From 413ef78504278d37080b9b59a652e4bbd5e2a0fc Mon Sep 17 00:00:00 2001 From: kasull Date: Sun, 1 Mar 2026 20:18:08 -0500 Subject: editor ui rework add responsive editor relayout for window resize rework header with back/save, view mode buttons, and 2d view type selector add clipped, scrollable assets and contextual tool panels simplify tool button wiring and repeated layout logic simplify 2d top-down editor internals and shared grid update hooks --- src/editor/gui.cpp | 913 +++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 879 insertions(+), 34 deletions(-) (limited to 'src/editor/gui.cpp') diff --git a/src/editor/gui.cpp b/src/editor/gui.cpp index c5e44df..92f3f7c 100644 --- a/src/editor/gui.cpp +++ b/src/editor/gui.cpp @@ -1,5 +1,798 @@ #include "editor.h" #include "../game/world/bsp.h" +#include "../game/assets.h" +#include "../game.h" +#include "../render/gl_2d.h" + +const I32 EDITOR_LAYOUT_MARGIN = 10; +const I32 EDITOR_LAYOUT_TITLE_OFFSET = 15; +const I32 EDITOR_LAYOUT_NAV_Y = 10; +const I32 EDITOR_LAYOUT_CONTENT_Y = 38; +const I32 EDITOR_LAYOUT_COLUMN_GAP = 10; +const I32 EDITOR_LAYOUT_VIEW_TOOL_GAP = 17; +const I32 EDITOR_LAYOUT_TOOL_BTN_TOP_GAP = 3; +const I32 EDITOR_LAYOUT_TOOL_PANEL_GAP = 5; +const I32 EDITOR_LAYOUT_LEFT_BOX_GAP = 10; +const I32 EDITOR_LAYOUT_STATUS_H = 22; +const I32 EDITOR_LAYOUT_STATUS_GAP = 6; +const I32 EDITOR_LAYOUT_TOOL_PANEL_W = 300; +const I32 EDITOR_LAYOUT_TOOL_PANEL_H = 150; +const I32 EDITOR_LAYOUT_PROPS_DEFAULT_W = 300; +const I32 EDITOR_LAYOUT_PROPS_DEFAULT_H = 300; +const I32 EDITOR_LAYOUT_VIEW_DEFAULT_H = 370; +const I32 EDITOR_LAYOUT_PROPS_MIN_W = 200; +const I32 EDITOR_LAYOUT_PROPS_MIN_H = 120; +const I32 EDITOR_LAYOUT_ASSETS_MIN_H = 120; +const I32 EDITOR_LAYOUT_VIEW_MIN_H = 140; +const I32 EDITOR_LAYOUT_RIGHT_MIN_W = 260; + +enum EditorInfoBoxType_t { + EDITOR_INFOBOX_ASSETS = 1, + EDITOR_INFOBOX_STATUS = 2 +}; + +struct GUI_EDITOR_INFOBOX : GUI_VIEW { + U8 type{}; +}; + +struct GUI_EDITOR_VIEWTYPE_SEGMENT : GUI_BASE { + U8 held{}; + I32 held_seg{-1}; +}; + +enum EditorViewMode_t { + EDITOR_VIEWMODE_2D = 0, + EDITOR_VIEWMODE_3D = 1, + EDITOR_VIEWMODE_SIM = 2 +}; + +enum Editor2DViewType_t { + EDITOR_2DVIEW_TOP_DOWN = 0, + EDITOR_2DVIEW_SIDE_ELEVATION = 1, + EDITOR_2DVIEW_FRONT_ELEVATION = 2 +}; + +static void editor_layout_map_view( GAME_EDITOR* e ); + +static void editor_apply_view_mode( GAME_EDITOR* e ) { + if( !e || !e->gui.v2d || !e->gui.v3d ) + return; + + U8 mode = e->gui.view_mode; + if( mode == EDITOR_VIEWMODE_2D ) { + e->gui.v2d->enabled = 1; + e->gui.v3d->enabled = 0; + return; + } + + e->gui.v2d->enabled = 0; + e->gui.v3d->enabled = 1; +} + +static void editor_header_back_cb( void* ) { + editor_close( editor ); +} + +static void editor_header_save_cb( void* ) { + editor_save_map( editor ); +} + +static void editor_set_view_mode( I32 mode ) { + editor->gui.view_mode = mode; + editor_apply_view_mode( editor ); + editor_layout_map_view( editor ); +} + +static void editor_header_mode_2d_cb( void* ) { + editor_set_view_mode( EDITOR_VIEWMODE_2D ); +} + +static void editor_header_mode_3d_cb( void* ) { + editor_set_view_mode( EDITOR_VIEWMODE_3D ); +} + +static void editor_header_mode_sim_cb( void* ) { + editor_set_view_mode( EDITOR_VIEWMODE_SIM ); +} + +static void editor_header_viewtype_segment_widths( I32 w, I32* w0, I32* w1, I32* w2 ) { + I32 base = max( 1, w / 3 ); + I32 rem = max( 0, w - base * 3 ); + *w0 = base + ( rem > 0 ? 