Fixes
This commit is contained in:
@ -5,7 +5,11 @@ set(SRC_FILES
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"imp/cpp/Project.cpp"
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"imp/cpp/UI/UI.cpp"
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"imp/cpp/UI/View/Main.cpp"
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"imp/cpp/UI/Popup.cpp"
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"imp/cpp/UI/Window.cpp"
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"imp/cpp/UI/TabContainer.cpp"
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"imp/cpp/UI/View/IView.cpp"
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"imp/cpp/UI/View/Asset.cpp"
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"imp/cpp/UI/View/AssetBrowser.cpp"
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"imp/cpp/UI/View/Console.cpp"
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@ -21,6 +25,8 @@ set(SRC_FILES
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"imp/cpp/Vendor/imgui/imgui_widgets.cpp"
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"imp/cpp/Vendor/imgui/backends/imgui_impl_sdl3.cpp"
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"imp/cpp/Vendor/imgui/backends/imgui_impl_sdlgpu3.cpp"
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"imp/cpp/Vendor/FontAwesome7.cpp"
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)
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add_executable(IAE_Editor ${SRC_FILES})
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File diff suppressed because one or more lines are too long
108
Src/Editor/imp/cpp/UI/TabContainer.cpp
Normal file
108
Src/Editor/imp/cpp/UI/TabContainer.cpp
Normal file
@ -0,0 +1,108 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <UI/TabContainer.hpp>
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namespace ia::iae
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{
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INT32 g_tabContainerCount{0};
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TabContainer::TabContainer() : m_containerID(BuildString("TabContainer##", g_tabContainerCount++)), m_tabBarID(BuildString("TabBar##", g_tabContainerCount++))
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{
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}
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VOID TabContainer::Initialize()
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{
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}
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VOID TabContainer::Terminate()
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{
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for (const auto &t : m_tabViews)
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RemoveTab(t->Key);
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}
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VOID TabContainer::Draw(IN ImVec2 position, IN ImVec2 size)
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{
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ImGui::Begin(m_containerID.c_str(), nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse |
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ImGuiWindowFlags_NoTitleBar);
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ImGui::SetWindowPos(position);
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ImGui::SetWindowSize(size);
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ImGui::BeginTabBar(m_tabBarID.c_str());
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for (const auto &v : m_tabViews)
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{
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ImGuiTabItemFlags flags{};
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if (m_pendingActiveTabName && m_pendingActiveTabName == v->Key)
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{
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flags |= ImGuiTabItemFlags_SetSelected;
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m_pendingActiveTabName = nullptr;
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}
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if (ImGui::BeginTabItem(v->Value->IconAndName().c_str(), nullptr, flags))
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{
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v->Value->Render();
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ImGui::EndTabItem();
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m_activeTabName = v->Key.c_str();
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}
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}
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ImGui::EndTabBar();
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ImGui::End();
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}
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VOID TabContainer::Update()
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{
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for (const auto &t : m_tabViews)
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t->Value->Update();
