YoggieEngine/Editor/src/EditorLayer.h

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#pragma once
#include <iostream>
#include <mini/ini.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "AssetManagement/SceneSerializer.h"
#include "AssetManagement/AssetRegistry.h"
#include "Views/Viewport.h"
#include "PropertyPanels/SceneExplorer.h"
#include "AssetManagement/AssetFinder.h"
#include "MainMenuBar.h"
#include "PropertyPanels/Inspector.h"
#include "Project/ProjectInfo.h"
#include "Runtime/RuntimeControls.h"
#include "AssetManagement/uuid.h"
#include "Project/Settings.h"
#include "Console.h"
#include "AssetManagement/AssetLoaders/ModelLoader.h"
using namespace YoggieEngine;
class EditorLayer : public Layer {
public:
EditorLayer():
Layer(),
rc(),
sceneview(scene, Selected),
explorer(Selected, scene),
inspector (Selected)
{
}
void OnStartup() override {
std::string path = (std::filesystem::current_path()).string();
project.setProjectDirectory(path);
assetsView = AssetFinder(project.GetProjectDirectory());
LoadLastOrEmptyProject();
AssetRegistry assetManager = AssetRegistry();
ModelLoader modelLoader = ModelLoader();
spdlog::info( "{0}", project.GetProjectDirectory().string());
auto latern = modelLoader.LoadAsset(std::filesystem::path("build/debug/Models/Latern.gltf"));
spdlog::info( "Loaded mesh: {0}" , latern.GetName() );
//ProjectInfo projectInfo(project);
//Settings settings = Settings();
//Console console = Console();
Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
}
void OnUpdate() override {
scene.Update();
if (sceneview.isFocused) {
UpdateSceneCamera(sceneview);
spdlog::info( "Scene view in Focus!\r");
}
}
void OnUI() override {
{
MainMenuBar menuBar = MainMenuBar();
menuBar.ApplicationMenu(project);
menuBar.SceneMenu(project, scene);
menuBar.SelectMenu();
menuBar.WindowMenu();
menuBar.DebugMenu();
menuBar.Help();
}
//projectInfo.Update();
sceneview.Update();
rc.Update();
explorer.Update();
//settings.Update();
inspector.Update();
//console.Update();
assetsView.Update();
ImGui::ShowDemoWindow();
//ImGui::ShowMetricsWindow();
}
void OnCreate() override {
spdlog::info(" Layer Create!" );
}
void OnDestroy() override {
spdlog::info( " Layer Destroy!" );
}
private:
RuntimeControls rc;
Viewport sceneview ;
SceneExplorer explorer;
Inspector inspector;
AssetFinder assetsView;
bool SimulatePhysics = true;
YoggieEngine::Entity Selected;
Project project;
Scene scene;
void LoadLastOrEmptyProject() {
// Check if there is a last known loaded project and
// load that one .
// Otherwise load no project..
// OR
// Load an empty project.
mINI::INIStructure ini;
if (std::filesystem::exists("build\\Debug\\Editor.ini"))
{
mINI::INIFile file("build\\Debug\\Editor.ini");
file.read(ini);
}
else
{
spdlog::debug("Could not find an `Editor.ini` file.");
}
if (ini["editor"]["openlastproject"] == "TRUE")
{
Project::LoadProject(ini["cache"]["project"], project);
LoadScene(ini["cache"]["scene"], scene);
}
else
{
spdlog::debug("Starting without a project. Please create one.");
}
}
void UpdateSceneCamera(Viewport& sceneview) {
const float movement_speed = 0.01f;
static float lastX = 400, lastY = 300;
const float sensitivity = 0.1;
static bool firstMouse = true;
/*
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT)) {
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
auto newX = getCursorPosX(appWindow);
auto newY = getCursorPosY(appWindow);
if (firstMouse)
{
lastX = newX;
lastY = newY;
firstMouse = false;
}
float xoffset = newX - lastX;
float yoffset = newY - lastY;
lastX = newX;
lastY = newY;
xoffset *= sensitivity;
yoffset *= sensitivity;
sceneview.cam.Rotation.x += (xoffset / 2);
sceneview.cam.Rotation.y += (xoffset /2);
sceneview.cam.Rotation.z += yoffset;
if (sceneview.cam.pitch > 89.0f)
sceneview.cam.pitch = 89.0f;
if (sceneview.cam.pitch < -89.0f)
sceneview.cam.pitch = -89.0f;
}
else if (firstMouse == false)
{
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
firstMouse = true;
}
*/
EditorCamera& cam = sceneview.GetCamera();
if (keyIsPressed(YOGGIE_KEY_UP))
cam.Rotation.x += movement_speed;
if (keyIsPressed(YOGGIE_KEY_DOWN))
cam.Rotation.x -= movement_speed;
if (keyIsPressed(YOGGIE_KEY_LEFT))
cam.Rotation.y += movement_speed;
if (keyIsPressed(YOGGIE_KEY_RIGHT))
cam.Rotation.y -= movement_speed;
cam.Update();
/*
// Check for Camara movement input here!
if (keyIsPressed(YOGGIE_KEY_W))
sceneview.cam.Position -= sceneview.cam.Front * movement_speed;
if (keyIsPressed(YOGGIE_KEY_A))
sceneview.cam.Position += sceneview.cam.Right * movement_speed;
if (keyIsPressed(YOGGIE_KEY_S))
sceneview.cam.Position += sceneview.cam.Front * movement_speed;
if (keyIsPressed(YOGGIE_KEY_D))
sceneview.cam.Position -= sceneview.cam.Right * movement_speed;
*/
}
};