Added 2D gizmos and better editor styling

This commit is contained in:
Antoine Pilote
2023-09-05 20:28:10 -04:00
parent cddb7caf02
commit 29ba97454a
11 changed files with 150 additions and 53 deletions

View File

@@ -289,7 +289,9 @@ namespace Nuake {
Entity QueueDeletion;
void EditorInterface::DrawEntityTree(Entity e)
{
ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_FramePadding | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{ 0.0f, 0.0f });
ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_FramePadding | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanFullWidth;
NameComponent& nameComponent = e.GetComponent<NameComponent>();
std::string name = nameComponent.Name;
@@ -298,8 +300,6 @@ namespace Nuake {
if (Selection.Type == EditorSelectionType::Entity && Selection.Entity == e)
base_flags |= ImGuiTreeNodeFlags_Selected;
ImGui::TableNextColumn();
// Write in normal font.
@@ -315,10 +315,8 @@ namespace Nuake {
{
ImGui::PushStyleColor(ImGuiCol_Text, IM_COL32(0, 255, 0, 255));
}
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(8, 8));
bool open = ImGui::TreeNodeEx(name.c_str(), base_flags);
ImGui::PopStyleVar();
if(nameComponent.IsPrefab && e.HasComponent<PrefabComponent>())
ImGui::PopStyleColor();
@@ -414,21 +412,20 @@ namespace Nuake {
ImGui::TableNextColumn();
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{ 0.0f, 0.0f });
ImGui::TextColored(ImVec4(0.5, 0.5, 0.5, 1.0), GetEntityTypeName(e).c_str());
ImGui::TableNextColumn();
{
bool& isVisible = e.GetComponent<VisibilityComponent>().Visible;
char* visibilityIcon = isVisible ? ICON_FA_EYE : ICON_FA_EYE_SLASH;
ImGui::PushStyleColor(ImGuiCol_Button, { 0, 0, 0, 0 });
if (ImGui::Button(visibilityIcon, { 40, 36 }))
if (ImGui::Button(visibilityIcon, { 40, 0 }))
{
isVisible = !isVisible;
}
ImGui::PopStyleColor();
}
ImGui::PopStyleVar();
if (open)
{
// Caching list to prevent deletion while iterating.
@@ -438,7 +435,8 @@ namespace Nuake {
ImGui::TreePop();
}
ImGui::PopStyleVar();
ImGui::PopFont();
}
@@ -1017,6 +1015,7 @@ namespace Nuake {
std::string title = ICON_FA_TREE + std::string(" Hierarchy");
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(4, 0));
if (ImGui::Begin(title.c_str()))
{
// Buttons to add and remove entity.
@@ -1038,16 +1037,18 @@ namespace Nuake {
ImGui::EndChild();
// Draw a tree of entities.
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(26.f / 255.0f, 26.f / 255.0f, 26.f / 255.0f, 1));
if (ImGui::BeginChild("Scene tree", ImGui::GetContentRegionAvail(), false))
{
if (ImGui::BeginTable("entity_table", 2, ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_SizingStretchProp))
if (ImGui::BeginTable("entity_table", 3, ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_SizingStretchProp))
{
ImGui::TableSetupColumn(" Label", ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_IndentEnable);
std::string icon = ICON_FA_EYE;
ImGui::TableSetupColumn((" " + icon).c_str(), ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_IndentDisable | ImGuiTableColumnFlags_WidthFixed, 32);
ImGui::TableSetupColumn("Label", ImGuiTableColumnFlags_IndentEnable);
ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_IndentEnable);
ImGui::TableSetupColumn("Visibility", ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_IndentDisable | ImGuiTableColumnFlags_WidthFixed);
ImGui::TableHeadersRow();
ImGui::TableNextRow();
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0, 0));
std::vector<Entity> entities = scene->GetAllEntities();
for (Entity e : entities)
{
@@ -1060,16 +1061,11 @@ namespace Nuake {
// Write in normal font.
ImGui::PushFont(normalFont);
// Small icons + name.
std::string label = ICON_FA_CIRCLE + std::string(" ") + name;
// Draw all entity without parents.
if (!e.GetComponent<ParentComponent>().HasParent)
{
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{ 0.0f, 0.0f });
// Recursively draw childrens.
DrawEntityTree(e);
ImGui::PopStyleVar();
}
// Pop font.
@@ -1079,6 +1075,7 @@ namespace Nuake {
//if (ImGui::BeginPopupContextItem())
// ImGui::EndPopup();
}
ImGui::PopStyleVar();
}
ImGui::EndTable();
@@ -1110,9 +1107,9 @@ namespace Nuake {
QueueDeletion = Entity{ (entt::entity)-1, scene.get() };
}
}
ImGui::End();
ImGui::PopStyleVar();
ImGui::PopStyleVar();
}
bool EditorInterface::EntityContainsItself(Entity source, Entity target)
@@ -1632,4 +1629,31 @@ namespace Nuake {
ImGui::PushStyleVar(ImGuiStyleVar_ButtonTextAlign, ImVec2(0.5f, 0.5f));
FontManager::LoadFonts();
}
std::string EditorInterface::GetEntityTypeName(const Entity& entity) const
{
std::string entityTypeName = "";
if (entity.HasComponent<LightComponent>())
{
entityTypeName = "Light";
}
if (entity.HasComponent<RigidBodyComponent>())
{
entityTypeName = "Rigidbody";
}
if (entity.HasComponent<CharacterControllerComponent>())
{
entityTypeName = "Character Controller";
}
if (entity.HasComponent<PrefabComponent>())
{
entityTypeName = "Prefab";
}
return entityTypeName;
}
}