color->w);
|
|
if(nk_combo_begin_color(context, temp_color, nk_vec2(width, height)))
|
|
{
|
|
enum color_mode { COL_RGB, COL_HSV };
|
|
static int col_mode = COL_RGB;
|
|
nk_layout_row_dynamic(context, 25, 2);
|
|
col_mode = nk_option_label(context, "RGB", col_mode == COL_RGB) ? COL_RGB : col_mode;
|
|
col_mode = nk_option_label(context, "HSV", col_mode == COL_HSV) ? COL_HSV : col_mode;
|
|
nk_layout_row_dynamic(context, 120, 1);
|
|
struct nk_colorf temp_colorf = nk_color_cf(temp_color);
|
|
temp_colorf = nk_color_picker(context, temp_colorf, NK_RGBA);
|
|
temp_color = nk_rgba_cf(temp_colorf);
|
|
|
|
nk_layout_row_dynamic(context, 25, 1);
|
|
if(col_mode == COL_RGB)
|
|
{
|
|
temp_color.r = (nk_byte)nk_propertyi(context, "#R:", 0, temp_color.r, 255, 1, 1);
|
|
temp_color.g = (nk_byte)nk_propertyi(context, "#G:", 0, temp_color.g, 255, 1, 1);
|
|
temp_color.b = (nk_byte)nk_propertyi(context, "#B:", 0, temp_color.b, 255, 1, 1);
|
|
temp_color.a = (nk_byte)nk_propertyi(context, "#A:", 0, temp_color.a, 255, 1, 1);
|
|
}
|
|
else
|
|
{
|
|
nk_byte tmp[4];
|
|
nk_color_hsva_bv(tmp, temp_color);
|
|
tmp[0] = (nk_byte)nk_propertyi(context, "#H:", 0, tmp[0], 255, 1, 1);
|
|
tmp[1] = (nk_byte)nk_propertyi(context, "#S:", 0, tmp[1], 255, 1, 1);
|
|
tmp[2] = (nk_byte)nk_propertyi(context, "#V:", 0, tmp[2], 255, 1, 1);
|
|
tmp[3] = (nk_byte)nk_propertyi(context, "#A:", 0, tmp[3], 255, 1, 1);
|
|
temp_color = nk_hsva_bv(tmp);
|
|
}
|
|
nk_color_f(&color->x, &color->y, &color->z, &color->w, temp_color);
|
|
nk_combo_end(context);
|
|
}
|
|
}
|
|
|
|
void editor_cleanup(struct Editor* editor)
|
|
{
|
|
event_manager_unsubscribe(game_state_get()->event_manager, EVT_MOUSEBUTTON_PRESSED, &editor_on_mousebutton_press);
|
|
event_manager_unsubscribe(game_state_get()->event_manager, EVT_MOUSEBUTTON_RELEASED, &editor_on_mousebutton_press);
|
|
for(int i = 0; i < array_len(debug_vars_list); i++)
|
|
editor_debugvar_slot_remove(i);
|
|
array_free(debug_vars_list);
|
|
array_free(empty_indices);
|
|
}
|
|
|
|
|
|
|
|
bool editor_widget_v3(struct nk_context* context, vec3* value, const char* name_x, const char* name_y, const char* name_z, float min, float max, float step, float inc_per_pixel, int row_height)
|
|
{
|
|
bool changed = false;
|
|
vec3 val_copy = {0.f, 0.f, 0.f};
|
|
vec3_assign(&val_copy, value);
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_property_float(context, name_x, min, &value->x, max, step, inc_per_pixel);
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_property_float(context, name_y, min, &value->y, max, step, inc_per_pixel);
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_property_float(context, name_z, min, &value->z, max, step, inc_per_pixel);
|
|
if(!vec3_equals(&val_copy, value)) changed = true;
|
|
return changed;
|
|
}
|
|
|
|
|
|
void editor_show_entity_in_list(struct Editor* editor, struct nk_context* context, struct Scene* scene, struct Entity* entity)
|
|
{
|
|
if(!entity->active) return;
|
|
|
|
nk_layout_row_dynamic(context, 20, 1);
|
|
if(nk_selectable_label(context, entity->name, NK_TEXT_ALIGN_LEFT, &entity->editor_selected))
|
|
{
|
|
if(editor->selected_entity && editor->selected_entity != entity)
|
|
{
|
|
editor->selected_entity->editor_selected = false;
|
|
editor->selected_entity = NULL;
|
|
}
|
|
else if(editor->selected_entity && editor->selected_entity == entity && !entity->editor_selected)
|
|
{
|
|
editor->selected_entity = NULL;
|
|
}
|
|
|
|
if(entity->editor_selected)
|
|
{
|
|
editor->selected_entity = entity;
|
|