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}
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VOID TabContainer::ProcessEvent(IN SDL_Event *event)
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{
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for (const auto &t : m_tabViews)
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t->Value->ProcessEvent(event);
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}
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VOID TabContainer::AddTab(IN CONST String &name, IN IView *view)
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{
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RemoveTab(name);
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view->Initialize();
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m_tabViews[name] = view;
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if (!m_activeTabName)
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m_activeTabName = name.c_str();
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}
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VOID TabContainer::RemoveTab(IN CONST String &name)
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{
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if (!m_tabViews.contains(name))
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return;
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if (m_tabViews[name])
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m_tabViews[name]->Terminate();
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delete m_tabViews[name];
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m_tabViews[name] = nullptr;
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}
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VOID TabContainer::ChangeActiveTab(IN PCCHAR name)
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{
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m_pendingActiveTabName = name;
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}
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IView *TabContainer::GetTab(IN CONST String &name)
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{
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return m_tabViews[name];
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}
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} // namespace ia::iae
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@ -18,27 +18,106 @@
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#include <RenderCore/RenderCore.hpp>
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#include <UI/UI.hpp>
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#include <UI/View/Main.hpp>
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#include <UI/View/Asset.hpp>
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#include <UI/View/AssetBrowser.hpp>
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#include <UI/View/Console.hpp>
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#include <UI/View/Nodes.hpp>
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#include <UI/View/Package.hpp>
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#include <UI/View/Properties.hpp>
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#include <UI/View/Scene.hpp>
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#include <UI/TabContainer.hpp>
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namespace ia::iae
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{
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View_Main g_mainView{};
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STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET_BROWSER = "AssetBrowser";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET = "Asset";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_CONSOLE = "Console";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_NODES = "Nodes";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_PACKAGE = "Package";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_PROPERTIES = "Properties";
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STATIC CONSTEXPR PCCHAR VIEW_NAME_SCENE = "SCENE";
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EXTERN IVec2 g_windowExtent;
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IView *UI::s_focusedView{};
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TabContainer g_tabContainerB;
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TabContainer g_tabContainerTL;
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TabContainer g_tabContainerTM;
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TabContainer g_tabContainerTR;
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VOID UI::FocusAssetView()
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{
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g_tabContainerTR.ChangeActiveTab(VIEW_NAME_ASSET);
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}
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class View_Asset *UI::GetAssetView()
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{
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return (View_Asset*)g_tabContainerTR.GetTab(VIEW_NAME_ASSET);
