Move Editor UI into its own 'UI' folder
This commit is contained in:
72
Editor/src/UI/Dialog.h
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72
Editor/src/UI/Dialog.h
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#pragma once
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#include <string>
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#include <imgui.h>
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#include <nfd.h>
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#include <iostream>
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#include <functional>
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#include "Project.h"
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struct DialogSpec {
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const std::string& id;
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const std::string& Title;
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const std::string& confirmText;
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DialogSpec() = default;
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};
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//classes based on RAII
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class Dialog {
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public:
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Dialog( DialogSpec spec, std::function<void(std::string&)> onConfirm)
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: path(nullptr), location() {
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if (ImGui::BeginPopupModal(spec.id.c_str(), NULL, ImGuiWindowFlags_NoMove))
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{
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ImGui::Text(spec.Title.c_str());
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ImGui::Separator();
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ImGui::LabelText("##Directory", "Directory: %s", location.c_str());
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if (ImGui::Button("...")) {
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nfdresult_t result = NFD_OpenDialog(NULL, NULL, &path);
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switch (result) {
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case (NFD_OKAY):
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location = std::string(path);
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break;
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case(NFD_CANCEL):
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std::cout << "NFD_CANCEL" << std::endl;
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case (NFD_ERROR):
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std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
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break;
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};
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}
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if (ImGui::Button(spec.confirmText.c_str(), ImVec2(120, 0)))
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{
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onConfirm(location);
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ImGui::CloseCurrentPopup();
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}
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ImGui::SetItemDefaultFocus();
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ImGui::SameLine();
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if (ImGui::Button("Cancel", ImVec2(120, 0)))
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{
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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}
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~Dialog() {
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delete path;
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}
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protected :
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char* path;
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std::string location;
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};
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35
Editor/src/UI/EditorConsole.cpp
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35
Editor/src/UI/EditorConsole.cpp
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#include <stdio.h>
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#include "EditorConsole.h"
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EditorConsole::EditorConsole()
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: Items(ImVector<char*>()), AutoScroll(false), ScrollToBottom(false)
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{
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AddLog("Hello Editor console!");
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}
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EditorConsole::~EditorConsole() {
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}
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void EditorConsole::Draw() {
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ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
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for (int i = 0; i < Items.Size; i++)
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{
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const char* item = Items[i];
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ImGui::TextUnformatted(item);
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}
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}
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void EditorConsole::AddLog(const char* fmt, ...) {
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char buf[1024];
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va_list args;
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va_start(args, fmt);
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vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
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buf[IM_ARRAYSIZE(buf) - 1] = 0;
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va_end(args);
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Items.push_back(strdup(buf));
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}
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18
Editor/src/UI/EditorConsole.h
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18
Editor/src/UI/EditorConsole.h
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#pragma once
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#include <imgui.h>
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class EditorConsole
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{
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public:
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EditorConsole();
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~EditorConsole();
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void Draw();
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void AddLog(const char* fmt, ...);
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private:
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ImVector<char*> Items;
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bool AutoScroll;
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bool ScrollToBottom;
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};
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164
Editor/src/UI/widgets.cpp
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164
Editor/src/UI/widgets.cpp
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#include "widgets.h"
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#include "EditorConsole.h"
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#include <iostream>
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#include "../../YoggieEngine/src/Scene/Components.h"
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#include "../../YoggieEngine/src/Scene/Entity.h"
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class Editor;
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void ComponentView(const std::string& componentName, voidFunction func)
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{
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ImGuiWindowFlags_ window_flags = ImGuiWindowFlags_None;
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ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
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ImGui::BeginChild(componentName.c_str());
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func();
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ImGui::EndChild();
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ImGui::PopStyleVar();
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}
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void Inspector(entt::entity ent , Scene& scene) {
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ImGui::Begin("Inspector");
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static char* names[] = { "Script Component", "Camera Component" };
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static float Zoom = 90;
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static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
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static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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if (scene.getReg().valid(ent)) {
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Entity entity = Entity(ent, &scene);
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if (ImGui::Button("Add Component"))
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ImGui::OpenPopup("Component picker");
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ImGui::SameLine();
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if (ImGui::BeginPopup("Component picker")) {
