mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-12 21:45:46 -04:00
32632cacdb
* Update menus
* Update CMakeLists.txt
* Add Ship
* Impl hm ship actors
* Update HM course
* Impl new intro
* Finish intro scene
* Rename
* Start Editor Work
* raycast works
* Fix ScreenRayTrace in widescreen
* Basic Actor Picking
* wip
* Editor use vtx collision
* gizmo work
* otr works for object picking
* Impl objects for editor
* actor init
* Update
* Add all axis move (freemove)
* Docking Windows works here
* Setup imgui layout for editor
* Editor Snap to Ground works
* Basic Scene Explorer Works
* Editor get actor names
* Impl editor object names
* impl Editor Play and Pause buttons
* Editor translate works while paused
* Fix freecam lighting
* Added adjustable track properties to editor
* Editor matrix, icons, rotation, impl light
* Setup Track Properties 1
* Editor tooling wip
* Load modded o2rs
* Don't enable hud if editor is enabled
* Updates
* SceneManager nearly working
* Fix mario kart 64 intro logo sizing
* Fix Rotator
* Finish new matrix translation code
* Cleanup headers
* Cleanup
* Cleanup 2
* Cleanup 3
* Prevent divize by zero crash
* Add visible circle for translate in all axis
* Editor scaling/rot works properly now
* Scale All_Axis evenly
* Fixes to includes to work on Linux.
* Removed overfilled arguments in gfx_create_framebuffer()
* Added missing function definitions to Game.h
* Editor sun face the camera
* Add rotation model to gizmo
* Add new handles
* Failed attempt at transforming collision
* Impl water volume
* Import fast64 paths
* water surface
* Scene Setup 1
* Custom Track O2R almost working needs testing
* Custom Track Load path O2r
* Render custom track. Wip collision
* Add missing function
* Debug Spawning Custom O2R Track
* Import courses working now
* Fix memory leak
* Remove New Track Button
* Engine.cpp more consistent with sf64
* Fix Editor Enable Button
* Editor Accurate mouse click drag objects
* Editor selects closest object and cleanup
* Gizmo rot and scale collision working
* Remove constexpr from IRotator
* Impl properties for location/rot/scale
* Better Properties display, swap rot handles
* Fix content browser dock and editor now disabled by default
* Remove GameInfoWindow, Multiplayer Button, and FPS Slider
* Disable Editor when its disabled
* Add new logo to hm intro
* Fix pause menu item box cursor
* Remove minimap from Course::from_json and to_json
* Impl Import Minimap
* Fix custom minimap rendering
* minimap uses extension .png
* Refactor minimap
* Freecam only for player 1
* GrandPrix Balloons work in custom track
* Track Id is now std::string and outside of Props
* Moved editor assets to be included in ship.o2r
* Fixed GenerateO2R to package the correct folder and save to the correct filename
* Linux specific changes.
* Added "#include <stdio.h>" that required them
* Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages.
* Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.)
* Revert "Moved editor assets to be included in ship.o2r"
This reverts commit 05704c01f7.
* Added back files(this time without LUS changes)
* Changed workflow file to use correct filename for assets file.
* Missed a few spots in the workflow file.
* Added .desktop file and made corrections to the main workflow.
* Added the rest of upstream CMakeLists.txt
* disabled USE_NETWORKING
* New InverseMatrix
* Renamed both .o2r files to be more accurate to its contents.
* Reverted CmakeList.txt
---------
Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
159 lines
6.5 KiB
C++
159 lines
6.5 KiB
C++
#include <libultraship.h>
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#include "SpaghettiGui.h"
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#include <libultraship/src/window/gui/Gui.h>
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#include <libultraship/src/window/Window.h>
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#include "Config.h"
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#ifdef __APPLE__
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#include <SDL_hints.h>
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#include <SDL_video.h>
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#include "graphic/Fast3D/gfx_metal.h"
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#include <imgui_impl_metal.h>
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#include <imgui_impl_sdl2.h>
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#else
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#include <SDL2/SDL_hints.h>
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#include <SDL2/SDL_video.h>
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#endif
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#if defined(__ANDROID__) || defined(__IOS__)
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#include "port/mobile/MobileImpl.h"
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#endif
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#ifdef ENABLE_OPENGL
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#include <imgui_impl_opengl3.h>
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#include <imgui_impl_sdl2.h>
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#endif
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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#include <graphic/Fast3D/gfx_direct3d11.h>
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#include <imgui_impl_dx11.h>
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#include <imgui_impl_win32.h>
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// NOLINTNEXTLINE
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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namespace Ship {
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#define TOGGLE_BTN ImGuiKey_F1
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#define TOGGLE_PAD_BTN ImGuiKey_GamepadBack
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void SpaghettiGui::DrawMenu() {
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const std::shared_ptr<Window> wnd = Context::GetInstance()->GetWindow();
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const std::shared_ptr<Config> conf = Context::GetInstance()->GetConfig();
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ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoBackground |
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ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus |
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ImGuiWindowFlags_NoResize;
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if (GetMenuBar() && GetMenuBar()->IsVisible()) {
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windowFlags |= ImGuiWindowFlags_MenuBar;
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}
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(ImVec2((int)wnd->GetWidth(), (int)wnd->GetHeight()));
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
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ImGui::Begin("Main - Deck", nullptr, windowFlags);
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ImGui::PopStyleVar(3);
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mTemporaryWindowPos = ImGui::GetWindowPos();
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const ImGuiID dockId = ImGui::GetID("main_dock");
