// 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 .
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
namespace ia::iae
{
STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET_BROWSER = "AssetBrowser";
STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET = "Asset";
STATIC CONSTEXPR PCCHAR VIEW_NAME_CONSOLE = "Console";
STATIC CONSTEXPR PCCHAR VIEW_NAME_NODES = "Nodes";
STATIC CONSTEXPR PCCHAR VIEW_NAME_PACKAGE = "Package";
STATIC CONSTEXPR PCCHAR VIEW_NAME_PROPERTIES = "Properties";
STATIC CONSTEXPR PCCHAR VIEW_NAME_SCENE = "SCENE";
EXTERN IVec2 g_windowExtent;
IView *UI::s_focusedView{};
TabContainer g_tabContainerB;
TabContainer g_tabContainerTL;
TabContainer g_tabContainerTM;
TabContainer g_tabContainerTR;
VOID UI::FocusAssetView()
{
g_tabContainerTR.ChangeActiveTab(VIEW_NAME_ASSET);
}
class View_Asset *UI::GetAssetView()
{
return (View_Asset*)g_tabContainerTR.GetTab(VIEW_NAME_ASSET);
}
VOID UI::Initialize()
{
g_tabContainerB.Initialize();
g_tabContainerTL.Initialize();
g_tabContainerTM.Initialize();
g_tabContainerTR.Initialize();
g_tabContainerB.AddTab(VIEW_NAME_ASSET_BROWSER);
g_tabContainerB.AddTab(VIEW_NAME_CONSOLE);
g_tabContainerTL.AddTab(VIEW_NAME_NODES);
g_tabContainerTL.AddTab(VIEW_NAME_PACKAGE);
g_tabContainerTM.AddTab(VIEW_NAME_SCENE);
g_tabContainerTR.AddTab(VIEW_NAME_PROPERTIES);
g_tabContainerTR.AddTab(VIEW_NAME_ASSET);
}
VOID UI::Terminate()
{
g_tabContainerB.Terminate();
g_tabContainerTL.Terminate();
g_tabContainerTM.Terminate();
g_tabContainerTR.Terminate();
}
VOID UI::Update()
{
g_tabContainerB.Update();
g_tabContainerTL.Update();
g_tabContainerTM.Update();
g_tabContainerTR.Update();
}
VOID UI::ProcessEvent(IN SDL_Event *event)
{
g_tabContainerB.ProcessEvent(event);
g_tabContainerTL.ProcessEvent(event);
g_tabContainerTM.ProcessEvent(event);
g_tabContainerTR.ProcessEvent(event);
}
VOID UI::Draw()
{
DrawMenuBar();
g_tabContainerB.Draw({0.0f, LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y * g_windowExtent.y + MENUBAR_HEIGHT},
{g_windowExtent.x * LAYOUT_BOTTOM_VIEW_EXTENT.x,
g_windowExtent.y * LAYOUT_BOTTOM_VIEW_EXTENT.y - MENUBAR_HEIGHT});
g_tabContainerTL.Draw({0.0f, MENUBAR_HEIGHT}, {g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x,
g_windowExtent.y * LAYOUT_TOP_LEFT_VIEW_EXTENT.y});
g_tabContainerTM.Draw(
{g_windowExtent.x * LAYOUT_TOP_LEFT_VIEW_EXTENT.x, MENUBAR_HEIGHT},
{g_windowExtent.x * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_MIDDLE_VIEW_EXTENT.y});
g_tabContainerTR.Draw(
{g_windowExtent.x * (1.0f - LAYOUT_TOP_RIGHT_VIEW_EXTENT.x), MENUBAR_HEIGHT},
{g_windowExtent.x * LAYOUT_TOP_RIGHT_VIEW_EXTENT.x, g_windowExtent.y * LAYOUT_TOP_RIGHT_VIEW_EXTENT.y});
}
VOID UI::DrawMenuBar()
{
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("New Scene", nullptr, nullptr))
{
}
UI::PadY();
if (ImGui::MenuItem("Open Scene", nullptr, nullptr))
{
}
UI::PadY();
ImGui::Separator();
UI::PadY();
if (ImGui::MenuItem("Exit", nullptr, nullptr))
SDL_Quit();
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
}
VOID UI::PadX(IN FLOAT32 v)
{
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + v);
}
VOID UI::PadY(IN FLOAT32 v)
{
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + v);
}
VOID UI::AlignCursorLeft(IN CONST ImRect &rect)
{
ImGui::SetCursorPosX(rect.GetTL().x);
}
VOID UI::AlignCursorRight(IN CONST ImRect &rect, IN FLOAT32 width)
{
ImGui::SetCursorPosX(rect.GetWidth() - width);
}
VOID UI::AlignCursorTop(IN CONST ImRect &rect)
{
ImGui::SetCursorPosY(rect.AsVec4().y);
}
VOID UI::AlignCursorBottom(IN CONST ImRect &rect, IN FLOAT32 height)
{
ImGui::SetCursorPosY(rect.GetHeight() - height);
}
VOID UI::AlignCursorHCenter(IN CONST ImRect &rect, IN FLOAT32 width)
{
ImGui::SetCursorPosX((rect.GetWidth() - width) / 2.0f);
}
VOID UI::AlignCursorVCenter(IN CONST ImRect &rect, IN FLOAT32 height)
{
ImGui::SetCursorPosY((rect.GetHeight() - height) / 2.0f);
}
} // namespace ia::iae