From 7c8b5072d8441aa6a7da9bd7560c47ba8c41270b Mon Sep 17 00:00:00 2001 From: kasull Date: Thu, 5 Mar 2026 11:38:03 -0500 Subject: split UI components and make menubar data-driven replace monolithic gui.cpp with focused editor UI component files shared editor_gui_internal.h for layout constants and cross-component helpers modular menubar rendering/input --- src/editor/editor_layout.cpp | 283 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 283 insertions(+) create mode 100644 src/editor/editor_layout.cpp (limited to 'src/editor/editor_layout.cpp') diff --git a/src/editor/editor_layout.cpp b/src/editor/editor_layout.cpp new file mode 100644 index 0000000..f98ef00 --- /dev/null +++ b/src/editor/editor_layout.cpp @@ -0,0 +1,283 @@ +#include "editor_gui_internal.h" + +static I32 editor_layout_props_w_max( GUI_EDITORWINDOW* wnd ) { + I32 max_w = wnd->w - ( EDITOR_LAYOUT_MARGIN * 2 ) - EDITOR_LAYOUT_COLUMN_GAP - EDITOR_LAYOUT_RIGHT_MIN_W; + return max( EDITOR_LAYOUT_PROPS_MIN_W, max_w ); +} + +static I32 editor_layout_content_bottom( GUI_EDITORWINDOW* wnd ) { + return wnd->h - EDITOR_LAYOUT_MARGIN - EDITOR_LAYOUT_STATUS_H - EDITOR_LAYOUT_STATUS_GAP; +} + +static I32 editor_layout_left_available_h( GUI_EDITORWINDOW* wnd ) { + return max( 1, editor_layout_content_bottom( wnd ) - EDITOR_LAYOUT_CONTENT_Y ); +} + +static I32 editor_layout_view_h_max( GUI_EDITORWINDOW* wnd ) { + I32 max_h = editor_layout_content_bottom( wnd ) + - EDITOR_LAYOUT_CONTENT_Y + - EDITOR_LAYOUT_VIEW_TOOL_GAP + - EDITOR_LAYOUT_TOOL_PANEL_H + - ( EDITOR_LAYOUT_TITLE_OFFSET * 2 ); + return max( EDITOR_LAYOUT_VIEW_MIN_H, max_h ); +} + +static void editor_layout_clamp_custom_sizes( GAME_EDITOR* e ) { + if( !e || !e->wnd ) + return; + + GAME_EDITOR::EDITOR_GUI* egui = &e->gui; + if( egui->props_w <= 0 ) egui->props_w = EDITOR_LAYOUT_PROPS_DEFAULT_W; + if( egui->props_h <= 0 ) egui->props_h = EDITOR_LAYOUT_PROPS_DEFAULT_H; + if( egui->view_h <= 0 ) egui->view_h = EDITOR_LAYOUT_VIEW_DEFAULT_H; + + egui->props_w = min( max( egui->props_w, EDITOR_LAYOUT_PROPS_MIN_W ), editor_layout_props_w_max( e->wnd ) ); + + I32 left_avail_h = editor_layout_left_available_h( e->wnd ); + I32 max_props_h = left_avail_h - EDITOR_LAYOUT_LEFT_BOX_GAP - EDITOR_LAYOUT_ASSETS_MIN_H - ( EDITOR_LAYOUT_TITLE_OFFSET * 2 ); + max_props_h = max( EDITOR_LAYOUT_PROPS_MIN_H, max_props_h ); + egui->props_h = min( max( egui->props_h, EDITOR_LAYOUT_PROPS_MIN_H ), max_props_h ); + + egui->view_h = editor_layout_view_h_max( e->wnd ); +} + +static EDITOR_LAYOUT editor_calc_layout( GAME_EDITOR* e ) { + GUI_EDITORWINDOW* wnd = e->wnd; + editor_layout_clamp_custom_sizes( e ); + + EDITOR_LAYOUT l{}; + l.left_x = EDITOR_LAYOUT_MARGIN; + l.left_w = e->gui.props_w; + l.right_x = l.left_x + l.left_w + EDITOR_LAYOUT_COLUMN_GAP; + l.right_w = max( 1, wnd->w - EDITOR_LAYOUT_MARGIN - l.right_x ); + l.tool_btn_x = l.right_x; + l.tool_btn_w = 45; + l.tool_panel_x = l.tool_btn_x + l.tool_btn_w + EDITOR_LAYOUT_TOOL_PANEL_GAP; + l.tool_panel_w = EDITOR_LAYOUT_TOOL_PANEL_W; + + l.top_y = EDITOR_LAYOUT_NAV_Y; + l.props_y = EDITOR_LAYOUT_CONTENT_Y; + l.view_y = EDITOR_LAYOUT_CONTENT_Y; + l.props_h = e->gui.props_h; + + I32 left_total_h = max( 1, editor_layout_content_bottom( wnd ) - l.props_y ); + I32 props_max_h = left_total_h - EDITOR_LAYOUT_LEFT_BOX_GAP - EDITOR_LAYOUT_ASSETS_MIN_H - ( EDITOR_LAYOUT_TITLE_OFFSET * 2 ); + props_max_h = max( EDITOR_LAYOUT_PROPS_MIN_H, props_max_h ); + l.props_h = min( max( l.props_h, EDITOR_LAYOUT_PROPS_MIN_H ), props_max_h ); + l.assets_y = l.props_y + EDITOR_LAYOUT_TITLE_OFFSET + l.props_h + EDITOR_LAYOUT_LEFT_BOX_GAP; + l.assets_h = max( EDITOR_LAYOUT_ASSETS_MIN_H, editor_layout_content_bottom( wnd ) - l.assets_y - EDITOR_LAYOUT_TITLE_OFFSET ); + + l.view_h = e->gui.view_h; + l.tool_y = l.view_y + EDITOR_LAYOUT_TITLE_OFFSET + l.view_h + EDITOR_LAYOUT_VIEW_TOOL_GAP; + l.tool_btn_y = l.tool_y + EDITOR_LAYOUT_TOOL_BTN_TOP_GAP; + + I32 bottom_content = editor_layout_content_bottom( wnd ); + l.tool_h = max( 1, bottom_content - l.tool_y - EDITOR_LAYOUT_TITLE_OFFSET ); + l.tool_panel_h = l.tool_h; + l.tool_btn_step = 23; + + I32 required_w = l.tool_btn_w + EDITOR_LAYOUT_TOOL_PANEL_GAP + l.tool_panel_w; + if( required_w > l.right_w ) { + I32 overflow = required_w - l.right_w; + I32 shrink_panel = min( overflow, max( 0, l.tool_panel_w - 180 ) ); + l.tool_panel_w -= shrink_panel; + } + l.tool_panel_x = l.tool_btn_x + l.tool_btn_w + EDITOR_LAYOUT_TOOL_PANEL_GAP; + + l.status_x = EDITOR_LAYOUT_MARGIN; + l.status_w = max( 1, wnd->w - EDITOR_LAYOUT_MARGIN * 2 ); + l.status_h = EDITOR_LAYOUT_STATUS_H; + l.status_y = wnd->h - EDITOR_LAYOUT_MARGIN - l.status_h; + return l; +} + +void editor_set_bounds( GUI_BASE* node, I32 x, I32 y, I32 w, I32 h ) { + if( !node ) + return; + + I32 x_extra = node->xbound - node->w; + I32 y_extra = node->ybound - node->h; + if( x_extra < 0 ) x_extra = 0; + if( y_extra < 0 ) y_extra = 0; + + node->x = x; + node->y = y; + node->w = max( 1, w ); + node->h = max( 1, h ); + node->xbound = node->w + x_extra; + node->ybound = node->h + y_extra; +} + +void editor_resize_base_view( GUI_EDITORWINDOW* wnd ) { + GUI_VIEW* base = (GUI_VIEW*)gui_find_node( wnd, "BASE_VIEW" ); + if( !base ) + return; + + editor_set_bounds( base, 1, 1, wnd->w - 2, wnd->h - 2 ); +} + +void editor_layout_start_menu( GAME_EDITOR* e ) { + GUI_EDITORWINDOW* wnd = e->wnd; + GUI_LIST* list = (GUI_LIST*)gui_find_node( wnd, "map list" ); + GUI_BUTTON* new_map = (GUI_BUTTON*)gui_find_node( wnd, "new map" ); + GUI_BUTTON* load_map = (GUI_BUTTON*)gui_find_node( wnd, "load map" ); + if( !list || !new_map || !load_map ) + return; + + const I32 min_margin = 10; + const I32 list_title_offset = 15; + const I32 button_gap = 10; + const I32 button_h = 25; + const I32 list_button_gap = 5; + I32 list_w = 200; + I32 list_h = 200; + I32 max_list_w = max( 80, wnd->w - min_margin * 2 ); + I32 start_y = EDITOR_LAYOUT_CONTENT_Y; + I32 max_list_h = max( 80, wnd->h - ( start_y + list_title_offset + list_button_gap + button_h + min_margin ) ); + if( list_w > max_list_w ) list_w = max_list_w; + if( list_h > max_list_h ) list_h = max_list_h; + + I32 x = ( wnd->w - list_w ) / 2; + I32 y = start_y; + I32 bottom = y + list_title_offset + list_h + list_button_gap + button_h; + if( bottom > wnd->h - min_margin ) + y = max( min_margin, wnd->h - min_margin - ( list_title_offset + list_h + list_button_gap + button_h ) ); + + editor_set_bounds( list, x, y, list_w, list_h ); + I32 bw = max( 50, ( list_w - button_gap ) / 2 ); + I32 by = y + list_title_offset + list_h + list_button_gap; + editor_set_bounds( new_map, x, by, bw, button_h ); + editor_set_bounds( load_map, x + bw + button_gap, by, bw, button_h ); +} + +static void editor_layout_tool_buttons( GUI_EDITORWINDOW* wnd, const EDITOR_LAYOUT& l ) { + const char* names[] = { "none", "select", "wall", "poly", "sprite", "ent" }; + I32 y = l.tool_btn_y; + for( U32 i = 0; i < sizeof( names ) / sizeof( names[0] ); ++i ) { + GUI_BUTTON* btn = (GUI_BUTTON*)gui_find_node( wnd, names[i] ); + editor_set_bounds( btn, l.tool_btn_x, y, l.tool_btn_w, 20 ); + y += l.tool_btn_step; + } +} + +static void editor_layout_header_controls( GAME_EDITOR* e, const EDITOR_LAYOUT& l ) { + GAME_EDITOR::EDITOR_GUI* egui = &e->gui; + GUI_BASE* toolbar = egui->header_toolbar; + GUI_BUTTON* back = egui->header_back; + GUI_BUTTON* v2btn = egui->header_mode_2d; + GUI_BUTTON* v3btn = egui->header_mode_3d; + GUI_BUTTON* simbtn = egui->header_mode_sim; + GUI_LABEL* view_type_lbl = egui->header_viewtype_label; + GUI_BASE* view_type_seg = egui->header_viewtype; + + const I32 top_btn_h = 20; + const I32 nav_left_x = 10; + const I32 nav_btn_w = 92; + const I32 nav_gap = 8; + const I32 mode_btn_w = 92; + I32 mode_group_w = mode_btn_w * 3 + nav_gap * 2; + I32 mode_x = e->wnd->w - EDITOR_LAYOUT_MARGIN - mode_group_w; + I32 type_seg_x = l.right_x; + I32 type_lbl_w = 64; + I32 type_lbl_x = type_seg_x - type_lbl_w - 6; + I32 max_type_w = mode_x - type_seg_x - 8; + I32 type_seg_w = min( 174, max( 120, max_type_w ) ); + + editor_set_bounds( toolbar, 1, EDITOR_LAYOUT_MENU_Y, e->wnd->w - 3, EDITOR_LAYOUT_MENU_H ); + editor_set_bounds( back, nav_left_x, l.top_y, nav_btn_w, top_btn_h ); + + GUI_BUTTON* mode_btns[] = { v2btn, v3btn, simbtn }; + const char* mode_names[] = { "[ 2d view ]", "[ 3d view ]", "[ simulation ]" }; + for( I32 i = 0; i < 3; ++i ) { + I32 bx = mode_x + ( mode_btn_w + nav_gap ) * i; + editor_set_bounds( mode_btns[i], bx, l.top_y, mode_btn_w, top_btn_h ); + if( mode_btns[i] ) + snprintf( mode_btns[i]->name, GUI_NAME_LEN, "%s", mode_names[i] ); + } + + U8 show_viewtype = e->gui.view_mode == EDITOR_VIEWMODE_2D; + if( view_type_lbl ) { + view_type_lbl->x = type_lbl_x; + view_type_lbl->y = l.top_y + 4; + view_type_lbl->enabled = show_viewtype; + } + if( view_type_seg ) { + editor_set_bounds( view_type_seg, type_seg_x, l.top_y, type_seg_w, top_btn_h ); + view_type_seg->enabled = show_viewtype; + } +} + +static void