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}
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VOID UI::Initialize()
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{
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g_mainView.Initialize();
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g_tabContainerB.Initialize();
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g_tabContainerTL.Initialize();
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g_tabContainerTM.Initialize();
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g_tabContainerTR.Initialize();
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g_tabContainerB.AddTab<View_AssetBrowser>(VIEW_NAME_ASSET_BROWSER);
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g_tabContainerB.AddTab<View_Console>(VIEW_NAME_CONSOLE);
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g_tabContainerTL.AddTab<View_Nodes>(VIEW_NAME_NODES);
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g_tabContainerTL.AddTab<View_Package>(VIEW_NAME_PACKAGE);
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g_tabContainerTM.AddTab<View_Scene>(VIEW_NAME_SCENE);
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g_tabContainerTR.AddTab<View_Properties>(VIEW_NAME_PROPERTIES);
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g_tabContainerTR.AddTab<View_Asset>(VIEW_NAME_ASSET);
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}
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VOID UI::Terminate()
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{
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g_mainView.Terminate();
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g_tabContainerB.Terminate();
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g_tabContainerTL.Terminate();
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g_tabContainerTM.Terminate();
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g_tabContainerTR.Terminate();
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}
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VOID UI::Update()
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{
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g_tabContainerB.Update();
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g_tabContainerTL.Update();
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g_tabContainerTM.Update();
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g_tabContainerTR.Update();
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}
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VOID UI::ProcessEvent(IN SDL_Event *event)
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{
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g_tabContainerB.ProcessEvent(event);
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g_tabContainerTL.ProcessEvent(event);
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g_tabContainerTM.ProcessEvent(event);
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g_tabContainerTR.ProcessEvent(event);
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}
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VOID UI::Draw()
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{
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DrawMenuBar();
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g_tabContainerB.Draw({0.0f, LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y * g_windowExtent.y + MENUBAR_HEIGHT},
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{g_windowExtent.x * LAYOUT_BOTTOM_VIEW_EXTENT.x,
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g_windowExtent.y * LAYOUT_BOTTOM_VIEW_EXTENT.y - MENUBAR_HEIGHT});
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g_tabContainerTL.Draw({0.0f, MENUBAR_HEIGHT}, {g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x,
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g_windowExtent.y * LAYOUT_TOP_LEFT_VIEW_EXTENT.y});
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g_tabContainerTM.Draw(
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{g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x, MENUBAR_HEIGHT},
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{g_windowExtent.x * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y});
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g_tabContainerTR.Draw(
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{g_windowExtent.x * (1.0f - LAYOUT_TOP_RIGHT_VIEW_EXTENT.x), MENUBAR_HEIGHT},
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{g_windowExtent.x * LAYOUT_TOP_RIGHT_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_RIGHT_VIEW_EXTENT.y});
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}
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VOID UI::DrawMenuBar()
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{
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if (ImGui::BeginMainMenuBar())
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{
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@ -47,20 +126,58 @@ namespace ia::iae
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if (ImGui::MenuItem("New Scene", nullptr, nullptr))
