#include #include #include #include #include #include #include #include #include "gui/gui.hpp" #include "gui/imgui/imgui.h" #include "gui/imgui/imgui_stdlib.h" #include "types.hpp" using namespace std; std::map bundles; render_Bundle temp_b; render_Primitive temp_p; std::map primitive_name = { {render_Lines, "render_Lines"}, {render_LineStrip, "render_LineStrip"}, {render_Polygon, "render_Polygon"}, }; std::map 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; } 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}; static bool adding = false; if (ig::InputText("Bundle name", &temp_b.name, ImGuiInputTextFlags_EnterReturnsTrue)) { bundles.insert_or_assign(temp_b.name, temp_b); temp_b.prims.clear(); } ig::ColorEdit3("Foreground", fg, ImGuiColorEditFlags_PickerHueWheel); temp_p.fg = ImGui::ColorConvertFloat4ToU32(ImVec4(fg[0], fg[1], fg[2], 1.0f)); ig::ColorEdit3("Background", bg, ImGuiColorEditFlags_PickerHueWheel); temp_p.bg = ImGui::ColorConvertFloat4ToU32(ImVec4(bg[0], bg[1], bg[2], 1.0f)); 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); 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(); } // 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 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); } 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); } }; // 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 temp_bundles; temp_bundles.clear(); for (auto &i: bundles) temp_bundles.push_back(&i.second); ig::ListBox( "Bundles", ¤t, [](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 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); } 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 for (auto &i: temp_bundles[current]->prims) draw_prim(&i); draw_list->PopClipRect(); } ig::End(); 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); } ig::End(); ui.Render(); } return 0; }