Files
WickedEngine/Editor/Editor.h
T
Turánszki János 5a0c423ddd Updates:
- editor: quicksave, multiple scenes support, gui changes, additional shortcuts
- physics: improvements for handling multiple scenes, and removal of physics objects
- scripting: ability to override global scene and camera with custom scene and camera from cpp side
2022-07-14 15:21:28 +02:00

258 lines
7.3 KiB
C++

#pragma once
#include "WickedEngine.h"
#include "Translator.h"
#include "TerrainGenerator.h"
#include "wiScene_BindLua.h"
#include "MaterialWindow.h"
#include "PostprocessWindow.h"
#include "WeatherWindow.h"
#include "ObjectWindow.h"
#include "MeshWindow.h"
#include "CameraWindow.h"
#include "RendererWindow.h"
#include "EnvProbeWindow.h"
#include "DecalWindow.h"
#include "LightWindow.h"
#include "AnimationWindow.h"
#include "EmitterWindow.h"
#include "HairParticleWindow.h"
#include "ForceFieldWindow.h"
#include "SoundWindow.h"
#include "PaintToolWindow.h"
#include "SpringWindow.h"
#include "IKWindow.h"
#include "TransformWindow.h"
#include "LayerWindow.h"
#include "NameWindow.h"
class EditorLoadingScreen : public wi::LoadingScreen
{
private:
wi::Sprite sprite;
wi::SpriteFont font;
public:
void Load() override;
void Update(float dt) override;
};
class Editor;
class EditorComponent : public wi::RenderPath2D
{
private:
wi::Resource pointLightTex, spotLightTex, dirLightTex, decalTex, forceFieldTex, emitterTex, hairTex, cameraTex, armatureTex, soundTex;
public:
MaterialWindow materialWnd;
PostprocessWindow postprocessWnd;
WeatherWindow weatherWnd;
ObjectWindow objectWnd;
MeshWindow meshWnd;
CameraWindow cameraWnd;
RendererWindow rendererWnd;
EnvProbeWindow envProbeWnd;
DecalWindow decalWnd;
SoundWindow soundWnd;
LightWindow lightWnd;
AnimationWindow animWnd;
EmitterWindow emitterWnd;
HairParticleWindow hairWnd;
ForceFieldWindow forceFieldWnd;
PaintToolWindow paintToolWnd;
SpringWindow springWnd;
IKWindow ikWnd;
TransformWindow transformWnd;
LayerWindow layerWnd;
NameWindow nameWnd;
TerrainGenerator terragen;
Editor* main = nullptr;
wi::gui::Button rendererWnd_Toggle;
wi::gui::Button postprocessWnd_Toggle;
wi::gui::Button paintToolWnd_Toggle;
wi::gui::Button terrainWnd_Toggle;
wi::gui::Button weatherWnd_Toggle;
wi::gui::Button objectWnd_Toggle;
wi::gui::Button meshWnd_Toggle;
wi::gui::Button materialWnd_Toggle;
wi::gui::Button cameraWnd_Toggle;
wi::gui::Button envProbeWnd_Toggle;
wi::gui::Button decalWnd_Toggle;
wi::gui::Button soundWnd_Toggle;
wi::gui::Button lightWnd_Toggle;
wi::gui::Button animWnd_Toggle;
wi::gui::Button emitterWnd_Toggle;
wi::gui::Button hairWnd_Toggle;
wi::gui::Button forceFieldWnd_Toggle;
wi::gui::Button springWnd_Toggle;
wi::gui::Button ikWnd_Toggle;
wi::gui::Button transformWnd_Toggle;
wi::gui::Button layerWnd_Toggle;
wi::gui::Button nameWnd_Toggle;
wi::gui::CheckBox translatorCheckBox;
wi::gui::CheckBox isScalatorCheckBox;
wi::gui::CheckBox isRotatorCheckBox;
wi::gui::CheckBox isTranslatorCheckBox;
wi::gui::Button saveButton;
wi::gui::ComboBox saveModeComboBox;
wi::gui::Button openButton;
wi::gui::Button closeButton;
wi::gui::Button aboutButton;
wi::gui::Button exitButton;
wi::gui::CheckBox profilerEnabledCheckBox;
wi::gui::CheckBox physicsEnabledCheckBox;
wi::gui::CheckBox cinemaModeCheckBox;
wi::gui::ComboBox renderPathComboBox;
wi::gui::ComboBox sceneComboBox;
wi::gui::Label aboutLabel;
wi::gui::TreeList entityTree;
wi::unordered_set<wi::ecs::Entity> entitytree_added_items;
wi::unordered_set<wi::ecs::Entity> entitytree_opened_items;
void PushToEntityTree(wi::ecs::Entity entity, int level);
void RefreshEntityTree();
wi::gui::Slider pathTraceTargetSlider;
wi::gui::Label pathTraceStatisticsLabel;
std::unique_ptr<wi::RenderPath3D> renderPath;
enum RENDERPATH
{
RENDERPATH_DEFAULT,
RENDERPATH_PATHTRACING,