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{
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}
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//padY();
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UI::PadY();
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if (ImGui::MenuItem("Open Scene", nullptr, nullptr))
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{
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}
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//padY();
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UI::PadY();
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ImGui::Separator();
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//padY();
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UI::PadY();
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if (ImGui::MenuItem("Exit", nullptr, nullptr))
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SDL_Quit();
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ImGui::EndMenu();
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}
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ImGui::EndMainMenuBar();
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}
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}
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g_mainView.Render();
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VOID UI::PadX(IN FLOAT32 v)
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{
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ImGui::SetCursorPosX(ImGui::GetCursorPosX() + v);
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}
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VOID UI::PadY(IN FLOAT32 v)
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{
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ImGui::SetCursorPosY(ImGui::GetCursorPosY() + v);
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}
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VOID UI::AlignCursorLeft(IN CONST ImRect &rect)
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{
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ImGui::SetCursorPosX(rect.GetTL().x);
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}
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VOID UI::AlignCursorRight(IN CONST ImRect &rect, IN FLOAT32 width)
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{
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ImGui::SetCursorPosX(rect.GetWidth() - width);
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}
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VOID UI::AlignCursorTop(IN CONST ImRect &rect)
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{
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ImGui::SetCursorPosY(rect.AsVec4().y);
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}
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VOID UI::AlignCursorBottom(IN CONST ImRect &rect, IN FLOAT32 height)
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{
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ImGui::SetCursorPosY(rect.GetHeight() - height);
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}
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VOID UI::AlignCursorHCenter(IN CONST ImRect &rect, IN FLOAT32 width)
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{
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ImGui::SetCursorPosX((rect.GetWidth() - width) / 2.0f);
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}
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VOID UI::AlignCursorVCenter(IN CONST ImRect &rect, IN FLOAT32 height)
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{
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ImGui::SetCursorPosY((rect.GetHeight() - height) / 2.0f);
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}
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} // namespace ia::iae
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@ -18,6 +18,11 @@
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namespace ia::iae
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{
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struct AssetCacheEntry
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{
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|
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};
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VOID View_Asset::Initialize()
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{
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SetName("Asset");
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@ -32,6 +37,33 @@ namespace ia::iae
|
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{
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PreRender();
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if(m_assetPath.empty())
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{
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PostRender();
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return;
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}
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ImGui::Text("%s", m_assetPath.filename().string().c_str());