if(!editor->window_property_inspector) editor->window_property_inspector = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void editor_window_scene_heirarchy(struct nk_context* context, struct Editor* editor, struct Game_State* game_state)
|
|
{
|
|
if(nk_begin(context, "Scene Heirarchy", nk_recti(0, editor->top_panel_height, 300, 400), window_flags))
|
|
{
|
|
struct Scene* scene = game_state_get()->scene;
|
|
nk_layout_row_dynamic(context, 350, 1);
|
|
if(nk_group_begin(context, "Entity Name", NK_WINDOW_SCROLL_AUTO_HIDE))
|
|
{
|
|
|
|
for(int i = 0; i < MAX_ENTITIES; i++) editor_show_entity_in_list(editor, context, scene, &scene->entities[i]);
|
|
for(int i = 0; i < MAX_CAMERAS; i++) editor_show_entity_in_list(editor, context, scene, &scene->cameras[i]);
|
|
for(int i = 0; i < MAX_LIGHTS; i++) editor_show_entity_in_list(editor, context, scene, &scene->lights[i]);
|
|
for(int i = 0; i < MAX_STATIC_MESHES; i++) editor_show_entity_in_list(editor, context, scene, &scene->static_meshes[i]);
|
|
|
|
nk_group_end(context);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
editor->window_scene_heirarchy = false;
|
|
}
|
|
nk_end(context);
|
|
}
|
|
|
|
void editor_window_debug_variables(struct nk_context* context, struct Editor* editor)
|
|
{
|
|
if(nk_begin(context, "Debug Variables", nk_recti(0, 500, 300, 400), window_flags))
|
|
{
|
|
static char variant_str[MAX_VARIANT_STR_LEN] = { '\0' };
|
|
nk_layout_row_dynamic(context, 250, 1);
|
|
if(nk_group_begin(context, "Name", NK_WINDOW_SCROLL_AUTO_HIDE))
|
|
{
|
|
for(int i = 0; i < array_len(debug_vars_list); i++)
|
|
{
|
|
struct Debug_Variable* debug_var = &debug_vars_list[i];
|
|
if(debug_var->data.type == VT_NONE) continue;
|
|
nk_layout_row_dynamic(context, 20, 2);
|
|
nk_label(context, debug_var->name, NK_TEXT_ALIGN_LEFT);
|
|
variant_to_str(&debug_var->data, variant_str, MAX_VARIANT_STR_LEN);
|
|
nk_label(context, variant_str, NK_TEXT_ALIGN_RIGHT);
|
|
memset(variant_str, '\0', MAX_VARIANT_STR_LEN);
|
|
}
|
|
nk_group_end(context);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
editor->window_debug_variables = false;
|
|
}
|
|
nk_end(context);
|
|
}
|
|
|
|
void editor_window_property_inspector(struct nk_context* context, struct Editor* editor, struct Game_State* game_state)
|
|
{
|
|
int win_width = 0, win_height = 0;
|
|
window_get_drawable_size(game_state->window, &win_width, &win_height);
|
|
if(nk_begin(context, "Properties", nk_recti(win_width - 300, editor->top_panel_height, 300, 600), window_flags))
|
|
{
|
|
const int row_height = 18;
|
|
if(editor->selected_entity)
|
|
{
|
|
struct Scene* scene = game_state_get()->scene;
|
|
struct Entity* entity = editor->selected_entity;
|
|
|
|
struct Entity* parent_ent = entity->transform.parent;
|
|
nk_layout_row_dynamic(context, row_height, 2); nk_label(context, "Name", NK_TEXT_ALIGN_LEFT); nk_label(context, entity->name, NK_TEXT_ALIGN_RIGHT);
|
|
nk_layout_row_dynamic(context, row_height, 2); nk_label(context, "ID", NK_TEXT_ALIGN_LEFT); nk_labelf(context, NK_TEXT_ALIGN_RIGHT, "%d", entity->id);
|
|
nk_layout_row_dynamic(context, row_height, 2); nk_label(context, "Selected", NK_TEXT_ALIGN_LEFT); nk_labelf(context, NK_TEXT_ALIGN_RIGHT, "%s", entity->editor_selected ? "True" : "False");
|
|
nk_layout_row_dynamic(context, row_height, 2); nk_label(context, "Entity Type", NK_TEXT_ALIGN_LEFT); nk_labelf(context, NK_TEXT_ALIGN_RIGHT, "%s", entity_type_name_get(entity));
|
|
nk_layout_row_dynamic(context, row_height, 2); nk_label(context, "Parent Name", NK_TEXT_ALIGN_LEFT); nk_label(context, parent_ent ? parent_ent->name : "NONE", NK_TEXT_ALIGN_RIGHT);
