JackEditor/main.cpp

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#include <SFML/System.hpp>
#include <cmath>
#include <cstdlib>
#include <initializer_list>
#include <iostream>
#include <cstdio>
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#include <string>
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#include <vector>
#include "gui/gui.hpp"
#include "gui/imgui/imgui.h"
#include "gui/imgui/imgui_stdlib.h"
#include "types.hpp"
using namespace std;
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std::map<std::string, render_Bundle> bundles;
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render_Bundle temp_b;
render_Primitive temp_p;
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std::map<render_PrimitiveType, std::string> primitive_name = {
{render_Lines, "render_Lines"},
{render_LineStrip, "render_LineStrip"},
{render_Polygon, "render_Polygon"},
};
std::map<render_PrimitiveType, std::string> primitive_name_upper = {
{render_Lines, "LINES"},
{render_LineStrip, "LINESTRIP"},
{render_Polygon, "POLY"},
};
std::string toString(render_Bundle &b) {
#define APPEND_FMT(...) \
do { \
snprintf(buf, sizeof(buf), __VA_ARGS__); \
str.append(buf); \
} while (false)
#define EXPAND_RGBA(packed) ((packed >> IM_COL32_R_SHIFT) & 0xff), ((packed >> IM_COL32_G_SHIFT) & 0xff), ((packed >> IM_COL32_B_SHIFT) & 0xff)
std::string str;
static char buf[1024];
APPEND_FMT("BUNDLE %s\n", b.name.c_str());
for (auto &p: b.prims) {
APPEND_FMT("PRIM %s\n", primitive_name_upper[p.type].c_str());
APPEND_FMT("FG %d %d %d\n", EXPAND_RGBA(p.fg));
APPEND_FMT("BG %d %d %d\n", EXPAND_RGBA(p.bg));
for (auto &pnt: p.points)
APPEND_FMT("P %f %f\n", pnt.x, pnt.y);
APPEND_FMT("ENDPRIM\n");
}
APPEND_FMT("ENDBUNDLE\n");
#undef APPEND_FMT
return str;
}
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int main(int argc, char *argv[]) {
UI ui(sf::Vector2u(1200, 1000), "JackEditor");
while (ui.Update()) {
static bool demo_open = true;
ig::ShowDemoWindow(&demo_open);
if (ig::Begin("Draw & Render")) {
static ImVec2 scrolling(260.0f, 310.0f);
static float fg[] = {1.0f, 1.0f, 1.0f}, bg[] = {0.0f, 0.0f, 0.0f};
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static bool adding = false;
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if (ig::InputText("Bundle name", &temp_b.name, ImGuiInputTextFlags_EnterReturnsTrue)) {
bundles.insert_or_assign(temp_b.name, temp_b);
temp_b.prims.clear();
}
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ig::ColorEdit3("Foreground", fg, ImGuiColorEditFlags_PickerHueWheel);
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temp_p.fg = ImGui::ColorConvertFloat4ToU32(ImVec4(fg[0], fg[1], fg[2], 1.0f));
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ig::ColorEdit3("Background", bg, ImGuiColorEditFlags_PickerHueWheel);
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temp_p.bg = ImGui::ColorConvertFloat4ToU32(ImVec4(bg[0], bg[1], bg[2], 1.0f));
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ig::RadioButton("Lines", (int *)&temp_p.type, render_Lines);
ig::SameLine();
ig::RadioButton("LineStrip", (int *)&temp_p.type, render_LineStrip);
ig::SameLine();
ig::RadioButton("Polygon", (int *)&temp_p.type, render_Polygon);
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ig::SameLine();
ig::Text("adding=%s", adding ? "true" : "false");
if (temp_b.prims.size() > 0) {
ig::SameLine();
if (ig::Button("Pop back"))
temp_b.prims.pop_back();
}
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// 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
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 - origin.x, io.MousePos.y - origin.y);
if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, 0.0f)) {
scrolling.x += io.MouseDelta.x;
scrolling.y += io.MouseDelta.y;
}
draw_list->PushClipRect(canvas_p0, canvas_p1, true);
draw_list->AddLine(ImVec2(canvas_p0.x, origin.y), ImVec2(canvas_p1.x, origin.y), IM_COL32(255, 255, 255, 255));
draw_list->AddLine(ImVec2(origin.x, canvas_p0.y), ImVec2(origin.x, canvas_p1.y), IM_COL32(255, 255, 255, 255));
const float GRID_STEP = 50.0f;
for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, 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(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
static std::vector<ImVec2> buff;
auto convert_point = [&](ImVec2 point) -> ImVec2 { return ImVec2(point.x + origin.x, point.y + origin.y); };
auto draw_prim = [&](render_Primitive *p) {
if (p->type == render_Lines) {
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for (int i = 0; i < (ssize_t)p->points.size() - 1; i += 2)
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draw_list->AddLine(convert_point(p->points[i]), convert_point(p->points[i + 1]), p->fg);
} else if (p->type == render_LineStrip) {
if (p->points.size() < 2)
return;
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for (int i = 0; i < (ssize_t)p->points.size() - 1; i++)