};
void ChangeRenderPath(RENDERPATH path);
const wi::graphics::Texture* GetGUIBlurredBackground() const override { return renderPath->GetGUIBlurredBackground(); }
void ResizeBuffers() override;
void ResizeLayout() override;
void Load() override;
void Start() override;
void PreUpdate() override;
void FixedUpdate() override;
void Update(float dt) override;
void PostUpdate() override;
void Render() const override;
void Compose(wi::graphics::CommandList cmd) const override;
enum EDITORSTENCILREF
{
EDITORSTENCILREF_CLEAR = 0x00,
EDITORSTENCILREF_HIGHLIGHT_OBJECT = 0x01,
EDITORSTENCILREF_HIGHLIGHT_MATERIAL = 0x02,
EDITORSTENCILREF_LAST = 0x0F,
};
wi::graphics::Texture rt_selectionOutline_MSAA;
wi::graphics::Texture rt_selectionOutline[2];
wi::graphics::RenderPass renderpass_selectionOutline[2];
float selectionOutlineTimer = 0;
const XMFLOAT4 selectionColor = XMFLOAT4(1, 0.6f, 0, 1);
const XMFLOAT4 selectionColor2 = XMFLOAT4(0, 1, 0.6f, 0.35f);
wi::graphics::RenderPass renderpass_editor;
wi::graphics::Texture editor_depthbuffer;
Translator translator;
wi::scene::PickResult hovered;
bool inspector_mode = false;
wi::ecs::Entity grass_interaction_entity = wi::ecs::INVALID_ENTITY;
void ClearSelected();
void AddSelected(wi::ecs::Entity entity);
void AddSelected(const wi::scene::PickResult& picked);
bool IsSelected(wi::ecs::Entity entity) const;
wi::Archive clipboard;
enum HistoryOperationType
{
HISTORYOP_TRANSLATOR,
HISTORYOP_SELECTION,
HISTORYOP_ADD,
HISTORYOP_DELETE,
HISTORYOP_PAINTTOOL,
HISTORYOP_NONE
};
void RecordSelection(wi::Archive& archive) const;
void RecordAddedEntity(wi::Archive& archive, wi::ecs::Entity entity);
void RecordAddedEntity(wi::Archive& archive, const wi::vector<wi::ecs::Entity>& entities);
void ResetHistory();
wi::Archive& AdvanceHistory();
void ConsumeHistoryOperation(bool undo);
void Save(const std::string& filename);
void SaveAs();
struct EditorScene
{
std::string path;
wi::scene::Scene scene;
XMFLOAT3 cam_move = {};
wi::scene::CameraComponent camera;
wi::scene::TransformComponent camera_transform;
wi::scene::TransformComponent camera_target;
wi::vector<wi::Archive> history;
int historyPos = -1;
};
wi::vector<std::unique_ptr<EditorScene>> scenes;
int current_scene = 0;
EditorScene& GetCurrentEditorScene() { return *scenes[current_scene].get(); }
const EditorScene& GetCurrentEditorScene() const { return *scenes[current_scene].get(); }
wi::scene::Scene& GetCurrentScene() { return scenes[current_scene].get()->scene; }
const wi::scene::Scene& GetCurrentScene() const { return scenes[current_scene].get()->scene; }
void SetCurrentScene(int index)
{
current_scene = index;
this->renderPath->scene = &scenes[current_scene].get()->scene;
this->renderPath->camera = &scenes[current_scene].get()->camera;
wi::lua::scene::SetGlobalScene(this->renderPath->scene);
wi::lua::scene::SetGlobalCamera(this->renderPath->camera);
RefreshEntityTree();
RefreshSceneList();
}
void RefreshSceneList()
{
sceneComboBox.ClearItems();
for (int i = 0; i < int(scenes.size()); ++i)
{
if (scenes[i]->path.empty())
{
sceneComboBox.AddItem("Untitled");
}
else
{
sceneComboBox.AddItem(wi::helper::RemoveExtension(wi::helper::GetFileNameFromPath(scenes[i]->path)));
}
}
sceneComboBox.AddItem("[New]");
sceneComboBox.SetSelectedWithoutCallback(current_scene);
std::string tooltip = "Choose a scene";
if (!GetCurrentEditorScene().path.empty())
{
tooltip += "\nCurrent path: " + GetCurrentEditorScene().path;
}
sceneComboBox.SetTooltip(tooltip);
}
void NewScene()
{
scenes.push_back(std::make_unique<EditorScene>());
SetCurrentScene(int(scenes.size()) - 1);
RefreshSceneList();
cameraWnd.ResetCam();
}
};
class Editor : public wi::Application
{
public:
EditorComponent renderComponent;
EditorLoadingScreen loader;
void Initialize() override;
};