1 : 0 ); + *w1 = base + ( rem > 1 ? 1 : 0 ); + *w2 = max( 1, w - *w0 - *w1 ); +} + +static I32 editor_header_viewtype_segment_index( GUI_EDITOR_VIEWTYPE_SEGMENT* seg, I32 mx, I32 my ) { + I32 x = gui_relx( seg ); + I32 y = gui_rely( seg ); + if( mx < x || mx >= x + seg->w || my < y || my >= y + seg->h ) + return -1; + + I32 w0 = 0, w1 = 0, w2 = 0; + editor_header_viewtype_segment_widths( seg->w, &w0, &w1, &w2 ); + I32 rel = mx - x; + if( rel < w0 ) return 0; + if( rel < w0 + w1 ) return 1; + return 2; +} + +static void gui_editor_viewtype_segment_draw_fn( void* ptr ) { + GUI_EDITOR_VIEWTYPE_SEGMENT* seg = (GUI_EDITOR_VIEWTYPE_SEGMENT*)ptr; + I32 x = gui_relx( seg ); + I32 y = gui_rely( seg ); + I32 mx, my; + gui_cursor_pos( &mx, &my ); + I32 hover_seg = editor_header_viewtype_segment_index( seg, mx, my ); + I32 active_seg = editor->gui.view2d_type; + U8 down = gui_mbutton_down( GUI_MBTNLEFT ); + + CLR border = gui_is_fg_window( seg ) ? ui_clr.border : ui_clr.border_inactive; + I32 inner_x = x + 1; + I32 inner_y = y + 1; + I32 inner_w = max( 1, seg->w - 2 ); + I32 inner_h = max( 1, seg->h - 2 ); + gui_draw_frect( inner_x, inner_y, inner_w, inner_h, ui_clr.bg_sec ); + + I32 w0 = 0, w1 = 0, w2 = 0; + editor_header_viewtype_segment_widths( inner_w, &w0, &w1, &w2 ); + I32 segx[3] = { inner_x, inner_x + w0, inner_x + w0 + w1 }; + I32 segw[3] = { w0, w1, w2 }; + const char* txts[3] = { "top down", "side", "front" }; + + for( I32 i = 0; i < 3; ++i ) { + U8 selected = i == active_seg; + U8 hover = hover_seg == i; + + CLR fill = ui_clr.bg_sec; + if( selected ) + fill = CLR::blend( ui_clr.bg_alt, ui_clr.border, 0.15f ); + else if( hover ) + fill = CLR::blend( ui_clr.bg_alt, ui_clr.bg_sec, 0.5f ); + + if( selected && down && hover ) + fill = CLR::blend( fill, ui_clr.bg_sec, 0.35f ); + + gui_draw_frect( segx[i], inner_y, max( 1, segw[i] ), inner_h, fill ); + + CLR txt = selected ? ui_clr.txt : CLR::blend( ui_clr.txt, ui_clr.bg_sec, 0.45f ); + gui_draw_str( segx[i] + segw[i] / 2, y + ( seg->h / 2 ) - 7, ALIGN_C, FNT_JPN12, txt, txts[i] ); + } + + I32 split1_x = inner_x + w0; + I32 split2_x = inner_x + w0 + w1; + gui_draw_line( split1_x, inner_y, split1_x, inner_y + inner_h - 1, border ); + gui_draw_line( split2_x, inner_y, split2_x, inner_y + inner_h - 1, border ); + gui_draw_rect( x, y, seg->w, seg->h, border ); +} + +static void gui_editor_viewtype_segment_input_fn( void* ptr ) { + GUI_EDITOR_VIEWTYPE_SEGMENT* seg = (GUI_EDITOR_VIEWTYPE_SEGMENT*)ptr; + I32 mx, my; + gui_cursor_pos( &mx, &my ); + U8 m1 = gui_mbutton_down( GUI_MBTNLEFT ); + I32 cur_seg = editor_header_viewtype_segment_index( seg, mx, my ); + + if( m1 ) { + if( !seg->held ) { + seg->held = 1; + seg->held_seg = cur_seg; + } + return; + } + + if( seg->held && seg->held_seg >= 0 && seg->held_seg == cur_seg ) { + editor->gui.view2d_type = seg->held_seg; + editor_layout_map_view( editor ); + } + + seg->held = 0; + seg->held_seg = -1; +} + +static GUI_EDITOR_VIEWTYPE_SEGMENT* gui_editor_viewtype_segment( I32 x, I32 y, I32 w, I32 h, const char* name ) { + if( !gui_check_target() ) + return 0; + + GUI_EDITOR_VIEWTYPE_SEGMENT* seg = new GUI_EDITOR_VIEWTYPE_SEGMENT; + seg->x = x; + seg->y = y; + seg->w = w; + seg->h = h; + seg->xbound = w; + seg->ybound = h; + seg->draw_fn = gui_editor_viewtype_segment_draw_fn; + seg->input_fn = gui_editor_viewtype_segment_input_fn; + seg->held = 0; + seg->held_seg = -1; + strcpy( seg->name, name ); + + GUI_VIEW* parent = gui_get_view(); + seg->parent = parent; + parent->children.push( seg ); + return seg; +} + +struct EDITOR_LAYOUT { + I32 left_x; + I32 left_w; + I32 right_x; + I32 right_w; + I32 top_y; + I32 props_y; + I32 props_h; + I32 assets_y; + I32 assets_h; + I32 view_y; + I32 view_h; + I32 tool_y; + I32 tool_h; + I32 tool_btn_x; + I32 tool_btn_y; + I32 tool_btn_w; + I32 tool_btn_step; + I32 tool_panel_x; + I32 tool_panel_w; + I32 tool_panel_h; + I32 status_x; + I32 status_y; + I32 status_w; + I32 status_h; +}; + +static 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; +} + +static void editor_create_header_controls( GAME_EDITOR* e ) { + GAME_EDITOR::EDITOR_GUI* egui = &e->gui; + + egui->header_back = gui_button( 10, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ back ]", editor_header_back_cb ); + egui->header_save = gui_button( 110, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ save ]", editor_header_save_cb ); + + egui->header_viewtype_label = gui_label( 250, EDITOR_LAYOUT_NAV_Y + 4, "view type:" ); + egui->header_viewtype = gui_editor_viewtype_segment( 320, EDITOR_LAYOUT_NAV_Y, 186, 20, "viewtype segment" ); + + egui->header_mode_2d = gui_button( 500, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ 2d view ]", editor_header_mode_2d_cb ); + egui->header_mode_3d = gui_button( 600, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ 3d view ]", editor_header_mode_3d_cb ); + egui->header_mode_sim = gui_button( 700, EDITOR_LAYOUT_NAV_Y, 92, 20, "[ simulation ]", editor_header_mode_sim_cb ); +} + +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 ); + + I32 view_max = editor_layout_view_h_max( e->wnd ); + egui->view_h = view_max; +} + +static const char* editor_tool_name() { + switch( editor->tool.type ) { + case EDITOR_TOOL_SELECT: return "select"; + case EDITOR_TOOL_WALL: return "wall"; + case EDITOR_TOOL_POLY: return "poly"; + case EDITOR_TOOL_SPRITE: return "sprite"; + case EDITOR_TOOL_ENT: return "ent"; + default: return "none"; + } +} + +const I32 EDITOR_ASSETS_ROW_H = 28; +const I32 EDITOR_ASSETS_THUMB = 20; +const I32 EDITOR_ASSETS_INNER_PAD_X = 8; +const I32 EDITOR_ASSETS_INNER_PAD_Y = 6; +const I32 EDITOR_ASSETS_SCROLLBAR_W = 8; +const I32 EDITOR_ASSETS_SCROLLBAR_GAP = 4; +const I32 EDITOR_ASSETS_SCROLL_STEP = 20; + +struct EDITOR_ASSETS_LAYOUT { + I32 inner_x{}; + I32 inner_y{}; + I32 inner_w{}; + I32 list_h{}; + I32 