demotool/ui-utilities.cc

333 lines
9.7 KiB
C++

#include "externals.hh"
#include "c-camera.hh"
#include "c-utilities.hh"
#include "ui-utilities.hh"
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui_internal.h>
void ImGui::PushDisabled( ) noexcept
{
PushItemFlag( ImGuiItemFlags_Disabled , true );
PushStyleVar( ImGuiStyleVar_Alpha , GetStyle( ).Alpha * .5f );
}
void ImGui::PopDisabled( ) noexcept
{
PopItemFlag( );
PopStyleVar( );
}
/*------------------------------------------------------------------------------*/
bool ImGui::MenuItemCheckbox(
char const* name ,
bool* checked ) noexcept
{
bool rv{ MenuItem( name , "" , *checked , true ) };
if ( rv ) {
*checked = !*checked;
}
return rv;
}
/*------------------------------------------------------------------------------*/
bool ImGui::ToolbarButton(
char const* const string ,
ImVec2 const& size ,
char const* const tooltip ,
bool enabled ,
bool toggled ) noexcept
{
if ( !enabled ) {
PushDisabled( );
}
if ( toggled ) {
PushStyleColor( ImGuiCol_Border , 0x7fffffff );
PushStyleColor( ImGuiCol_BorderShadow , 0 );
PushStyleVar( ImGuiStyleVar_FrameBorderSize , 1 );
}
const bool rv{ Button( string , size ) };
if ( toggled ) {
PopStyleVar( );
PopStyleColor( 2 );
}
if ( !enabled ) {
PopDisabled( );
} else if ( tooltip && IsItemHovered( ) ) {
BeginTooltip( );
Text( tooltip );
EndTooltip( );
}
return rv;
}
void ImGui::ToolbarSeparator( ) noexcept
{
SameLine( );
VerticalSeparator( );
SameLine( );
}
/*------------------------------------------------------------------------------*/
uint32_t ImGui::ColorHSVAToU32(
float hue ,
float saturation ,
float value ,
float alpha ) noexcept
{
ImVec4 out{ 0, 0, 0, alpha };
ColorConvertHSVtoRGB( hue , saturation , value ,
out.x , out.y , out.z );
return GetColorU32( out );
}
/*------------------------------------------------------------------------------*/
// Code stolen and modified from ImGui itself
bool ImGui::UserScrollbar(
const bool horizontal ,
const float total ,
const float display ,
float* const scrollPos ,
const ImVec2 topLeft ,
const float length ,
char const* const name ) noexcept
{
ImGuiContext& g = *GImGui;
ImGuiWindow* const window = g.CurrentWindow;
ImDrawList* const dl = window->DrawList;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID( name ? name :
( horizontal ? "#UserScrollX" : "#UserScrollY" ) );
// Render background
ImRect bb = horizontal
? ImRect( topLeft , topLeft + ImVec2( length , style.ScrollbarSize ) )
: ImRect( topLeft , topLeft + ImVec2( style.ScrollbarSize , length ) );
ImRect contentArea = window->ContentsRegionRect;
contentArea.Translate( window->Pos );
if ( !bb.Overlaps( contentArea ) ) {
return false;
}
dl->AddRectFilled( bb.Min , bb.Max , GetColorU32( ImGuiCol_ScrollbarBg ) );
bb.Expand( ImVec2(
-ImClamp( (float)(int)( ( bb.Max.x - bb.Min.x - 2.0f ) * 0.5f ) , 0.0f , 3.0f ) ,
-ImClamp( (float)(int)( ( bb.Max.y - bb.Min.y - 2.0f ) * 0.5f ) , 0.0f , 3.0f ) ) );
// V denote the main, longer axis of the scrollbar (= height for a
// vertical scrollbar)
const float scrollbarSizeV = horizontal ? bb.GetWidth( ) : bb.GetHeight( );
float scrollV = *scrollPos;
// Calculate the height of our grabbable box. It generally represent
// the amount visible (vs the total scrollable amount) But we maintain
// a minimum size in pixel to allow for the user to still aim inside.