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PostRender();
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}
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VOID View_Asset::Update()
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{
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}
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VOID View_Asset::OnEvent(IN SDL_Event *event)
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{
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}
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VOID View_Asset::Open(IN Path path)
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{
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Close();
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m_assetPath = path;
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}
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VOID View_Asset::Close()
|
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{
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m_assetPath = Path();
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}
|
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} // namespace ia::iae
|
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@ -14,6 +14,7 @@
|
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// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
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#include <Editor.hpp>
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#include <UI/View/AssetBrowser.hpp>
|
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|
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namespace ia::iae
|
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@ -51,8 +52,15 @@ namespace ia::iae
|
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for (const auto &t : m_assetDirectoryFiles)
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{
|
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ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 1.75f);
|
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if (ImGui::Selectable(t.IconAndName.c_str()) && t.IsDirectory)
|
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if (ImGui::Selectable(t.IconAndName.c_str()))
|
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{
|
||||
if (t.IsDirectory)
|
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{
|
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ChangeCurrentOpenDirectory(t.Path);
|
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break;
|
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}
|
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OpenAsset(t.Path);
|
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}
|
||||
}
|
||||
}
|
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ImGui::EndChild();
|
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@ -84,6 +92,14 @@ namespace ia::iae
|
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PostRender();
|
||||
}
|
||||
|
||||
VOID View_AssetBrowser::Update()
|
||||
{
|
||||
}
|
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|
||||
VOID View_AssetBrowser::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
}
|
||||
|
||||
VOID View_AssetBrowser::ChangeCurrentOpenDirectory(IN CONST std::filesystem::path &path)
|
||||
{
|
||||
m_currentOpenDirectoryPath = path;
|
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@ -131,6 +147,6 @@ namespace ia::iae
|
||||
|
||||
VOID View_AssetBrowser::OpenAsset(IN CONST std::filesystem::path &path)
|
||||
{
|
||||
|
||||
Editor::Instance().OpenAsset(path);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -34,4 +34,13 @@ namespace ia::iae
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Console::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Console::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -14,17 +14,25 @@
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class View_Main : public IView
|
||||
VOID IView::ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
};
|
||||
if (UI::GetFocusedView() == this)
|
||||
OnEvent(event);
|
||||
}
|
||||
|
||||
VOID IView::SetIcon(IN PCCHAR icon)
|
||||
{
|
||||
m_icon = icon;
|
||||
m_iconAndName = BuildString(m_icon, " ", m_name);
|
||||
}
|
||||
|
||||
VOID IView::SetName(IN CONST String &name)
|
||||
{
|
||||
m_name = name;
|
||||
m_iconAndName = m_icon ? BuildString(m_icon, " ", m_name) : m_name;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -1,161 +0,0 @@
|
||||
// IAEngine: 2D Game Engine by IA
|
||||
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include <UI/View/AssetBrowser.hpp>
|
||||
#include <UI/View/Main.hpp>
|
||||
#include <UI/View/Scene.hpp>
|
||||
#include <UI/View/Asset.hpp>
|
||||
#include <UI/View/Console.hpp>
|
||||
#include <UI/View/Nodes.hpp>
|
||||
#include <UI/View/Package.hpp>
|
||||
#include <UI/View/Properties.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
EXTERN IVec2 g_windowExtent;
|
||||
|
||||
View_Scene g_sceneView;
|
||||
View_Asset g_assetView;
|
||||
View_Console g_consoleView;
|
||||
View_Nodes g_nodesView;
|
||||
View_Package g_packageView;
|
||||
View_Properties g_propertiesView;
|
||||