draw_list->AddLine(convert_point(p->points[i]), convert_point(p->points[i + 1]), p->fg);
} else if (p->type == render_Polygon) {
if (p->points.size() < 3)
return;
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buff.resize(p->points.size());
for (int i = 0; i < p->points.size(); i++)
buff[i] = convert_point(p->points[i]);
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draw_list->AddConvexPolyFilled(buff.data(), buff.size(), p->fg);
}
};
// Update last point position
if (is_hovered && adding) {
temp_p.points.back() = mouse_pos_in_canvas;
if (ig::IsMouseClicked(ImGuiMouseButton_Left)) {
printf("added point %f,%f\n", mouse_pos_in_canvas.x, mouse_pos_in_canvas.y);
temp_p.points.push_back(mouse_pos_in_canvas);
}
if (ig::IsMouseClicked(ImGuiMouseButton_Right)) {
// Commit the primitive
temp_p.points.pop_back();
printf("commited %lu points\n", temp_p.points.size());
temp_b.prims.push_back(temp_p);
temp_p.points.clear();
adding = false;
}
}
// Begin adding primitive
if (is_hovered && !adding && ig::IsMouseClicked(ImGuiMouseButton_Left)) {
adding = true;
temp_p.points.push_back(mouse_pos_in_canvas);
temp_p.points.push_back(mouse_pos_in_canvas);
printf("added point %f,%f\n", mouse_pos_in_canvas.x, mouse_pos_in_canvas.y);
}
// Draw bundle
for (auto &i: temp_b.prims)
draw_prim(&i);
draw_prim(&temp_p);
draw_list->PopClipRect();
}
ig::End();
static std::string current_bundle = "";
if (ig::Begin("Bundle List") && bundles.size() > 0) {
static int current = 0;
static vector<render_Bundle *> temp_bundles;
temp_bundles.clear();
for (auto &i: bundles)
temp_bundles.push_back(&i.second);
ig::ListBox(
"Bundles", &current,
[](void *user, int id) -> const char * {
return temp_bundles[id]->name.c_str();
},
NULL, temp_bundles.size());
current_bundle = temp_bundles[current]->name;
// Drawing only
static ImVec2 scrolling(260.0f, 310.0f);
// 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
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 - origin.x, io.MousePos.y - origin.y);
if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, 0.0f)) {
scrolling.x += io.MouseDelta.x;
scrolling.y += io.MouseDelta.y;
}
draw_list->PushClipRect(canvas_p0, canvas_p1, true);
draw_list->AddLine(ImVec2(canvas_p0.x, origin.y), ImVec2(canvas_p1.x, origin.y), IM_COL32(255, 255, 255, 255));
draw_list->AddLine(ImVec2(origin.x, canvas_p0.y), ImVec2(origin.x, canvas_p1.y), IM_COL32(255, 255, 255, 255));
const float GRID_STEP = 50.0f;
for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, 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(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
static std::vector<ImVec2> buff;
auto convert_point = [&](ImVec2 point) -> ImVec2 { return ImVec2(point.x + origin.x, point.y + origin.y); };
auto draw_prim = [&](render_Primitive *p) {
if (p->type == render_Lines) {
for (int i = 0; i < (ssize_t)p->points.size() - 1; i += 2)
draw_list->AddLine(convert_point(p->points[i]), convert_point(p->points[i + 1]), p->fg);
} else if (p->type == render_LineStrip) {
if (p->points.size() < 2)
return;
for (int i = 0; i < (ssize_t)p->points.size() - 1; i++)
draw_list->AddLine(convert_point(p->points[i]), convert_point(p->points[i + 1]), p->fg);
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} else if (p->type == render_Polygon) {
if (p->points.size() < 3)
return;
buff.resize(p->points.size());
for (int i = 0; i < p->points.size(); i++)
buff[i] = convert_point(p->points[i]);
draw_list->AddConvexPolyFilled(buff.data(), buff.size(), p->fg);
}
};
// Draw bundle
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for (auto &i: temp_bundles[current]->prims)
draw_prim(&i);
draw_list->PopClipRect();
}
ig::End();
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if (ig::Begin("Properities") && !current_bundle.empty()) {
render_Bundle &b = bundles[current_bundle];
ig::Text("%s, %d primitives", b.name.c_str(), (int)b.prims.size());
for (int i = 0; i < b.prims.size(); i++) {
ig::PushID(i);
auto &p = b.prims[i];
char buf[512];
snprintf(buf, sizeof(buf), "Type %s", primitive_name[p.type].c_str(), i);
if (ig::CollapsingHeader(buf)) {
for (int i = 0; i < p.points.size(); i++) {
ig::PushID(i);
float pnt[2] = {p.points[i].x, p.points[i].y};
snprintf(buf, sizeof(buf), "Point %d", i + 1);
ig::SliderFloat2(buf, pnt, -200, 200);
p.points[i].x = pnt[0];
p.points[i].y = pnt[1];
ig::SameLine();
ig::Button("Drag");
if (ig::IsItemActive()) {
ImVec2 delta = ig::GetIO().MouseDelta;
p.points[i].x += delta.x;
p.points[i].y += delta.y;
}
ig::Separator();
ig::PopID();
}
}
ig::PopID();
}
}
ig::End();
if (ig::Begin("Text") && !current_bundle.empty()) {
render_Bundle &b = bundles[current_bundle];
std::string str = toString(b);
ig::InputTextMultiline("###Output", &str, ImVec2(-1, -1), ImGuiInputTextFlags_ReadOnly);
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}
ig::End();
ui.Render();
}
return 0;
}