editor_layout_left_column( GAME_EDITOR* e, const EDITOR_LAYOUT& l ) { + editor_set_bounds( e->gui.props, l.left_x, l.props_y, l.left_w, l.props_h ); + if( e->gui.props->itemview ) { + editor_set_bounds( e->gui.props->itemview, 0, EDITOR_LAYOUT_TITLE_OFFSET, e->gui.props->w, e->gui.props->h ); + } + + if( e->gui.assets ) + editor_set_bounds( e->gui.assets, l.left_x, l.assets_y, l.left_w, l.assets_h ); +} + +static void editor_layout_view_panels( GAME_EDITOR* e, const EDITOR_LAYOUT& l ) { + editor_set_bounds( e->gui.v2d, l.right_x, l.view_y, l.right_w, l.view_h ); + e->gui.v2d->ybound = e->gui.v2d->h + EDITOR_LAYOUT_TITLE_OFFSET; + editor_set_bounds( e->gui.v3d, l.right_x, l.view_y, l.right_w, l.view_h ); + e->gui.v3d->ybound = e->gui.v3d->h + EDITOR_LAYOUT_TITLE_OFFSET; +} + +static void editor_layout_tool_panel( GAME_EDITOR* e, const EDITOR_LAYOUT& l ) { + editor_layout_tool_buttons( e->wnd, l ); + editor_set_bounds( e->gui.tool, l.tool_panel_x, l.tool_y, l.tool_panel_w, l.tool_panel_h ); + if( e->gui.tool->itemview ) { + editor_set_bounds( e->gui.tool->itemview, 0, EDITOR_LAYOUT_TITLE_OFFSET, e->gui.tool->w, e->gui.tool->h ); + } +} + +static void editor_layout_2d_footer( GAME_EDITOR* e ) { + if( !e->gui.gridlabel ) + return; + + I32 gx = 150; + I32 gy = e->gui.v2d->h - 4; + e->gui.gridlabel->x = gx; + e->gui.gridlabel->y = gy + 1; + + GUI_BUTTON* plus = (GUI_BUTTON*)gui_find_node( e->gui.v2d, "+" ); + GUI_BUTTON* minus = (GUI_BUTTON*)gui_find_node( e->gui.v2d, "-" ); + GUI_CHECKBOX* propgrid = (GUI_CHECKBOX*)gui_find_node( e->gui.v2d, "properties grid" ); + GUI_CHECKBOX* wireframe = (GUI_CHECKBOX*)gui_find_node( e->gui.v2d, "wireframe" ); + editor_set_bounds( plus, gx + 70, gy, 18, 18 ); + editor_set_bounds( minus, gx + 93, gy, 18, 18 ); + editor_set_bounds( propgrid, gx + 120, gy, propgrid ? propgrid->w : 120, 18 ); + editor_set_bounds( wireframe, gx + 240, gy, wireframe ? wireframe->w : 80, 18 ); +} + +static void editor_layout_3d_footer( GAME_EDITOR* e ) { + GUI_BUTTON* compile = (GUI_BUTTON*)gui_find_node( e->gui.v3d, "compile bsp" ); + GUI_CHECKBOX* drawbsp = (GUI_CHECKBOX*)gui_find_node( e->gui.v3d, "draw bsp" ); + I32 gy3d = e->gui.v3d->h - 4; + editor_set_bounds( compile, 1, gy3d, 90, 18 ); + editor_set_bounds( drawbsp, 101, gy3d, drawbsp ? drawbsp->w : 80, 18 ); +} + +void editor_layout_map_view( GAME_EDITOR* e ) { + if( !e->gui.v2d || !e->gui.v3d || !e->gui.props || !e->gui.tool ) + return; + + EDITOR_LAYOUT l = editor_calc_layout( e ); + editor_raise_header_toolbar( e ); + + editor_layout_header_controls( e, l ); + editor_layout_left_column( e, l ); + editor_layout_view_panels( e, l ); + editor_layout_tool_panel( e, l ); + if( e->gui.status ) + editor_set_bounds( e->gui.status, l.status_x, l.status_y, l.status_w, l.status_h ); + + editor_apply_view_mode( e ); + editor_layout_2d_footer( e ); + editor_layout_3d_footer( e ); + + editor_update_properties_column( e ); + gui_editor_toolview_update( e->gui.tool ); + editor_notify_grid_change( e ); +} -- cgit v1.2.3