View_AssetBrowser g_assetBrowserView;
|
||||
|
||||
Vector<IView *> g_bViews = {&g_assetBrowserView, &g_consoleView};
|
||||
Vector<IView *> g_tlViews = {&g_nodesView, &g_packageView};
|
||||
Vector<IView *> g_tmViews = {&g_sceneView};
|
||||
Vector<IView *> g_trViews = {&g_propertiesView, &g_assetView};
|
||||
|
||||
VOID View_Main::Initialize()
|
||||
{
|
||||
for (const auto &v : g_bViews)
|
||||
v->Initialize();
|
||||
for (const auto &v : g_tlViews)
|
||||
v->Initialize();
|
||||
for (const auto &v : g_tmViews)
|
||||
v->Initialize();
|
||||
for (const auto &v : g_trViews)
|
||||
v->Initialize();
|
||||
}
|
||||
|
||||
VOID View_Main::Terminate()
|
||||
{
|
||||
for (const auto &v : g_bViews)
|
||||
v->Terminate();
|
||||
for (const auto &v : g_tlViews)
|
||||
v->Terminate();
|
||||
for (const auto &v : g_tmViews)
|
||||
v->Terminate();
|
||||
for (const auto &v : g_trViews)
|
||||
v->Terminate();
|
||||
}
|
||||
|
||||
VOID View_Main::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
{ // Top Left Window
|
||||
ImGui::Begin("TL_Window", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse |
|
||||
ImGuiWindowFlags_NoTitleBar);
|
||||
ImGui::SetWindowPos({0.0f, MENUBAR_HEIGHT});
|
||||
ImGui::SetWindowSize(
|
||||
{g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_LEFT_VIEW_EXTENT.y});
|
||||
ImGui::BeginTabBar("TL_TabBar");
|
||||
|
||||
for (const auto &v : g_tlViews)
|
||||
{
|
||||
if (ImGui::BeginTabItem(v->IconAndName().c_str()))
|
||||
{
|
||||
v->Render();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
{ // Top Middle Window
|
||||
ImGui::Begin("TM_Window", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse |
|
||||
ImGuiWindowFlags_NoTitleBar);
|
||||
ImGui::SetWindowPos({g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x, MENUBAR_HEIGHT});
|
||||
ImGui::SetWindowSize({g_windowExtent.x * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.x,
|
||||
g_windowExtent.y * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y});
|
||||
ImGui::BeginTabBar("TM_TabBar");
|
||||
|
||||
for (const auto &v : g_tmViews)
|
||||
{
|
||||
if (ImGui::BeginTabItem(v->IconAndName().c_str()))
|
||||
{
|
||||
v->Render();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
{ // Top Right Window
|
||||
ImGui::Begin("TR_Window", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse |
|
||||
ImGuiWindowFlags_NoTitleBar);
|
||||
ImGui::SetWindowPos({g_windowExtent.x * (1.0f - LAYOUT_TOP_RIGHT_VIEW_EXTENT.x), MENUBAR_HEIGHT});
|
||||
ImGui::SetWindowSize(
|
||||
{g_windowExtent.x * LAYOUT_TOP_RIGHT_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_RIGHT_VIEW_EXTENT.y});
|
||||
ImGui::BeginTabBar("TR_TabBar");
|
||||
|
||||
for (const auto &v : g_trViews)
|
||||
{
|
||||
if (ImGui::BeginTabItem(v->IconAndName().c_str()))
|
||||
{
|
||||
v->Render();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
{ // Bottom Window
|
||||
ImGui::Begin("B_Window", nullptr,
|
||||
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse |
|
||||
ImGuiWindowFlags_NoTitleBar);
|
||||
ImGui::SetWindowPos({0.0f, LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y * g_windowExtent.y + MENUBAR_HEIGHT});
|
||||
ImGui::SetWindowSize(
|
||||
{g_windowExtent.x * LAYOUT_BOTTOM_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_BOTTOM_VIEW_EXTENT.y - MENUBAR_HEIGHT});
|
||||
ImGui::BeginTabBar("B_TabBar");
|
||||
|
||||
for (const auto &v : g_bViews)
|
||||
{
|
||||
if (ImGui::BeginTabItem(v->IconAndName().c_str()))
|
||||
{
|
||||
v->Render();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
PostRender();
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -34,4 +34,13 @@ namespace ia::iae
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Nodes::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Nodes::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -34,4 +34,13 @@ namespace ia::iae
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Package::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Package::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -34,4 +34,13 @@ namespace ia::iae
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Properties::Update(){
|
||||
|
||||
}
|
||||
|
||||
VOID View_Properties::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -14,24 +14,86 @@
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include <Editor.hpp>
|
||||
#include <UI/View/Scene.hpp>
|
||||
|
||||
#include <RenderCore/RenderCore.hpp>
|
||||
|
||||
#include <IAEngine/LibInterface.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID View_Scene::Initialize()
|
||||
{
|
||||
SetName("Scene");
|
||||
SetIcon(ICON_FA_HASHTAG);
|
||||
|
||||
IAEngine::__Initialize(SCENE_EDITOR_RESOULTION, Editor::Instance().GetActiveProject()->AssetDirectory());
|
||||
|
||||
m_gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y);
|
||||
}
|
||||
|
||||
VOID View_Scene::Terminate()
|
||||
{
|
||||
delete m_gamePreviewTexture;
|
||||
}
|
||||
|
||||
VOID View_Scene::Render()
|
||||
{
|
||||
PreRender();
|
||||
|
||||
ImGui::Image(m_gamePreviewTexture->GetHandle(), {SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y});
|
||||
|
||||
PostRender();
|
||||
}
|
||||
|
||||
VOID View_Scene::Update()
|
||||
{
|
||||