|
|
|
|
/* Transform */
|
|
{
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_label(context, "Position", NK_TEXT_ALIGN_CENTERED);
|
|
vec3 abs_pos = { 0.f, 0.f, 0.f };
|
|
transform_get_absolute_position(entity, &abs_pos);
|
|
if(editor_widget_v3(context, &abs_pos, "#X", "#Y", "#Z", -FLT_MAX, FLT_MAX, 5.f, 1.f, row_height)) transform_set_position(entity, &abs_pos);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_label(context, "Rotation", NK_TEXT_ALIGN_CENTERED);
|
|
quat abs_rot = { 0.f, 0.f, 0.f, 1.f };
|
|
transform_get_absolute_rot(entity, &abs_rot);
|
|
vec3 rot_angles = { 0.f, 0.f, 0.f };
|
|
rot_angles.x = TO_DEGREES(quat_get_pitch(&abs_rot));
|
|
rot_angles.y = TO_DEGREES(quat_get_yaw(&abs_rot));
|
|
rot_angles.z = TO_DEGREES(quat_get_roll(&abs_rot));
|
|
vec3 curr_rot = { rot_angles.x, rot_angles.y, rot_angles.z };
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_property_float(context, "#X", -FLT_MAX, &curr_rot.x, FLT_MAX, 5.f, 1.f);
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_property_float(context, "#Y", -FLT_MAX, &curr_rot.y, FLT_MAX, 5.f, 1.f);
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_property_float(context, "#Z", -FLT_MAX, &curr_rot.z, FLT_MAX, 5.f, 1.f);
|
|
|
|
vec3 delta = { 0.f, 0.f, 0.f };
|
|
vec3_sub(&delta, &rot_angles, &curr_rot);
|
|
|
|
vec3 AXIS_X = { 1.f, 0.f, 0.f };
|
|
vec3 AXIS_Y = { 0.f, 1.f, 0.f };
|
|
vec3 AXIS_Z = { 0.f, 0.f, 1.f };
|
|
|
|
const float epsilon = 0.0001f;
|
|
if(fabsf(delta.x) > epsilon) transform_rotate(entity, &AXIS_X, delta.x, TS_WORLD);
|
|
if(fabsf(delta.y) > epsilon) transform_rotate(entity, &AXIS_Y, delta.y, TS_WORLD);
|
|
if(fabsf(delta.z) > epsilon) transform_rotate(entity, &AXIS_Z, delta.z, TS_WORLD);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_label(context, "Scale", NK_TEXT_ALIGN_CENTERED);
|
|
vec3 abs_scale = { 0.f, 0.f, 0.f };
|
|
transform_get_absolute_scale(entity, &abs_scale);
|
|
if(editor_widget_v3(context, &abs_scale, "#X", "#Y", "#Z", 0.1f, FLT_MAX, 1.f, 0.1f, row_height))
|
|
{
|
|
entity->transform.scale = abs_scale;
|
|
transform_update_transmat(entity);
|
|
}
|
|
}
|
|
|
|
/* Light */
|
|
if(entity->type == ET_LIGHT)
|
|
{
|
|
if(nk_tree_push(context, NK_TREE_TAB, "Light", NK_MAXIMIZED))
|
|
{
|
|
struct Light* light = (struct Light*)entity;
|
|
if(light->type > LT_POINT)
|
|
{
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_label(context, "Invalid light type!", NK_TEXT_ALIGN_CENTERED);
|
|
}
|
|
else
|
|
{
|
|
static const char* light_types[] = { "Spot", "Directional", "Point" };
|
|
float combo_width = nk_widget_width(context), combo_height = row_height * (LT_MAX);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Light Type", NK_TEXT_ALIGN_LEFT);
|
|
nk_combobox(context, light_types, LT_MAX - 1, &light->type, row_height, nk_vec2(combo_width, combo_height));
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_label(context, "Light Color", NK_TEXT_ALIGN_CENTERED);
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
editor_widget_color_combov3(context, &light->color, 200, 300);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_property_float(context, "Intensity", 0.f, &light->intensity, 100.f, 0.1f, 0.05f);
|
|
|
|
if(light->type != LT_DIR)
|
|
{
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
light->outer_angle = TO_RADIANS(nk_propertyf(context, "Outer Angle", TO_DEGREES(light->inner_angle), TO_DEGREES(light->outer_angle), 360, 1.f, 0.5f));
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
