123 lines
4.6 KiB
C++
123 lines
4.6 KiB
C++
#include <SFML/System.hpp>
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#include <cmath>
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#include <cstdlib>
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#include <initializer_list>
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#include <iostream>
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#include <cstdio>
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#include <vector>
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#include "gui/gui.hpp"
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#include "gui/imgui/imgui.h"
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#include "gui/imgui/imgui_stdlib.h"
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#include "types.hpp"
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using namespace std;
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extern std::map<std::string, render_Bundle> bundles;
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render_Bundle temp_b;
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render_Primitive temp_p;
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int main(int argc, char *argv[]) {
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UI ui(sf::Vector2u(1200, 1000), "JackEditor");
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while (ui.Update()) {
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static bool demo_open = true;
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ig::ShowDemoWindow(&demo_open);
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if (ig::Begin("Draw & Render")) {
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static ImVec2 scrolling(260.0f, 310.0f);
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static float fg[] = {1.0f, 1.0f, 1.0f}, bg[] = {0.0f, 0.0f, 0.0f};
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ig::InputText("Bundle name", &temp_b.name);
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ig::ColorEdit3("Foreground", fg, ImGuiColorEditFlags_PickerHueWheel);
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ig::ColorEdit3("Background", bg, ImGuiColorEditFlags_PickerHueWheel);
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ig::RadioButton("Lines", (int *)&temp_p.type, render_Lines);
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ig::SameLine();
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ig::RadioButton("LineStrip", (int *)&temp_p.type, render_LineStrip);
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ig::SameLine();
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ig::RadioButton("Polygon", (int *)&temp_p.type, render_Polygon);
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// Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()
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ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
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ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
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if (canvas_sz.x < 50.0f)
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canvas_sz.x = 50.0f;
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if (canvas_sz.y < 50.0f)
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canvas_sz.y = 50.0f;
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ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
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// Draw border and background color
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ImGuiIO &io = ImGui::GetIO();
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ImDrawList *draw_list = ImGui::GetWindowDrawList();
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draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));
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draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
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// This will catch our interactions
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ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
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const bool is_hovered = ImGui::IsItemHovered(); // Hovered
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const bool is_active = ImGui::IsItemActive(); // Held
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const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin
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const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);
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if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, 0.0f)) {
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scrolling.x += io.MouseDelta.x;
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scrolling.y += io.MouseDelta.y;
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}
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draw_list->PushClipRect(canvas_p0, canvas_p1, true);
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draw_list->AddLine(ImVec2(canvas_p0.x, origin.y), ImVec2(canvas_p1.x, origin.y), IM_COL32(255, 255, 255, 255));
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draw_list->AddLine(ImVec2(origin.x, canvas_p0.y), ImVec2(origin.x, canvas_p1.y), IM_COL32(255, 255, 255, 255));
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const float GRID_STEP = 50.0f;
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for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
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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));
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for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
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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));
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static std::vector<ImVec2> buff;
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auto convert_point = [&](ImVec2 point) -> ImVec2 { return ImVec2(point.x + origin.x, point.y + origin.y); };
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auto draw_prim = [&](render_Primitive *p) {
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if (p->type == render_Lines) {
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for (int i = 0; i < p->points.size(); i += 2)
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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_LineStrip) {
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if (p->points.size() < 2)
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return;
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buff.resize(p->points.size());
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for (int i = 0; i < p->points.size(); i++)
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buff[i] = convert_point(p->points[i]);
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draw_list->AddPolyline(buff.data(), buff.size(), p->fg, ImDrawFlags_Closed, 1.0f);
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} else if (p->type == render_Polygon) {
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if (p->points.size() < 3)
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return;
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buff.resize(p->points.size());
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for (int i = 0; i < p->points.size(); i++)
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buff[i] = convert_point(p->points[i]);
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draw_list->AddConvexPolyFilled(buff.data(), buff.size(), p->fg);
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}
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};
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// Draw bundle
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draw_list->PopClipRect();
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}
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ig::End();
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ui.Render();
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}
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return 0;
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}
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