184 lines
5.8 KiB
C++
184 lines
5.8 KiB
C++
// 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 <IAEngine/IAEngine.hpp>
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#include <RenderCore/RenderCore.hpp>
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#include <UI/UI.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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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_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_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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if (ImGui::BeginMenu("File"))
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{
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if (ImGui::MenuItem("New Scene", nullptr, nullptr))
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{
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}
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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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UI::PadY();
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ImGui::Separator();
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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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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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