STATIC INT32 frameCounter{0};
|
||||
|
||||
IAEngine::__Update();
|
||||
|
||||
frameCounter++;
|
||||
if (frameCounter >= 60)
|
||||
{
|
||||
frameCounter = 0;
|
||||
IAEngine::__FixedUpdate();
|
||||
}
|
||||
|
||||
IAEngine::__RenderToTexture(m_gamePreviewTexture->GetHandle());
|
||||
}
|
||||
|
||||
VOID View_Scene::OnEvent(IN SDL_Event *event)
|
||||
{
|
||||
IAEngine::__ProcessEvent(event);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnInitialize())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnTerminate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnDebugDraw())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnFixedUpdate())
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
|
||||
{
|
||||
}
|
||||
|
||||
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
|
||||
{
|
||||
}
|
||||
25
Src/Editor/imp/cpp/Vendor/FontAwesome7.cpp
vendored
Normal file
25
Src/Editor/imp/cpp/Vendor/FontAwesome7.cpp
vendored
Normal file
File diff suppressed because one or more lines are too long
@ -21,7 +21,12 @@
|
||||
#include <Vendor/imgui/imgui.h>
|
||||
#include <Vendor/IconsFontAwesome7.h>
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
using Path = std::filesystem::path;
|
||||
}
|
||||
@ -33,6 +33,8 @@ namespace ia::iae
|
||||
public:
|
||||
VOID LoadProject(IN CONST String &directory);
|
||||
|
||||
VOID OpenAsset(IN Path path);
|
||||
|
||||
public:
|
||||
CONST Project *GetActiveProject() CONST
|
||||
{
|
||||
|
||||
@ -17,6 +17,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <Base.hpp>
|
||||
#include <Vendor/imgui/imgui_internal.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
55
Src/Editor/imp/hpp/UI/TabContainer.hpp
Normal file
55
Src/Editor/imp/hpp/UI/TabContainer.hpp
Normal file
@ -0,0 +1,55 @@
|
||||
// IAEngine: 2D Game Engine by IA
|
||||
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <UI/View/IView.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class TabContainer
|
||||
{
|
||||
public:
|
||||
TabContainer();
|
||||
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Draw(IN ImVec2 position, IN ImVec2 size);
|
||||
VOID Update();
|
||||
VOID ProcessEvent(IN SDL_Event *event);
|
||||
|
||||
template<typename ViewType> INLINE VOID AddTab(IN CONST String &name);
|
||||
IView *GetTab(IN CONST String &name);
|
||||
VOID RemoveTab(IN CONST String &name);
|
||||
|
||||
VOID ChangeActiveTab(IN PCCHAR name);
|
||||
|
||||
private:
|
||||
CONST String m_tabBarID;
|
||||
CONST String m_containerID;
|
||||
PCCHAR m_activeTabName{};
|
||||
PCCHAR m_pendingActiveTabName{};
|
||||
Map<String, IView *> m_tabViews;
|
||||
|
||||
private:
|
||||
VOID AddTab(IN CONST String &name, IN IView *view);
|
||||
};
|
||||
|
||||
template<typename ViewType> VOID TabContainer::AddTab(IN CONST String &name)
|
||||
{
|
||||
AddTab(name, new ViewType());
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -23,10 +23,41 @@ namespace ia::iae
|
||||
class UI
|
||||
{
|
||||
public:
|
||||
STATIC VOID PadX(IN FLOAT32 v = 5.0f);
|
||||
STATIC VOID PadY(IN FLOAT32 v = 5.0f);
|
||||
|
||||
STATIC VOID AlignCursorLeft(IN CONST ImRect &rect);
|
||||
STATIC VOID AlignCursorRight(IN CONST ImRect &rect, IN FLOAT32 width);
|
||||
STATIC VOID AlignCursorTop(IN CONST ImRect &rect);
|
||||
STATIC VOID AlignCursorBottom(IN CONST ImRect &rect, IN FLOAT32 height);
|
||||
STATIC VOID AlignCursorHCenter(IN CONST ImRect &rect, IN FLOAT32 width);
|
||||
STATIC VOID AlignCursorVCenter(IN CONST ImRect &rect, IN FLOAT32 height);
|
||||
|
||||
public:
|
||||
STATIC VOID FocusAssetView();
|
||||
|
||||
STATIC class View_Asset *GetAssetView();
|
||||
|
||||
STATIC class IView *GetFocusedView()
|
||||
{
|
||||
return s_focusedView;
|
||||
}
|
||||
|
||||
private:
|
||||
STATIC class IView *s_focusedView;
|
||||
|
||||
private:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC VOID Update();
|
||||
STATIC VOID Draw();
|
||||
STATIC VOID Update();
|
||||
|
||||
STATIC VOID ProcessEvent(IN SDL_Event *event);
|
||||
|
||||
friend class Editor;
|
||||
|
||||
private:
|
||||
STATIC VOID DrawMenuBar();
|
||||
};
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
@ -22,9 +22,20 @@ namespace ia::iae
|
||||
{
|
||||
class View_Asset : public IView
|
||||
{
|
||||
public:
|
||||
VOID Open(IN Path path);
|
||||
VOID Close();
|
||||
|
||||
public:
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
private:
|
||||
Path m_assetPath{};
|
||||
};
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -37,6 +37,10 @@ namespace ia::iae
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
private:
|
||||
VOID ChangeCurrentOpenDirectory(IN CONST std::filesystem::path &path);
|
||||
|
||||
@ -26,5 +26,9 @@ namespace ia::iae
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
@ -16,29 +16,25 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <UI/Base.hpp>
|
||||
#include <UI/UI.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class IView
|
||||
{
|
||||
protected:
|
||||
PURE_VIRTUAL(VOID OnEvent(IN SDL_Event *event));
|
||||
|
||||
public:
|
||||
PURE_VIRTUAL(VOID Initialize());
|
||||
PURE_VIRTUAL(VOID Terminate());
|
||||
PURE_VIRTUAL(VOID Render());
|
||||
PURE_VIRTUAL(VOID Update());
|
||||
|
||||
public:
|