light->inner_angle = TO_RADIANS(nk_propertyf(context, "Inner Angle", 1.f, TO_DEGREES(light->inner_angle), TO_DEGREES(light->outer_angle), 1.f, 0.5f));
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_property_int(context, "Radius", 1, &light->radius, INT_MAX, 1, 1);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_property_float(context, "Falloff", 0.f, &light->falloff, 100.f, 0.1f, 0.05f);
|
|
}
|
|
}
|
|
nk_tree_pop(context);
|
|
}
|
|
}
|
|
|
|
/* Camera */
|
|
if(entity->type == ET_CAMERA)
|
|
{
|
|
if(nk_tree_push(context, NK_TREE_TAB, "Camera", NK_MAXIMIZED))
|
|
{
|
|
bool update = false;
|
|
struct Camera* camera = (struct Camera*)entity;
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Orthographic", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
bool ortho = nk_check_label(context, "", camera->ortho);
|
|
if(ortho != camera->ortho)
|
|
{
|
|
camera->ortho = ortho;
|
|
update = true;
|
|
}
|
|
|
|
if(!camera->ortho)
|
|
{
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
float new_fov = nk_propertyf(context, "Fov", 30.f, camera->fov, 90.f, 0.1f, 1.f);
|
|
if(new_fov != camera->fov)
|
|
{
|
|
camera->fov = new_fov;
|
|
update = true;
|
|
}
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Aspect Ratio", NK_TEXT_ALIGN_LEFT); nk_labelf(context, NK_TEXT_ALIGN_RIGHT, "%.5f", camera->aspect_ratio);
|
|
}
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1); nk_label(context, "Clear Color", NK_TEXT_ALIGN_CENTERED);
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
editor_widget_color_combov4(context, &camera->clear_color, 200, 300);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
float new_zoom = nk_propertyf(context, "Zoom", 1.f, camera->zoom, FLT_MAX, 0.1f, 1.f);
|
|
if(new_zoom != camera->zoom)
|
|
{
|
|
camera->zoom = new_zoom;
|
|
update = true;
|
|
}
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
float new_near_z = nk_propertyf(context, "NearZ", -FLT_MAX, camera->nearz, camera->farz, 0.1f, 1.f);
|
|
if(new_near_z != camera->nearz)
|
|
{
|
|
camera->nearz = new_near_z;
|
|
update = true;
|
|
}
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
float new_far_z = nk_propertyf(context, "FarZ", camera->nearz, camera->farz, FLT_MAX, 0.1f, 2.f);
|
|
if(new_far_z != camera->farz)
|
|
{
|
|
camera->farz = new_far_z;
|
|
update = true;
|
|
}
|
|
|
|
if(update)
|
|
{
|
|
camera_update_view(entity);
|
|
camera_update_proj(entity);
|
|
}
|
|
nk_tree_pop(context);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nk_label(context, "No Entity Selected", NK_TEXT_ALIGN_CENTERED);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
editor->window_property_inspector = false;
|
|
}
|
|
nk_end(context);
|
|
}
|
|
|
|
void editor_window_renderer_settings(struct nk_context* context, struct Editor* editor, struct Game_State* game_state)
|
|
{
|
|
int win_width = 0, win_height = 0;
|
|
window_get_drawable_size(game_state->window, &win_width, &win_height);
|
|
int half_width = win_width / 2, half_height = win_height / 2;
|
|
|
|
const int row_height = 25;
|
|
if(nk_begin_titled(context, "Renderer_Settings_Window", "Renderer Settings", nk_rect(half_width, half_height, 300, 350), window_flags))
|
|
{
|
|
struct Render_Settings* render_settings = &game_state->renderer->settings;
|
|
if(nk_tree_push(context, NK_TREE_TAB, "Debug", NK_MAXIMIZED))
|
|
{
|
|
static const char* draw_modes[] = { "Triangles", "Lines", "Points" };
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Debug Draw", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
