Files
WickedEngine/Editor/LayerWindow.cpp
T
Dennis Brakhane 282b81c3d9 replace default reference captures, fix missing calls (#1153)
* forAll -> forEach

* replace default reference captures with more specific ones

* fix missing calls in fixXYZ/forEachSelectedWithRefresh
2025-07-08 17:08:59 +02:00

164 lines
4.2 KiB
C++

#include "stdafx.h"
#include "LayerWindow.h"
using namespace wi::ecs;
using namespace wi::scene;
void LayerWindow::Create(EditorComponent* _editor)
{
editor = _editor;
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);
SetSize(XMFLOAT2(300, 350));
closeButton.SetTooltip("Delete LayerComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->GetCurrentScene().layers.Remove(entity);
editor->RecordEntity(archive, entity);
editor->componentsWnd.RefreshEntityTree();
});
label.Create("LayerWindowLabel");
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.");
label.SetFitTextEnabled(true);
AddWidget(&label);
for (uint32_t i = 0; i < arraysize(layers); ++i)
{
layers[i].Create("");
layers[i].SetText(std::to_string(i) + ": ");
layers[i].OnClick([=](wi::gui::EventArgs args) {
wi::scene::Scene& scene = editor->GetCurrentScene();
for (auto& x : editor->translator.selected)
{
LayerComponent* layer = scene.layers.GetComponent(x.entity);
if (layer == nullptr)
{
layer = &editor->GetCurrentScene().layers.Create(x.entity);
}
if (args.bValue)
{
layer->layerMask |= 1 << i;
}
else
{
layer->layerMask &= ~(1 << i);
}
}
});
AddWidget(&layers[i]);
}
auto forEachLayer = [this] (auto func) {
return [this, func] (auto args) {
wi::scene::Scene& scene = editor->GetCurrentScene();
for (auto& x : editor->translator.selected)
{
LayerComponent* layer = scene.layers.GetComponent(x.entity);
if (layer == nullptr)
{
layer = &editor->GetCurrentScene().layers.Create(x.entity);
}
if (layer != nullptr)
{
func(layer, args);
}
}
};
};
enableAllButton.Create("ALL " ICON_CHECK);
enableAllButton.OnClick(forEachLayer([] (auto layer, auto args) {
layer->layerMask = ~0;
}));
AddWidget(&enableAllButton);
enableNoneButton.Create("NONE " ICON_DISABLED);
enableNoneButton.OnClick(forEachLayer([] (auto layer, auto args) {
layer->layerMask = 0;
}));
AddWidget(&enableNoneButton);
SetMinimized(true);
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void LayerWindow::SetEntity(Entity entity)
{
this->entity = entity;
if (entity != INVALID_ENTITY)
{
SetEnabled(true);
LayerComponent* layer = editor->GetCurrentScene().layers.GetComponent(entity);
if (layer == nullptr)
{
for (uint32_t i = 0; i < 32; ++i)
{
layers[i].SetCheck(true);
}
}
else
{
for (uint32_t i = 0; i < 32; ++i)
{
layers[i].SetCheck(layer->GetLayerMask() & 1 << i);
}
HierarchyComponent* hier = editor->GetCurrentScene().hierarchy.GetComponent(entity);
if (hier != nullptr)
{
hier->layerMask_bind = layer->layerMask;
}
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
if (material != nullptr)
{
material->SetDirty();
}
}
}
else
{
SetEnabled(false);
}
}
void LayerWindow::ResizeLayout()
{
wi::gui::Window::ResizeLayout();
layout.margin_left = 80;
layout.add_fullwidth(label);
enableAllButton.SetSize(XMFLOAT2(layout.width * 0.5f - layout.padding * 1.5f, enableAllButton.GetSize().y));
enableNoneButton.SetSize(enableAllButton.GetSize());
enableNoneButton.SetPos(XMFLOAT2(layout.width - layout.padding - enableNoneButton.GetSize().x, layout.y));
enableAllButton.SetPos(XMFLOAT2(enableNoneButton.GetPos().x - layout.padding - enableAllButton.GetSize().x, layout.y));
layout.y += enableNoneButton.GetSize().y;
layout.y += layout.padding;
float off_x = layout.padding + 30;
for (uint32_t i = 0; i < arraysize(layers); ++i)
{
layers[i].SetPos(XMFLOAT2(off_x, layout.y));
off_x += 50;
if (off_x + layers[i].GetSize().x > layout.width - layout.padding)
{
off_x = layout.padding + 30;
layout.y += layers[i].GetSize().y;
layout.y += layout.padding;
}
}
}