const float maxSize = ImMax( ImMax( total , display ) , 1.0f );
const float grabSizePx = ImClamp( scrollbarSizeV * ( display / maxSize ) ,
style.GrabMinSize , scrollbarSizeV );
const float grabSizeNorm = grabSizePx / scrollbarSizeV;
// Handle input right away.
bool held = false;
bool hovered = false;
const bool previouslyHeld = ( g.ActiveId == id );
ButtonBehavior( bb , id , &hovered , &held );
const float scrollMax = ImMax( 1.0f , total - display );
float scrollRatio = ImSaturate( scrollV / scrollMax );
float grabNorm = scrollRatio * ( scrollbarSizeV - grabSizePx ) / scrollbarSizeV;
if ( held && grabSizeNorm < 1.0f ) {
ImGuiStorage* const storage = window->DC.StateStorage;
const float scrollbarPosV = horizontal ? bb.Min.x : bb.Min.y;
const float mousePos = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
float clickDeltaToGrabCenter = storage->GetFloat( id );
// Click position in scrollbar normalized space (0.0f->1.0f)
const float clickedVNorm = ImSaturate(
( mousePos - scrollbarPosV ) / scrollbarSizeV );
SetHoveredID( id );
bool seekAbsolute = false;
if ( !previouslyHeld ) {
// On initial click calculate the distance between mouse
// and the center of the grab
if ( clickedVNorm >= grabNorm && clickedVNorm <= grabNorm + grabSizeNorm ) {
clickDeltaToGrabCenter = clickedVNorm - grabNorm - grabSizeNorm * 0.5f;
} else {
seekAbsolute = true;
clickDeltaToGrabCenter = 0.0f;
}
}
// Apply scroll
const float scrollVNorm = ImSaturate(
( clickedVNorm - clickDeltaToGrabCenter - grabSizeNorm * 0.5f )
/ ( 1.0f - grabSizeNorm ) );
scrollV = (float)(int)( 0.5f + scrollVNorm * scrollMax );
// Update values for rendering
scrollRatio = ImSaturate( scrollV / scrollMax );
grabNorm = scrollRatio * ( scrollbarSizeV - grabSizePx ) / scrollbarSizeV;
// Update distance to grab now that we have seeked and saturated
if ( seekAbsolute ) {
clickDeltaToGrabCenter = clickedVNorm - grabNorm - grabSizeNorm * 0.5f;
}
storage->SetFloat( id , clickDeltaToGrabCenter );
}
// Render
const ImU32 grabCol = GetColorU32(
held ? ImGuiCol_ScrollbarGrabActive
: hovered ? ImGuiCol_ScrollbarGrabHovered
: ImGuiCol_ScrollbarGrab);
ImRect grabRect;
if ( horizontal ) {
grabRect = ImRect(
ImLerp( bb.Min.x , bb.Max.x , grabNorm ) , bb.Min.y,
ImMin( ImLerp( bb.Min.x , bb.Max.x , grabNorm ) + grabSizePx ,
contentArea.Max.x ) , bb.Max.y );
} else {
grabRect = ImRect(
bb.Min.x, ImLerp( bb.Min.y , bb.Max.y , grabNorm ) ,
bb.Max.x , ImMin(
ImLerp( bb.Min.y , bb.Max.y , grabNorm ) + grabSizePx ,
contentArea.Max.y ) );
}
dl->AddRectFilled( grabRect.Min , grabRect.Max , grabCol , style.ScrollbarRounding );
if ( scrollV != *scrollPos ) {
*scrollPos = scrollV;
return true;
}
return false;
}
/*= T_CameraMouseControl =======================================================*/
void T_CameraMouseControl::handleDragAndDrop(
ImVec2 const& move ,
T_KbdMods modifiers ,
T_MouseButtons buttons ) noexcept
{
if ( move.x == 0 || move.y == 0 ) {
return;
}
const float fdx( move.x * .1f * ( ( modifiers & E_KbdMod::CTRL ) ? 1.f : .1f ) );