render_settings->debug_draw_enabled = nk_check_label(context, "", render_settings->debug_draw_enabled);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Debug Draw Mode", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
render_settings->debug_draw_mode = nk_combo(context, draw_modes, 3, render_settings->debug_draw_mode, 20, nk_vec2(180, 100));
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Debug Color", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
editor_widget_color_combov4(context, &render_settings->debug_draw_color, 200, 400);
|
|
nk_tree_pop(context);
|
|
}
|
|
|
|
if(nk_tree_push(context, NK_TREE_TAB, "Fog", NK_MAXIMIZED))
|
|
{
|
|
static const char* fog_modes[] = { "None", "Linear", "Exponential", "Exponential Squared" };
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Color", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
editor_widget_color_combov3(context, &render_settings->fog.color, 200, 400);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Fog Mode", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
render_settings->fog.mode = nk_combo(context,
|
|
fog_modes,
|
|
4,
|
|
render_settings->fog.mode,
|
|
20,
|
|
nk_vec2(180, 100));
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Density", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
struct nk_rect bounds = nk_widget_bounds(context);
|
|
nk_slider_float(context, 0.f, &render_settings->fog.density, 1.f, 0.005);
|
|
if(nk_input_is_mouse_hovering_rect(&context->input, bounds))
|
|
{
|
|
if(nk_tooltip_begin(context, 100))
|
|
{
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_labelf(context, NK_TEXT_ALIGN_CENTERED, "%.3f", render_settings->fog.density);
|
|
nk_tooltip_end(context);
|
|
}
|
|
}
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_property_float(context,
|
|
"Start Distance",
|
|
0.f,
|
|
&render_settings->fog.start_dist,
|
|
render_settings->fog.max_dist,
|
|
5.f, 10.f);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_property_float(context,
|
|
"Max Distance",
|
|
render_settings->fog.start_dist,
|
|
&render_settings->fog.max_dist,
|
|
10000.f,
|
|
5.f, 10.f);
|
|
|
|
nk_tree_pop(context);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
editor->window_settings_renderer = 0;
|
|
}
|
|
nk_end(context);
|
|
}
|
|
|
|
void editor_window_settings_editor(struct nk_context* context, struct Editor* editor, struct Game_State* game_state)
|
|
{
|
|
int win_width = 0, win_height = 0;
|
|
window_get_drawable_size(game_state->window, &win_width, &win_height);
|
|
int half_width = win_width / 2, half_height = win_height / 2;
|
|
|
|
const int row_height = 25;
|
|
if(nk_begin_titled(context, "Window_Settings_Editor", "Editor Settings", nk_rect(half_width, half_height, 300, 350), window_flags))
|
|
{
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Grid Enabled", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
nk_checkbox_label(context, "", &editor->grid_enabled);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 2);
|
|
nk_label(context, "Grid Color", NK_TEXT_ALIGN_LEFT | NK_TEXT_ALIGN_MIDDLE);
|
|
editor_widget_color_combov4(context, &editor->grid_color, 200, 400);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_property_int(context, "Grid Lines", 10, &editor->grid_num_lines, 200, 1, 1);
|
|
|
|
nk_layout_row_dynamic(context, row_height, 1);
|
|
nk_property_float(context, "Grid Scale", 0.25f, &editor->grid_scale, 10.f, 1, 0.25f);
|
|
}
|
|
else
|
|
{
|
|
editor->window_settings_editor = 0;
|
|
}
|
|
nk_end(context);
|
|
}
|
|
|