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editor.cpp
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editor.cpp
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/*******************************************************************************************
*
* raylib-extras [ImGui] example - editor
*
* This is a more complex ImGui Integration
* It shows how to build windows on top of 2d and 3d views using a render texture
*
* Copyright (c) 2021 Jeffery Myers
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "imgui.h"
#include "rlImGui.h"
#include "rlImGuiColors.h"
bool Quit = false;
bool ImGuiDemoOpen = false;
class DocumentWindow
{
public:
bool Open = false;
RenderTexture ViewTexture;
virtual void Setup() = 0;
virtual void Shutdown() = 0;
virtual void Show() = 0;
virtual void Update() = 0;
bool Focused = false;
Rectangle ContentRect = { 0 };
};
class ImageViewerWindow : public DocumentWindow
{
public:
void Setup() override
{
Camera.zoom = 1;
Camera.target.x = 0;
Camera.target.y = 0;
Camera.rotation = 0;
Camera.offset.x = GetScreenWidth() / 2.0f;
Camera.offset.y = GetScreenHeight() / 2.0f;
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
ImageTexture = LoadTexture("resources/parrots.png");
UpdateRenderTexture();
}
void Show() override
{
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::SetNextWindowSizeConstraints(ImVec2(400, 400), ImVec2((float)GetScreenWidth(), (float)GetScreenHeight()));
Focused = false;
if (ImGui::Begin("Image Viewer", &Open, ImGuiWindowFlags_NoScrollbar))
{
// save off the screen space content rectangle
ContentRect = { ImGui::GetWindowPos().x + ImGui::GetCursorScreenPos().x, ImGui::GetWindowPos().y + ImGui::GetCursorScreenPos().y, ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y };
Focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows);
ImVec2 size = ImGui::GetContentRegionAvail();
// center the scratch pad in the view
Rectangle viewRect = { 0 };
viewRect.x = ViewTexture.texture.width / 2 - size.x / 2;
viewRect.y = ViewTexture.texture.height / 2 - size.y / 2;
viewRect.width = size.x;
viewRect.height = -size.y;
if (ImGui::BeginChild("Toolbar", ImVec2(ImGui::GetContentRegionAvail().x, 25)))
{
ImGui::SetCursorPosX(2);
ImGui::SetCursorPosY(3);
if (ImGui::Button("None"))
{
CurrentToolMode = ToolMode::None;
}
ImGui::SameLine();
if (ImGui::Button("Move"))
{
CurrentToolMode = ToolMode::Move;
}
ImGui::SameLine();
switch (CurrentToolMode)
{
case ToolMode::None:
ImGui::TextUnformatted("No Tool");
break;
case ToolMode::Move:
ImGui::TextUnformatted("Move Tool");
break;
default:
break;
}
ImGui::SameLine();
ImGui::TextUnformatted(TextFormat("camera target X%f Y%f", Camera.target.x, Camera.target.y));
ImGui::EndChild();
}
rlImGuiImageRect(&ViewTexture.texture, (int)size.x, (int)size.y, viewRect);
}
ImGui::End();
ImGui::PopStyleVar();
}
void Update() override
{
if (!Open)
return;
if (IsWindowResized())
{
UnloadRenderTexture(ViewTexture);
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
Camera.offset.x = GetScreenWidth() / 2.0f;
Camera.offset.y = GetScreenHeight() / 2.0f;
}
Vector2 mousePos = GetMousePosition();
if (Focused)
{
if (CurrentToolMode == ToolMode::Move)
{
// only do this tool when the mouse is in the content area of the window
if (IsMouseButtonDown(0) && CheckCollisionPointRec(mousePos, ContentRect))
{
if (!Dragging)
{
LastMousePos = mousePos;
LastTarget = Camera.target;
}
Dragging = true;
Vector2 mouseDelta = Vector2Subtract(LastMousePos, mousePos);
mouseDelta.x /= Camera.zoom;
mouseDelta.y /= Camera.zoom;
Camera.target = Vector2Add(LastTarget, mouseDelta);
DirtyScene = true;
}
else
{
Dragging = false;
}
}
}
else
{
Dragging = false;
}
if (DirtyScene)
{
DirtyScene = false;
UpdateRenderTexture();
}
}
Texture ImageTexture;
Camera2D Camera = { 0 };
Vector2 LastMousePos = { 0 };
Vector2 LastTarget = { 0 };
bool Dragging = false;
bool DirtyScene = false;