const float fdy( move.y * .1f * ( ( modifiers & E_KbdMod::CTRL ) ? 1.f : .1f ) );
if ( ( buttons & E_MouseButton::LEFT ) && ( modifiers & E_KbdMod::SHIFT ) ) {
// Left mouse button, shift - move camera
const auto side( normalize( cross( camera.upVector( ) , camera.direction( ) ) ) );
camera.lookAt( ) += .1f * ( side * fdx + camera.upVector( ) * fdy );
} else if ( buttons & E_MouseButton::LEFT ) {
// Left mouse button, no shift - change yaw/pitch
updateAngle( camera.angles( ).y , fdx );
updateAngle( camera.angles( ).x , fdy );
} else if ( buttons & E_MouseButton::RIGHT ) {
// Right mouse button - change roll
updateAngle( camera.angles( ).z , fdx );
}
camera.cvtAnglesToVectors( );
}
void T_CameraMouseControl::handleWheel(
const float wheel ,
T_KbdMods modifiers ,
T_MouseButtons /* buttons */ ) noexcept
{
const float delta( wheel * ( ( modifiers & E_KbdMod::CTRL ) ? 1.f : .1f) );
if ( modifiers & E_KbdMod::SHIFT ) {
camera.fieldOfView( ) = ImClamp( camera.fieldOfView( ) + delta , 1.f , 179.f );
camera.cvtFov2Np( );
} else {
camera.distance( ) = std::max( .01f , camera.distance( ) - delta );
camera.cvtAnglesToVectors( );
}
}
/*----------------------------------------------------------------------------*/
T_CameraChanges CameraUI( T_Camera& camera ) noexcept
{
using namespace ImGui;
// What gets changed
static const T_CameraChanges changeFlags[] = {
E_CameraChange::MATRIX ,
{} ,
E_CameraChange::MATRIX ,
E_CameraChange::MATRIX ,
{} ,
E_CameraChange::MATRIX ,
E_CameraChange::MATRIX ,
{} ,
E_CameraChange::FOV ,
E_CameraChange::FOV ,
};
// Which update gets called.
enum E_ChangeCall_ {
CC_NONE ,
CC_FROM_VECTORS ,
CC_FROM_ANGLES ,
CC_FROM_FOV ,
CC_FROM_NP ,
};
static const E_ChangeCall_ changeCalls[] = {
CC_FROM_ANGLES ,
CC_NONE ,
CC_FROM_ANGLES ,
CC_FROM_ANGLES ,
CC_NONE ,
CC_FROM_VECTORS ,
CC_FROM_VECTORS ,
CC_NONE ,
CC_FROM_FOV ,
CC_FROM_NP ,
};
static_assert( IM_ARRAYSIZE( changeFlags ) == IM_ARRAYSIZE( changeCalls ) ,
"invalid configuration" );
// Changes (also draws the fields)
const bool changed[] = {
DragFloat3( "Target" , &camera.lookAt( ).x ) ,
( Separator( ) , false ) ,
DragFloat( "Distance" , &camera.distance( ) , .1f , .1f , 1e8 , "%.1f" ) ,
DragFloat3( "Angles" , &camera.angles( ).x , .01f , -180 , 180 ) ,
( Separator( ) , false ) ,
DragFloat3( "Position" , &camera.position( ).x ) ,
DragFloat3( "Up vector" , &camera.upVector( ).x ) ,
( Separator( ) , false ) ,
DragFloat( "FoV" , &camera.fieldOfView( ) , .01f , .01f , 179.9f ) ,
DragFloat( "Near plane" , &camera.nearPlane( ) , .00001f , .001f , 1e6f ) ,
};
static_assert( IM_ARRAYSIZE( changeFlags ) == IM_ARRAYSIZE( changed ) ,
"invalid configuration" );
T_CameraChanges changes;
for ( unsigned i = 0 ; i < IM_ARRAYSIZE( changed ) ; i ++ ) {
if ( changed[ i ] ) {
switch ( changeCalls[ i ] ) {
case CC_NONE: break;
case CC_FROM_VECTORS: camera.cvtVectorsToAngles( ); break;
case CC_FROM_ANGLES: camera.cvtAnglesToVectors( ); break;
case CC_FROM_FOV: camera.cvtFov2Np( ); break;
case CC_FROM_NP: camera.cvtNp2Fov( ); break;
}
changes = changes | changeFlags[ i ];
}
}
return changes;
}