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for (int i = 0; i < IM_ARRAYSIZE(names); i++)
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if (ImGui::MenuItem(names[i])) {
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std::cout << "Add a " << names[i] << " to "
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<< entity.GetComponent<IdentifierComponent>().name << std::endl;
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}
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ImGui::EndPopup();
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}
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ImGui::NewLine();
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auto component = entity.GetComponent<IdentifierComponent>();
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char* buf = new char(component.name.length());
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strcpy(buf, component.name.c_str());
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ImGui::InputText("Name:",buf , IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
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if (entity.HasComponent<TransformComponent>()) {
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auto& transform = entity.GetComponent<TransformComponent>();
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if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::DragFloat3("Position", glm::value_ptr(transform.Position), 0.01);
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ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.01);
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ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.01, 0);
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}
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}
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if (entity.HasComponent<LightComponent>()) {
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auto& light = entity.GetComponent<LightComponent>();
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if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::DragFloat("Strength", &light.Strength, 0.001f);
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ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
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}
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}
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if (entity.HasComponent <CameraComponent>()) {
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auto& camera = entity.GetComponent<CameraComponent>();
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ComponentView("Camera", [] {
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ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
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ImGui::InputFloat3("Position:", &Position[0]);
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ImGui::InputFloat3("Rotation:", &Rotation[0]);
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});
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}
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if (entity.HasComponent<ScriptComponent>()) {
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ComponentView("Scripting", [] {
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ImGui::LabelText("##--", "Hello scripting");
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});
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}
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}
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ImGui::End();
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}
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void SceneExplorer(entt::entity& selected, Scene& scene )
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{
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ImGui::Begin("Scene Explorer");
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scene.getReg().each([&](entt::entity enttNumber) {
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Entity entity = Entity(enttNumber, &scene);
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auto id = entity.GetComponent<IdentifierComponent>();
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if (ImGui::Selectable(id.name.c_str(), enttNumber == selected )) {
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selected = enttNumber;
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}
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});
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ImGui::End();
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}
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void Viewport(Framebuffer& framebuffer, Scene& scene) {
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unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
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| ImGuiWindowFlags_NoDecoration
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| ImGuiWindowFlags_NoScrollbar
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| ImGuiWindowFlags_NoMove
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| ImGuiWindowFlags_NoCollapse;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
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ImGui::Begin("Viewport", false, viewportWindowFlags);
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ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800,(float)600 });
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ImGuizmo::SetDrawlist();
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ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
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ImGuizmo::Enable(true);
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auto cam = glm::mat4(1.0f);
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auto eye = glm::vec3(0.0f);
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auto center = glm::vec3(0.0f);
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auto up = glm::vec3(0.0f, 1.0f, 0.0f);
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auto view = glm::lookAt(eye, center, up);
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glm::mat4 projection = glm::perspective(glm::radians(90.0f), (800.0f / 600.0f), 0.001f, 100.0f);
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auto transformMatrix = glm::mat4(1.0f);
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ImGuizmo::Manipulate(glm::value_ptr(view), glm::value_ptr(projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(transformMatrix));
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//ImGuizmo::Manipulate(glm::value_ptr(static_cam), glm::value_ptr(static_projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(trans));
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ImGuizmo::ViewManipulate(glm::value_ptr(cam), 8.0f, ImVec2{ 0.0f,0.0f }, ImVec2{ 128.0f,128.0f }, 0x10101010);
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ImGui::End();
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ImGui::PopStyleVar();
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}
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void Settings() {
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ImGui::Begin("Settings");
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ImGui::LabelText("##title-settings", "Fine grain control over your engine... ");
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ImGui::End();
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}
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auto console = EditorConsole();
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void Console() {
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ImGui::Begin("Console", false);
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console.Draw();
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ImGui::End();
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}
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void AssetsFinder() {
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ImGui::Begin("Asset-Finder", false);
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ImGui::Dummy(ImVec2{ 128, 128 });
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ImGui::End();
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}
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26
Editor/src/UI/widgets.h
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26
Editor/src/UI/widgets.h
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#pragma once
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#include <glm/glm.hpp>
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#include <imgui.h>
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#include <string>
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#include <entt/entt.hpp>
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#include <entt/entity/fwd.hpp>
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#include "../../libs/guizmo/ImGuizmo.h"
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#include "../../YoggieEngine/src/BarinkEngine.h"
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typedef void ( *voidFunction ) (void);
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using namespace YoggieEngine;
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void ComponentView(const std::string& componentName, voidFunction func);
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void Inspector(entt::entity entity, Scene& scene);
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void SceneExplorer(entt::entity& selected, Scene& scene);
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void Viewport(Framebuffer& framebuffer, Scene& scene);
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void Settings();
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void Console();
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void AssetsFinder();
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