enum class ToolMode
{
None,
Move,
};
ToolMode CurrentToolMode = ToolMode::None;
void UpdateRenderTexture()
{
BeginTextureMode(ViewTexture);
ClearBackground(BLUE);
// camera with our view offset with a world origin of 0,0
BeginMode2D(Camera);
// center the image at 0,0
DrawTexture(ImageTexture, ImageTexture.width / -2, ImageTexture.height / -2, WHITE);
EndMode2D();
EndTextureMode();
}
void Shutdown() override
{
UnloadRenderTexture(ViewTexture);
UnloadTexture(ImageTexture);
}
};
class SceneViewWindow : public DocumentWindow
{
public:
Camera3D Camera = { 0 };
void Setup() override
{
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
Camera.fovy = 45;
Camera.up.y = 1;
Camera.position.y = 3;
Camera.position.z = -25;
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
GridTexture = LoadTextureFromImage(img);
UnloadImage(img);
GenTextureMipmaps(&GridTexture);
SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X);
SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP);
}
void Shutdown() override
{
UnloadRenderTexture(ViewTexture);
UnloadTexture(GridTexture);
}
void Show() override
{
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::SetNextWindowSizeConstraints(ImVec2(400, 400), ImVec2((float)GetScreenWidth(), (float)GetScreenHeight()));
if (ImGui::Begin("3D View", &Open, ImGuiWindowFlags_NoScrollbar))
{
Focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows);
// draw the view
rlImGuiImageRenderTextureFit(&ViewTexture, true);
}
ImGui::End();
ImGui::PopStyleVar();
}
void Update() override
{
if (!Open)
return;
if (IsWindowResized())
{
UnloadRenderTexture(ViewTexture);
ViewTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
}
float period = 10;
float magnitude = 25;
Camera.position.x = (float)(sinf((float)GetTime() / period) * magnitude);
BeginTextureMode(ViewTexture);
ClearBackground(SKYBLUE);
BeginMode3D(Camera);
// grid of cube trees on a plane to make a "world"
DrawPlane(Vector3{ 0, 0, 0 }, Vector2{ 50, 50 }, BEIGE); // simple world plane
float spacing = 4;
int count = 5;
for (float x = -count * spacing; x <= count * spacing; x += spacing)
{
for (float z = -count * spacing; z <= count * spacing; z += spacing)
{
Vector3 pos = { x, 0.5f, z };
Vector3 min = { x - 0.5f,0,z - 0.5f };
Vector3 max = { x + 0.5f,1,z + 0.5f };
DrawCube(Vector3{ x, 1.5f, z }, 1, 1, 1, GREEN);
DrawCube(Vector3{ x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
EndMode3D();
EndTextureMode();
}
Texture2D GridTexture = { 0 };
};
ImageViewerWindow ImageViewer;
SceneViewWindow SceneView;
void DoMainMenu()
{
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Exit"))
Quit = true;
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Window"))
{
ImGui::MenuItem("ImGui Demo", nullptr, &ImGuiDemoOpen);
ImGui::MenuItem("Image Viewer", nullptr, &ImageViewer.Open);
ImGui::MenuItem("3D View", nullptr, &SceneView.Open);
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
}
int main(int argc, char* argv[])
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1900;
int screenHeight = 900;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib-Extras [ImGui] example - ImGui Demo");
SetTargetFPS(144);
rlImGuiSetup(true);
ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly = true;
ImageViewer.Setup();
ImageViewer.Open = true;
SceneView.Setup();
SceneView.Open = true;
// Main game loop
while (!WindowShouldClose() && !Quit) // Detect window close button or ESC key
{
ImageViewer.Update();
SceneView.Update();
BeginDrawing();
ClearBackground(DARKGRAY);
rlImGuiBegin();
DoMainMenu();
if (ImGuiDemoOpen)
ImGui::ShowDemoWindow(&ImGuiDemoOpen);
if (ImageViewer.Open)
ImageViewer.Show();
if (SceneView.Open)
SceneView.Show();
rlImGuiEnd();
EndDrawing();
//----------------------------------------------------------------------------------
}
rlImGuiShutdown();
ImageViewer.Shutdown();
SceneView.Shutdown();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}