JackEditor/main.cpp
2024-03-28 16:46:43 +08:00

123 lines
4.6 KiB
C++

#include <SFML/System.hpp>
#include <cmath>
#include <cstdlib>
#include <initializer_list>
#include <iostream>
#include <cstdio>
#include <vector>
#include "gui/gui.hpp"
#include "gui/imgui/imgui.h"
#include "gui/imgui/imgui_stdlib.h"
#include "types.hpp"
using namespace std;
extern std::map<std::string, render_Bundle> bundles;
render_Bundle temp_b;
render_Primitive temp_p;
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};
ig::InputText("Bundle name", &temp_b.name);
ig::ColorEdit3("Foreground", fg, ImGuiColorEditFlags_PickerHueWheel);
ig::ColorEdit3("Background", bg, ImGuiColorEditFlags_PickerHueWheel);
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);
// 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 < p->points.size(); 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;
buff.resize(p->points.size());
for (int i = 0; i < p->points.size(); i++)
buff[i] = convert_point(p->points[i]);
draw_list->AddPolyline(buff.data(), buff.size(), p->fg, ImDrawFlags_Closed, 1.0f);
} 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
draw_list->PopClipRect();
}
ig::End();
ui.Render();
}
return 0;
}