||||
VOID SetIcon(IN PCCHAR icon)
|
||||
{
|
||||
m_icon = icon;
|
||||
m_iconAndName = BuildString(m_icon, " ", m_name);
|
||||
}
|
||||
|
||||
VOID SetName(IN CONST String &name)
|
||||
{
|
||||
m_name = name;
|
||||
m_iconAndName = m_icon ? BuildString(m_icon, " ", m_name) : m_name;
|
||||
}
|
||||
VOID SetIcon(IN PCCHAR icon);
|
||||
VOID SetName(IN CONST String &name);
|
||||
VIRTUAL VOID ProcessEvent(IN SDL_Event *event);
|
||||
|
||||
public:
|
||||
CONST String &Name() CONST
|
||||
@ -66,14 +62,21 @@ namespace ia::iae
|
||||
String m_name{};
|
||||
PCCHAR m_icon{};
|
||||
String m_iconAndName{};
|
||||
|
||||
public:
|
||||
VIRTUAL ~IView()
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
VOID IView::PreRender()
|
||||
{
|
||||
m_extent = ImGui::GetWindowSize();
|
||||
ImGui::BeginChild("##");
|
||||
}
|
||||
|
||||
VOID IView::PostRender()
|
||||
{
|
||||
ImGui::EndChild();
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
@ -26,5 +26,9 @@ namespace ia::iae
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
@ -26,5 +26,9 @@ namespace ia::iae
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
@ -26,5 +26,9 @@ namespace ia::iae
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
};
|
||||
}
|
||||
@ -26,5 +26,18 @@ namespace ia::iae
|
||||
VOID Initialize();
|
||||
VOID Terminate();
|
||||
VOID Render();
|
||||
VOID Update();
|
||||
|
||||
protected:
|
||||
VOID OnEvent(IN SDL_Event *event);
|
||||
|
||||
public:
|
||||
VOID ProcessEvent(IN SDL_Event *event)
|
||||
{
|
||||
OnEvent(event);
|
||||
}
|
||||
|
||||
private:
|
||||
class RDC_Texture* m_gamePreviewTexture;
|
||||
};
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -16,6 +16,7 @@
|
||||
|
||||
#include <GameData.hpp>
|
||||
#include <IAEngine/IAEngine.hpp>
|
||||
#include <IAEngine/AssetManager.hpp>
|
||||
|
||||
#include <ConfigData/ConfigData.hpp>
|
||||
|
||||
@ -45,7 +46,7 @@ namespace ia::iae
|
||||
|
||||
BOOL GameData::LoadSceneData()
|
||||
{
|
||||
for (const auto &entry : std::filesystem::directory_iterator("Assets/Scenes/"))
|
||||
for (const auto &entry : std::filesystem::directory_iterator(BuildString(IAEngine::GetAssetManager()->GetAssetDirectory(), "/Scenes/").c_str()))
|
||||
{
|
||||
const auto scene = ParseScene(entry.path().string().c_str());
|
||||
if (!scene)
|
||||
@ -59,7 +60,7 @@ namespace ia::iae
|
||||
|
||||
BOOL GameData::LoadAssetData()
|
||||
{
|
||||
auto xml = ConfigData::LoadFromFile("Assets/Assets.xml");
|
||||
auto xml = ConfigData::LoadFromFile(BuildString(IAEngine::GetAssetManager()->GetAssetDirectory(), "/Assets.xml"));
|
||||
if (!xml)
|
||||
return false;
|
||||
|
||||
|
||||
@ -38,12 +38,6 @@ namespace ia::iae
|
||||
AssetManager* g_assetManager{};
|
||||
AssetManager* g_defaultAssetManager{};
|
||||
|
||||
#if defined(__IA_DEBUG) && __IA_DEBUG
|
||||
BOOL g_isDebugMode = true;
|
||||
#else
|
||||
BOOL g_isDebugMode = false;
|
||||
#endif
|
||||
|
||||
BOOL g_isHeadlessMode = false;
|
||||
|
||||
INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
|
||||
@ -82,7 +76,7 @@ namespace ia::iae
|
||||
|
||||
// EmbeddedResources::Initialize();
|
||||
|
||||
IAEngine::__Initialize("./Assets/");
|
||||
IAEngine::__Initialize(g_designViewport, "./Assets/");
|
||||
|
||||
SDL_Event event{};
|
||||
while (true)
|
||||
@ -117,9 +111,10 @@ namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID IAEngine::__Initialize(IN CONST String& assetDirectory)
|
||||
VOID IAEngine::__Initialize(IN IVec2 designResolution, IN CONST String& assetDirectory)
|
||||
{
|
||||
g_isHeadlessMode = false;
|
||||
g_designViewport = designResolution;
|
||||
|
||||
RDC::Initialize(IVec2{g_designViewport.x, g_designViewport.y}, g_windowHandle, g_isDebugMode);
|
||||
|
||||
|
||||
@ -183,6 +183,12 @@ namespace ia::iae
|
||||
STATIC Vector<UINT8> Inflate(IN PCUINT8 data, IN SIZE_T dataSize);
|
||||
STATIC Vector<UINT8> Deflate(IN PCUINT8 data, IN SIZE_T dataSize);
|
||||
|
||||
public:
|
||||
CONST String &GetAssetDirectory() CONST
|
||||
{
|
||||
return m_assetDirectory;
|
||||
}
|
||||
|
||||
protected:
|
||||
String m_assetDirectory;
|
||||
Vector<IAsset *> m_assets;
|
||||
|
||||
@ -27,4 +27,9 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
}
|
||||
#if (defined(__IA_DEBUG) && __IA_DEBUG) || (defined(__IAENGINE_DEBUG))
|
||||
STATIC CONSTEXPR BOOL g_isDebugMode = true;
|
||||
#else
|
||||
STATIC CONSTEXPR BOOL g_isDebugMode = false;
|
||||
#endif
|
||||
} // namespace ia::iae
|
||||
|
||||
@ -45,7 +45,7 @@ namespace ia::iae
|
||||
IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
|
||||
public:
|
||||
STATIC VOID __Initialize(IN CONST String& assetDirectory);
|
||||
STATIC VOID __Initialize(IN IVec2 designResolution, IN CONST String& assetDirectory);
|
||||
STATIC VOID __InitializeHeadless(IN CONST String& assetDirectory);
|
||||
STATIC VOID __Terminate();
|
||||
STATIC VOID __RenderToWindow();
|
||||
|
||||
@ -52,6 +52,9 @@ namespace ia::iae
|
||||
|
||||
VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
|
||||
{
|
||||
if(s_windowHandle)
|
||||
return;
|
||||
|
||||
EmbeddedResources::Initialize();
|
||||
|
||||
s_windowHandle = windowHandle;
|
||||
|
||||
Reference in New Issue
Block a user