282b81c3d9
* forAll -> forEach * replace default reference captures with more specific ones * fix missing calls in fixXYZ/forEachSelectedWithRefresh
164 lines
4.2 KiB
C++
164 lines
4.2 KiB
C++
#include "stdafx.h"
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#include "LayerWindow.h"
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using namespace wi::ecs;
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using namespace wi::scene;
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void LayerWindow::Create(EditorComponent* _editor)
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{
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editor = _editor;
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wi::gui::Window::Create(ICON_LAYER " Layer", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL);
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SetSize(XMFLOAT2(300, 350));
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closeButton.SetTooltip("Delete LayerComponent");
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OnClose([=](wi::gui::EventArgs args) {
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wi::Archive& archive = editor->AdvanceHistory();
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archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
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editor->RecordEntity(archive, entity);
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editor->GetCurrentScene().layers.Remove(entity);
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editor->RecordEntity(archive, entity);
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editor->componentsWnd.RefreshEntityTree();
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});
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label.Create("LayerWindowLabel");
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label.SetText("The layer is a 32-bit mask (uint32_t), which can be used for filtering by multiple systems (visibility, collision, picking, scripts, etc.).\n- If all bits are disabled, it means the layer will be inactive in most systems.");
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label.SetFitTextEnabled(true);
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AddWidget(&label);
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for (uint32_t i = 0; i < arraysize(layers); ++i)
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{
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layers[i].Create("");
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layers[i].SetText(std::to_string(i) + ": ");
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layers[i].OnClick([=](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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{
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LayerComponent* layer = scene.layers.GetComponent(x.entity);
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if (layer == nullptr)
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{
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layer = &editor->GetCurrentScene().layers.Create(x.entity);
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}
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if (args.bValue)
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{
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layer->layerMask |= 1 << i;
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}
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else
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{
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layer->layerMask &= ~(1 << i);
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}
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}
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});
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AddWidget(&layers[i]);
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}
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auto forEachLayer = [this] (auto func) {
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return [this, func] (auto args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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{
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LayerComponent* layer = scene.layers.GetComponent(x.entity);
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if (layer == nullptr)
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{
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layer = &editor->GetCurrentScene().layers.Create(x.entity);
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}
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if (layer != nullptr)
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{
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func(layer, args);
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}
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}
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};
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};
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enableAllButton.Create("ALL " ICON_CHECK);
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enableAllButton.OnClick(forEachLayer([] (auto layer, auto args) {
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layer->layerMask = ~0;
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}));
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AddWidget(&enableAllButton);
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enableNoneButton.Create("NONE " ICON_DISABLED);
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enableNoneButton.OnClick(forEachLayer([] (auto layer, auto args) {
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layer->layerMask = 0;
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}));
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AddWidget(&enableNoneButton);
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SetMinimized(true);
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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void LayerWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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if (entity != INVALID_ENTITY)
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{
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SetEnabled(true);
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LayerComponent* layer = editor->GetCurrentScene().layers.GetComponent(entity);
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if (layer == nullptr)
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{
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for (uint32_t i = 0; i < 32; ++i)
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{
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layers[i].SetCheck(true);
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}
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}
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else
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{
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for (uint32_t i = 0; i < 32; ++i)
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{
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layers[i].SetCheck(layer->GetLayerMask() & 1 << i);
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}
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HierarchyComponent* hier = editor->GetCurrentScene().hierarchy.GetComponent(entity);
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if (hier != nullptr)
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{
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hier->layerMask_bind = layer->layerMask;
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}
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MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
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if (material != nullptr)
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{
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material->SetDirty();
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}
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}
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}
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else
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{
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SetEnabled(false);
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}
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}
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void LayerWindow::ResizeLayout()
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{
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wi::gui::Window::ResizeLayout();
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layout.margin_left = 80;
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layout.add_fullwidth(label);
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enableAllButton.SetSize(XMFLOAT2(layout.width * 0.5f - layout.padding * 1.5f, enableAllButton.GetSize().y));
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enableNoneButton.SetSize(enableAllButton.GetSize());
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enableNoneButton.SetPos(XMFLOAT2(layout.width - layout.padding - enableNoneButton.GetSize().x, layout.y));
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enableAllButton.SetPos(XMFLOAT2(enableNoneButton.GetPos().x - layout.padding - enableAllButton.GetSize().x, layout.y));
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layout.y += enableNoneButton.GetSize().y;
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layout.y += layout.padding;
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float off_x = layout.padding + 30;
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for (uint32_t i = 0; i < arraysize(layers); ++i)
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{
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layers[i].SetPos(XMFLOAT2(off_x, layout.y));
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off_x += 50;
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if (off_x + layers[i].GetSize().x > layout.width - layout.padding)
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{
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off_x = layout.padding + 30;
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layout.y += layers[i].GetSize().y;
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layout.y += layout.padding;
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}
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}
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}
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