/*
GameEngine and Editor
by John Ryland
Copyright (c) 2023
*/
////////////////////////////////////////////////////////////////////////////////////
// Canvas Editor View
#include "CanvasEditorView.h"
#include "imgui.h"
#include <math.h>
namespace GameEngine {
void CanvasEditorView::AddShowMenuItem()
{
ImGui::MenuItem("Show Editor", NULL, &m_open);
}
void CanvasEditorView::Update()
{
if (m_open)
{
if (ImGui::Begin("Editor", &m_open))
Show();
ImGui::End();
}
}
void CanvasEditorView::Initialize()
{
}
void CanvasEditorView::Shutdown()
{
}
void CanvasEditorView::Show()
{
static ImVector<ImVec2> points;
static ImVec2 scrolling(0.0f, 0.0f);
static float scaling = 1.0f;
static int mouseWheel = 0;
static bool opt_enable_grid = true;
static bool opt_enable_context_menu = true;
static bool adding_line = false;
/*
ImGui::Checkbox("Enable grid", &opt_enable_grid);
ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);
ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.");
*/
// Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.
// Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.
// To use a child window instead we could use, e.g:
// ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding
// ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color
// ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove);
// ImGui::PopStyleColor();
// ImGui::PopStyleVar();
// [...]
// ImGui::EndChild();
// Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()
ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;
if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;
ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
// Draw border and background color
ImGuiIO& io = ImGui::GetIO();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));
draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
// This will catch our interactions
ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
const bool is_hovered = ImGui::IsItemHovered(); // Hovered
const bool is_active = ImGui::IsItemActive(); // Held
// Calculate scaling
if (is_hovered)
{
mouseWheel += ImGui::GetIO().MouseWheel;
scaling = 1.0f;
const float scalingFactor = 1.025;
const float invScalingFactor = 1.0 / scalingFactor;
if (mouseWheel > 0)
for (int i = 0; i < mouseWheel; ++i)
scaling *= scalingFactor;
if (mouseWheel < 0)
for (int i = 0; i < -mouseWheel; ++i)
scaling *= invScalingFactor;
}
const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin
const ImVec2 mouse_pos_in_canvas((io.MousePos.x) / scaling - origin.x, (io.MousePos.y) / scaling - origin.y);
// Add first and second point
if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))
{
points.push_back(mouse_pos_in_canvas);
points.push_back(mouse_pos_in_canvas);
adding_line = true;
}
if (adding_line)
{
points.back() = mouse_pos_in_canvas;
if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))
adding_line = false;
}
// Pan (we use a zero mouse threshold when there's no context menu)
// You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.
const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;
if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))
{
scrolling.x += io.MouseDelta.x;
scrolling.y += io.MouseDelta.y;
}
// Context menu (under default mouse threshold)
ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("context"))
{
if (adding_line)
points.resize(points.size() - 2);
adding_line = false;
if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }
if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); }
ImGui::EndPopup();
}
// Draw grid + all lines in the canvas
draw_list->PushClipRect(canvas_p0, canvas_p1, true);
if (opt_enable_grid)
{
const float GRID_STEP = 64.0f;
for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
draw_list->AddLine(ImVec2(scaling * (canvas_p0.x + x), scaling * canvas_p0.y), ImVec2(scaling * (canvas_p0.x + x), scaling * canvas_p1.y), IM_COL32(200, 200, 200, 40));
for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
draw_list->AddLine(ImVec2(scaling * canvas_p0.x, scaling * (canvas_p0.y + y)), ImVec2(scaling * canvas_p1.x, scaling * (canvas_p0.y + y)), IM_COL32(200, 200, 200, 40));
}
for (int n = 0; n < points.Size; n += 2)
draw_list->AddLine(ImVec2(scaling * (origin.x + points[n].x), scaling * (origin.y + points[n].y)), ImVec2(scaling * (origin.x + points[n + 1].x), scaling * (origin.y + points[n + 1].y)), IM_COL32(255, 255, 0, 255), 2.0f);
draw_list->PopClipRect();
}
} // GameEngine namespace