row_x{}; + I32 row_w{}; + I32 count{}; + I32 content_h{}; + I32 max_scroll{}; + U8 show_scroll{}; + I32 track_x{}; + I32 track_y{}; + I32 track_h{}; +}; + +static EDITOR_ASSETS_LAYOUT editor_assets_layout( GUI_EDITOR_INFOBOX* box, I32 panel_x, I32 panel_y, I32 prop_count ) { + EDITOR_ASSETS_LAYOUT l{}; + l.inner_x = panel_x + EDITOR_ASSETS_INNER_PAD_X; + l.inner_y = panel_y + EDITOR_ASSETS_INNER_PAD_Y; + l.inner_w = max( 1, box->w - ( EDITOR_ASSETS_INNER_PAD_X * 2 ) ); + l.list_h = max( 1, box->h - ( EDITOR_ASSETS_INNER_PAD_Y * 2 ) ); + l.count = prop_count + 1; + l.content_h = l.count * EDITOR_ASSETS_ROW_H; + l.max_scroll = max( 0, l.content_h - l.list_h ); + l.show_scroll = l.content_h > l.list_h; + l.row_x = l.inner_x + 1; + l.row_w = l.inner_w - 2; + if( l.show_scroll ) + l.row_w -= EDITOR_ASSETS_SCROLLBAR_W + EDITOR_ASSETS_SCROLLBAR_GAP; + l.row_w = max( 1, l.row_w ); + l.track_x = l.inner_x + l.inner_w - EDITOR_ASSETS_SCROLLBAR_W; + l.track_y = l.inner_y; + l.track_h = l.list_h - 2; + return l; +} + +static void editor_assets_clamp_scroll( const EDITOR_ASSETS_LAYOUT& l ) { + editor->gui.assets_scroll = min( max( 0, editor->gui.assets_scroll ), l.max_scroll ); +} + +static void gui_editor_infobox_draw_assets( GUI_EDITOR_INFOBOX* box, I32 panel_x, I32 panel_y ) { + if( !editor->map ) + return; + + WORLD_MAP* map = editor->map; + EDITOR_ASSETS_LAYOUT l = editor_assets_layout( box, panel_x, panel_y, (I32)map->props.size ); + editor_assets_clamp_scroll( l ); + I32 yoff = -editor->gui.assets_scroll; + + for( I32 idx = 0; idx < l.count; ++idx ) { + I32 row_y = l.inner_y + idx * EDITOR_ASSETS_ROW_H + yoff; + if( row_y + EDITOR_ASSETS_ROW_H - 2 <= l.inner_y || row_y >= l.inner_y + l.list_h ) + continue; + + U8 map_entry = idx == 0; + SURF_PROPS* p = map_entry ? 0 : &map->props[idx - 1]; + U8 selected = 0; + if( editor->gui.props ) { + if( map_entry ) { + selected = editor->gui.props->seltype == EDITOR_SELECT_ORIGIN + && editor->gui.props->curselect == editor->map; + } else { + selected = editor->gui.props->seltype == EDITOR_SELECT_SURFPROPS + && editor->gui.props->curselect == p; + } + } + + CLR rowbg = idx % 2 ? ui_clr.bg : ui_clr.bg_alt; + if( selected ) + rowbg = CLR::blend( (CLR){ 0.f, 1.f, 0.f, 1.f }, ui_clr.bg, 0.85f ); + + gui_draw_frect( l.row_x, row_y, l.row_w, EDITOR_ASSETS_ROW_H - 2, rowbg ); + if( selected ) + gui_draw_rect( l.row_x, row_y, l.row_w, EDITOR_ASSETS_ROW_H - 2, (CLR){ 0.f, 1.f, 0.f, 1.f } ); + + I32 tx = l.row_x + 3; + I32 ty = row_y + 3; + gui_draw_frect( tx, ty, EDITOR_ASSETS_THUMB, EDITOR_ASSETS_THUMB, ui_clr.border ); + if( map_entry ) { + gui_draw_frect( tx + 1, ty + 1, EDITOR_ASSETS_THUMB - 2, EDITOR_ASSETS_THUMB - 2, ui_clr.bg_alt ); + gui_draw_str( tx + EDITOR_ASSETS_THUMB / 2, ty + 4, ALIGN_C, FNT_JPN12, ui_clr.txt, "m" ); + } else if( p->tex ) { + gl_2d_textured_frect( _gui.gl2d_font, { (F32)(tx + 1), (F32)(ty + 1) }, { (F32)(EDITOR_ASSETS_THUMB - 2), (F32)(EDITOR_ASSETS_THUMB - 2) }, p->tex ); + } else { + gui_draw_frect( tx + 1, ty + 1, EDITOR_ASSETS_THUMB - 2, EDITOR_ASSETS_THUMB - 2, p->clr ); + } + + I32 text_x = tx + EDITOR_ASSETS_THUMB + 8; + CLR txt = selected ? (CLR){ 0.8f, 1.f, 0.8f, 1.f } : ui_clr.txt; + if( map_entry ) { + gui_draw_str( text_x, row_y + 7, ALIGN_L, FNT_JPN12, txt, "[map] -> %s", map->name ); + } else if( p->tex ) { + gui_draw_str( text_x, row_y + 7, ALIGN_L, FNT_JPN12, txt, "[%d] -> %s", idx - 1, p->tex->name ); + } else { + gui_draw_str( text_x, row_y + 7, ALIGN_L, FNT_JPN12, txt, "[%d] -> %.2f, %.2f, %.2f", idx - 1, p->clr.r, p->clr.g, p->clr.b ); + } + + } + + if( l.show_scroll ) { + gui_draw_frect( l.track_x, l.track_y, EDITOR_ASSETS_SCROLLBAR_W, l.track_h, ui_clr.bg_alt ); + gui_draw_rect( l.track_x, l.track_y, EDITOR_ASSETS_SCROLLBAR_W, l.track_h, ui_clr.border ); + + I32 thumb_h = max( 18, ( l.track_h * l.list_h ) / max( 1, l.content_h ) ); + thumb_h = min( thumb_h, l.track_h ); + I32 travel = max( 1, l.track_h - thumb_h ); + I32 thumb_y = l.track_y + ( travel * editor->gui.assets_scroll ) / max( 1, l.max_scroll ); + gui_draw_frect( l.track_x + 1, thumb_y + 1, EDITOR_ASSETS_SCROLLBAR_W - 2, max( 1, thumb_h - 2 ), ui_clr.txt ); + } +} + +static void gui_editor_infobox_draw_fn( void* ptr ) { + GUI_EDITOR_INFOBOX* box = (GUI_EDITOR_INFOBOX*)ptr; + + I32 x = gui_relx( box ); + I32 y = gui_rely( box ); + I32 w = box->w; + I32 h = box->h; + + if( box->type == EDITOR_INFOBOX_STATUS ) { + CLR col = gui_is_fg_window( box )? ui_clr.border : ui_clr.border_inactive; + gui_draw_frect( x, y, w, h, col ); + gui_draw_frect( x + 1, y + 1, w - 2, h - 2, ui_clr.bg_sec ); + gui_draw_str( + x + 6, + y + 4, + ALIGN_L, + FNT_JPN12, + ui_clr.txt, + "selected tool: %s. click in viewport to create/edit.", + editor_tool_name() + ); + + if( editor->game && editor->game->gl ) { + GL_DATA* gl = editor->game->gl; + gui_draw_str( + x + w - 6, + y + 4, + ALIGN_R, + FNT_JPN12, + ui_clr.txt, + "fps: %.3f (%.5f ms) %dx%d", + gl->fps, + gl->frametime, + gl->canvas_size[0], + gl->canvas_size[1] + ); + } + return; + } + + gui_draw_str( x, y, ALIGN_L, FNT_JPN12, ui_clr.txt, "assets" ); + y += EDITOR_LAYOUT_TITLE_OFFSET; + + CLR col = gui_is_fg_window( box )? ui_clr.border : ui_clr.border_inactive; + gui_draw_frect( x, y, w, h, col ); + gui_draw_frect( x + 1, y + 1, w - 2, h - 2, ui_clr.bg_sec ); + + gui_draw_push_clip( x + 2, y + 2, w - 4, h - 4 ); + gui_editor_infobox_draw_assets( box, x, y ); + gui_draw_pop_clip(); +} + +static void gui_editor_infobox_input_fn( void* ptr ) { + GUI_EDITOR_INFOBOX* box = (GUI_EDITOR_INFOBOX*)ptr; + static U8 assets_click_held = 0; + if( box->type == EDITOR_INFOBOX_ASSETS ) { + I32 x = gui_relx( box ); + I32 y = gui_rely( box ) + EDITOR_LAYOUT_TITLE_OFFSET; + I32 w = box->w; + I32 h = box->h; + I32 prop_count = editor->map ? (I32)editor->map->props.size : 0; + EDITOR_ASSETS_LAYOUT l = editor_assets_layout( box, x, y, prop_count ); + editor_assets_clamp_scroll( l ); + I32 mx, my; + gui_cursor_pos( &mx, &my ); + U8 inbounds = mx >= x && mx <= x + w && my >= y && my <= y + h; + if( inbounds ) { + U8 scroll = gui_mbutton_down( GUI_MBTNSCROLL ); + if( scroll ) { + gui_capture_scroll(); + if( scroll == 1 ) + editor->gui.assets_scroll -= EDITOR_ASSETS_SCROLL_STEP; + else if( scroll == (U8)-1 ) + editor->gui.assets_scroll += EDITOR_ASSETS_SCROLL_STEP; + + editor_assets_clamp_scroll( l ); + } + + U8 m1 = gui_mbutton_down( GUI_MBTNLEFT ); + if( m1 && !assets_click_held && editor->map ) { + if( mx >= l.row_x && mx < l.row_x + l.row_w ) { + I32 idx = ( my - l.inner_y + editor->gui.assets_scroll ) / EDITOR_ASSETS_ROW_H; + if( idx >= 0 && idx < l.count && editor->gui.props ) { + if( idx == 0 ) + gui_editor_propview_select( editor->gui.props, editor->map, EDITOR_SELECT_ORIGIN ); + else + gui_editor_propview_select( editor->gui.props, &editor->map->props[idx - 1], EDITOR_SELECT_SURFPROPS ); + } + } + } + assets_click_held = m1; + } + if( !gui_mbutton_down( GUI_MBTNLEFT ) ) + assets_click_held = 0; + } + + gui_base_input_fn( box ); +} + +static GUI_EDITOR_INFOBOX* gui_editor_infobox( I32 x, I32 y, I32 w, I32 h, U8 type, const char* name ) { + if( !gui_check_target() ) + return 0; + + GUI_EDITOR_INFOBOX* box = new GUI_EDITOR_INFOBOX; + box->x = x; + box->y = y; + box->w = w; + box->h = h; + box->xbound = w; + box->ybound = h + ( type == EDITOR_INFOBOX_STATUS ? 0 : EDITOR_LAYOUT_TITLE_OFFSET ); + box->draw_fn = gui_editor_infobox_draw_fn; + box->input_fn = gui_editor_infobox_input_fn; + box->type = type; + strcpy( box->name, name ); + + GUI_VIEW* parent = gui_get_view(); + box->parent = parent; + parent->children.push( box ); + return box; +} + +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; + + l.tool_panel_w = EDITOR_LAYOUT_TOOL_PANEL_W; + 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; +} + +static 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 ); +} + +static 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_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 ); + + GAME_EDITOR::EDITOR_GUI* egui = &e->gui; + GUI_BUTTON* back = egui->header_back; + GUI_BUTTON* save = egui->header_save; + 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_y = l.top_y; + 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( back, nav_left_x, top_btn_y, nav_btn_w, top_btn_h ); + editor_set_bounds( save, nav_left_x + nav_btn_w + nav_gap, top_btn_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, top_btn_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 = top_btn_y + 4; + view_type_lbl->enabled = show_viewtype; + } + if( view_type_seg ) { + editor_set_bounds( view_type_seg, type_seg_x, top_btn_y, type_seg_w, top_btn_h ); + view_type_seg->enabled = show_viewtype; + } + + 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 ); + } + + 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; + + 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 + ); + } + 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 ); + + if( e->gui.gridlabel ) { + 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 ); + } + + 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 ); + + editor_update_properties_column( e ); + gui_editor_toolview_update( e->gui.tool ); + editor_notify_grid_change( e ); +} void gui_editorwindow_draw_fn( void* ptr ) { GUI_EDITORWINDOW* wnd = (GUI_EDITORWINDOW*)ptr; @@ -21,8 +814,8 @@ GUI_EDITORWINDOW* gui_editorwindow_create( I32 w, I32 h ) { GUI_EDITORWINDOW* wnd = new GUI_EDITORWINDOW; wnd->x = 0; wnd->y = 0; - wnd->w = w; - wnd->h = h; + wnd->xbound = wnd->w = w; + wnd->ybound = wnd->h = h; wnd->locked = 1; wnd->draw_fn = gui_editorwindow_draw_fn; strcpy( wnd->name, "EDITORWINDOW" ); @@ -38,14 +831,12 @@ GUI_EDITORWINDOW* gui_editorwindow_create( I32 w, I32 h ) { GUI_EDITORWINDOW* gui_editorwindow( I32 w, I32 h ) { GUI_EDITORWINDOW* wnd = gui_editorwindow_create( w, h ); - gui_title( "ray2Dscape (level editor)" ); - GAME_EDITOR* e = editor; LIST* map_list = editor_get_map_list( e ); - gui_list( wnd->w / 2 - 100, 40, 200, 200, "map list", map_list, &editor->gui.map_select ); - gui_button( wnd->w / 2 - 100, 260, 95, 25, "new map", editor_new_map_cb ); - gui_button( wnd->w / 2 + 5, 260, 95, 25, "load map", editor_load_map_cb ); + gui_list( wnd->w / 2 - 100, EDITOR_LAYOUT_CONTENT_Y, 200, 200, "map list", map_list, &editor->gui.map_select ); + gui_button( wnd->w / 2 - 100, EDITOR_LAYOUT_CONTENT_Y + 220, 95, 25, "new map", editor_new_map_cb ); + gui_button( wnd->w / 2 + 5, EDITOR_LAYOUT_CONTENT_Y + 220, 95, 25, "load map", editor_load_map_cb ); return wnd; } @@ -57,13 +848,16 @@ void editor_update_properties_column( GAME_EDITOR* e ) { void editor_create_properties_column( GAME_EDITOR* e ) { GAME_EDITOR::EDITOR_GUI* egui = &e->gui; - gui_button( 10, 10, 145, 20, "back", pfn( void* ) { editor_close( editor ); } ); - gui_button( 165, 10, 145, 20, "save", pfn( void* ) { editor_save_map( editor ); } ); - - egui->props = gui_editor_propview( 10, 38, 300, 460 ); + egui->props = gui_editor_propview( 10, EDITOR_LAYOUT_CONTENT_Y, 300, 460 ); gui_editor_propview_select( egui->props, e->map, EDITOR_SELECT_ORIGIN ); } +void editor_create_auxiliary_panels( GAME_EDITOR* e ) { + GAME_EDITOR::EDITOR_GUI* egui = &e->gui; + egui->assets = gui_editor_infobox( 10, EDITOR_LAYOUT_CONTENT_Y + 310, 300, 180, EDITOR_INFOBOX_ASSETS, "EDITOR_ASSETS_VIEW" ); + egui->status = gui_editor_infobox( 10, 568, 780, EDITOR_LAYOUT_STATUS_H, EDITOR_INFOBOX_STATUS, "EDITOR_STATUS_VIEW" ); +} + void editor_update_toolview( GAME_EDITOR* e ) { GAME_EDITOR::EDITOR_GUI* egui = &e->gui; gui_editor_toolview_update( egui->tool ); @@ -80,41 +874,49 @@ void settool( U8 t ) { editor_update_toolview( editor ); } } + +static U8 EDITOR_TOOL_BUTTON_TYPES[] = { + EDITOR_TOOL_NONE, + EDITOR_TOOL_SELECT, + EDITOR_TOOL_WALL, + EDITOR_TOOL_POLY, + EDITOR_TOOL_SPRITE, + EDITOR_TOOL_ENT +}; + +static void settool_btn_cb( void* ptr ) { + GUI_BUTTON* btn = (GUI_BUTTON*)ptr; + if( !btn || !btn->extra ) + return; + + settool( *(U8*)btn->extra ); +} + void editor_create_toolview_column( GAME_EDITOR* e ) { GAME_EDITOR::EDITOR_GUI* egui = &e->gui; - I32 x = 320, y = 428, off = 23; + I32 x = 320; + I32 y = EDITOR_LAYOUT_CONTENT_Y + EDITOR_LAYOUT_VIEW_DEFAULT_H + EDITOR_LAYOUT_VIEW_TOOL_GAP + EDITOR_LAYOUT_TOOL_BTN_TOP_GAP; + I32 off = 23; + const char* labels[] = { "none", "select", "wall", "poly", "sprite", "ent" }; - gui_button( x, y, 45, 20, "none", pfn( void* ) { settool( EDITOR_TOOL_NONE ); } ); y += off; - gui_button( x, y, 45, 20, "select", pfn( void* ) { settool( EDITOR_TOOL_SELECT ); } ); y += off; - gui_button( x, y, 45, 20, "wall", pfn( void* ) { settool( EDITOR_TOOL_WALL ); } ); y += off; - gui_button( x, y, 45, 20, "poly", pfn( void* ) { settool( EDITOR_TOOL_POLY ); } ); y += off; - gui_button( x, y, 45, 20, "sprite", pfn( void* ) { settool( EDITOR_TOOL_SPRITE ); } ); y += off; - gui_button( x, y, 45, 20, "ent", pfn( void* ) { settool( EDITOR_TOOL_ENT ); } ); y += off; + for( U32 i = 0; i < sizeof( labels ) / sizeof( labels[0] ); ++i ) { + GUI_BUTTON* btn = gui_button( x, y, 45, 20, labels[i], settool_btn_cb ); + btn->extra = &EDITOR_TOOL_BUTTON_TYPES[i]; + y += off; + } - egui->tool = gui_editor_toolview( 370, 425, 300, 150 ); + egui->tool = gui_editor_toolview( 370, y - EDITOR_LAYOUT_TOOL_BTN_TOP_GAP, 300, 150 ); gui_editor_toolview_update( egui->tool ); } void editor_create_game_view_column( GAME_EDITOR* e ) { GAME_EDITOR::EDITOR_GUI* egui = &e->gui; - I32 x = 320, y = 10; - - gui_button( x, y, 229, 20, "2d view", pfn( void* ptr ) { - editor->gui.v3d->enabled = 0; - editor->gui.v2d->enabled = 1; - } ); - - gui_button( x + 239, y, 229, 20, "3d view", pfn( void* ptr ) { - editor->gui.v3d->enabled = 1; - editor->gui.v2d->enabled = 0; - } ); - - y += 28; + I32 x = 320, y = EDITOR_LAYOUT_CONTENT_Y; egui->v2d = gui_editor_2dview( x, y, 468, 370 ); egui->v3d = gui_editor_3dview( x, y, 468, 370 ); - egui->v2d->enabled = 0; - egui->v3d->enabled = 1; + egui->v2d->enabled = 1; + egui->v3d->enabled = 0; } void editor_create_map_view( GAME_EDITOR* e ) { @@ -128,15 +930,58 @@ void editor_create_map_view( GAME_EDITOR* e ) { gui_free( *ptr ); } ); w->children.clear(); + e->gui.assets = 0; + e->gui.status = 0; + e->gui.assets_scroll = 0; + e->gui.header_viewtype_label = 0; + e->gui.header_back = 0; + e->gui.header_save = 0; + e->gui.header_mode_2d = 0; + e->gui.header_mode_3d = 0; + e->gui.header_mode_sim = 0; + e->gui.header_viewtype = 0; + e->gui.view2d_type = EDITOR_2DVIEW_TOP_DOWN; + e->gui.view_mode = EDITOR_VIEWMODE_2D; gui_set_window( w ); gui_set_view( 0 ); gui_view( 1, 1, w->w - 2, w->h - 2 ); + editor_create_header_controls( e ); editor_create_properties_column( e ); editor_create_toolview_column( e ); editor_create_game_view_column( e ); + editor_create_auxiliary_panels( e ); + editor_layout_map_view( e ); +} + +void editor_resize( GAME_EDITOR* e, I32 w, I32 h ) { + if( !e || !e->wnd ) + return; + + w = max( 1, w ); + h = max( 1, h ); + + GUI_EDITORWINDOW* wnd = e->wnd; + if( wnd->w == w && wnd->h == h ) + return; + + editor_set_bounds( wnd, 0, 0, w, h ); + editor_resize_base_view( wnd ); + + if( e->map ) + editor_layout_map_view( e ); + else + editor_layout_start_menu( e ); + + if( e->gui.new_map_popup ) { + GUI_WINDOW* popup = e->gui.new_map_popup; + if( popup->x > w - 5 ) popup->x = w - 5; + if( popup->x + popup->w < 5 ) popup->x = 5 - popup->w; + if( popup->y > h - 5 ) popup->y = h - 5; + if( popup->y + popup->h < 5 ) popup->y = 5 - popup->h; + } } void close_new_map_popup( void* ) { -- cgit v1.2.3