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if (!ImGui::DockBuilderGetNode(dockId)) {
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ImGui::DockBuilderRemoveNode(dockId);
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ImGui::DockBuilderAddNode(dockId, ImGuiDockNodeFlags_NoTabBar);
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ImGui::DockBuilderSetNodeSize(dockId, ImVec2(viewport->Size.x, viewport->Size.y));
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ImGui::DockBuilderDockWindow("Main Game", dockId);
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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const ImGuiID dockId = ImGui::GetID("main_dock");
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ImGuiID topId = ImGui::DockBuilderSplitNode(dockId, ImGuiDir_Up, 0.15f, nullptr, nullptr);
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ImGui::DockBuilderSetNodeSize(topId, ImVec2(viewport->Size.x, 40));
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ImGuiID bottomId = ImGui::DockBuilderSplitNode(dockId, ImGuiDir_Down, 0.25f, nullptr, nullptr);
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ImGui::DockBuilderSetNodeSize(bottomId, ImVec2(viewport->Size.x, viewport->Size.y * 0.1f));
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ImGuiID bottomLeftId = ImGui::DockBuilderSplitNode(bottomId, ImGuiDir_Left, 0.25f, nullptr, nullptr);
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ImGui::DockBuilderSetNodeSize(bottomId, ImVec2(viewport->Size.x, viewport->Size.y * 0.1f));
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ImGuiID rightId = ImGui::DockBuilderSplitNode(dockId, ImGuiDir_Right, 0.25f, nullptr, nullptr);
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ImGui::DockBuilderSetNodeSize(rightId, ImVec2(viewport->Size.x * 0.15f, viewport->Size.y));
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// Order of operations matters here for the properties window to be in the right spot
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ImGui::DockBuilderDockWindow("Scene Explorer", rightId);
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ImGui::DockBuilderDockWindow("Track Properties", rightId); // Attach as second tab
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ImGuiID rightBottomId = ImGui::DockBuilderSplitNode(rightId, ImGuiDir_Down, 0.25f, nullptr, nullptr);
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ImGui::DockBuilderSetNodeSize(rightBottomId, ImVec2(viewport->Size.x, viewport->Size.y * 0.25));
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ImGui::DockBuilderDockWindow("Properties", rightBottomId);
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ImGui::DockBuilderDockWindow("Tools", topId);
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ImGui::DockBuilderDockWindow("Content Browser", bottomLeftId);
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ImGui::DockBuilderFinish(dockId);
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}
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ImGui::DockSpace(dockId, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_None | ImGuiDockNodeFlags_NoDockingInCentralNode);
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if (ImGui::IsKeyPressed(TOGGLE_BTN) || ImGui::IsKeyPressed(ImGuiKey_Escape) ||
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(ImGui::IsKeyPressed(TOGGLE_PAD_BTN) && CVarGetInteger(CVAR_IMGUI_CONTROLLER_NAV, 0))) {
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if ((ImGui::IsKeyPressed(ImGuiKey_Escape) || ImGui::IsKeyPressed(TOGGLE_PAD_BTN)) && GetMenu()) {
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GetMenu()->ToggleVisibility();
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} else if ((ImGui::IsKeyPressed(TOGGLE_BTN) || ImGui::IsKeyPressed(TOGGLE_PAD_BTN)) && GetMenuBar()) {
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Gui::GetMenuBar()->ToggleVisibility();
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}
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if (wnd->IsFullscreen()) {
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Context::GetInstance()->GetWindow()->SetMouseCapture(
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!(GetMenuOrMenubarVisible() || wnd->ShouldForceCursorVisibility()));
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}
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if (CVarGetInteger(CVAR_IMGUI_CONTROLLER_NAV, 0) && GetMenuOrMenubarVisible()) {
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mImGuiIo->ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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} else {
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mImGuiIo->ConfigFlags &= ~ImGuiConfigFlags_NavEnableGamepad;
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}
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}
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#if __APPLE__
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if ((ImGui::IsKeyDown(ImGuiKey_LeftSuper) || ImGui::IsKeyDown(ImGuiKey_RightSuper)) &&
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ImGui::IsKeyPressed(ImGuiKey_R, false)) {
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std::reinterpret_pointer_cast<ConsoleWindow>(
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Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Console"))
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->Dispatch("reset");
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}
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#else
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if ((ImGui::IsKeyDown(ImGuiKey_LeftCtrl) || ImGui::IsKeyDown(ImGuiKey_RightCtrl)) &&
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ImGui::IsKeyPressed(ImGuiKey_R, false)) {
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std::reinterpret_pointer_cast<ConsoleWindow>(
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Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Console"))
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->Dispatch("reset");
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}
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#endif
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if (GetMenuBar()) {
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GetMenuBar()->Update();
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GetMenuBar()->Draw();
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}
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if (GetMenu()) {
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GetMenu()->Update();
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GetMenu()->Draw();
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}
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for (auto& windowIter : mGuiWindows) {
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windowIter.second->Update();
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windowIter.second->Draw();
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}
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ImGui::End();
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}
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} |