v4k-git-backup/tools/labs/editor.h

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#if 1
#elif 0
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#define ICON_EVENT ICON_MDI_CALENDAR
//#define ICON_CIRCLE ICON_MDI_CIRCLE_OUTLINE
//#define ICON_CIRCLE_ALT ICON_MDI_CIRCLE
#define ICON_WARNING ICON_MD_WARNING
#define ICON_BUILD ICON_MD_BUILD
#define ICON_CAMERA_ON ICON_MD_VIDEOCAM
#define ICON_CAMERA_OFF ICON_MD_VIDEOCAM_OFF
#define ICON_GAMEPAD_ON ICON_MD_VIDEOGAME_ASSET
#define ICON_GAMEPAD_OFF ICON_MD_VIDEOGAME_ASSET_OFF
#define ICON_AUDIO_ON ICON_MD_VOLUME_UP
#define ICON_AUDIO_OFF ICON_MD_VOLUME_OFF
#define ICON_RENDER_BASIC ICON_MD_IMAGE_SEARCH
#define ICON_RENDER_FULL ICON_MD_INSERT_PHOTO
#define ICON_SIGNAL ICON_MD_SIGNAL_CELLULAR_ALT
#define ICON_DISK ICON_MD_STORAGE
#define ICON_RATE ICON_MD_SPEED
#define ICON_CLOCK ICON_MD_TODAY
#define ICON_CHRONO ICON_MD_TIMELAPSE
#define ICON_LANGUAGE ICON_MD_G_TRANSLATE
#define ICON_PERSONA ICON_MD_FACE
#define ICON_SOCIAL ICON_MD_MESSAGE
#define ICON_GAME ICON_MD_ROCKET_LAUNCH
#define ICON_WIFI ICON_MD_WIFI
#define ICON_NEW_FOLDER ICON_MD_CREATE_NEW_FOLDER
#define ICON_RESTART ICON_MD_REPLAY
#define ICON_POWER ICON_MD_BOLT // ICON_MD_POWER
#define ICON_BATTERY_CHARGING ICON_MD_BATTERY_CHARGING_FULL
#define ICON_BATTERY_LEVELS \
ICON_MD_BATTERY_ALERT, \
ICON_MD_BATTERY_0_BAR,ICON_MD_BATTERY_1_BAR, \
ICON_MD_BATTERY_2_BAR,ICON_MD_BATTERY_3_BAR, \
ICON_MD_BATTERY_4_BAR,ICON_MD_BATTERY_5_BAR, \
ICON_MD_BATTERY_6_BAR,ICON_MD_BATTERY_FULL
#endif
#if 0
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key_screenshot, // @todo: add meta-info in exif or invisibile pixels (cam details, player details, map level, map location, level state, etc)
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if( !editor_key && editor_selected_obj ) {
if( input_up(MOUSE_L) ) editor_key = key_save_mem;
if( input_down(MOUSE_R) ) ui_show("Properties", true);
}
// @fixme: send all editor keys to game?
// if( input_repeat(KEY_ESC, 300)) {}
// if( input_repeat(KEY_F1, 300)) {}
// etc...
// menubar
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if( ui_menu(
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ICON_LANGUAGE " Language;"
ICON_PERSONA " Profile;" // editor account, but also fake profile and 1st party credentials
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ICON_SOCIAL " Social;" // name,email,icon,link,github
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ICON_GAME " Game;" //
ICON_WIFI " Network;"
ICON_BUDGET " Budget;" // mem,gfx,net,hdd,... also logging
ICON_NEW_FOLDER " Folders;" // including project folders
ICON_RESTART " Restart;"
) ) {
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if( ui_item() == 3 ) {} // keyboard: key mappings
if( ui_item() == 4 ) {} // mouse: sensitivity, invert xylrw
if( ui_item() == 5 ) {} // gamepad: sensitivity, invert xy,ab, deadzones
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}
static char game_args[16] = "--game-args"; // @fixme @todo remove '_' special char to signal that ui_menu() is writeable (inputbox)
if( ui_menu_editbox( game_args, 16 ) ) {}
// ICON_MD_TROUBLESHOOT -> PROFILER
// ICON_MD_TIPS_AND_UPDATES -> BULB
// if( ui_menu( ICON_MD_MENU )) {}
// logic: either plug icon (power saving off) or one of the following ones (power saving on):
// if 0% batt (no batt): battery alert
// if discharging: battery levels [alert,0..6,full]
// if charging: battery charging
int battery_read = app_battery();
int battery_level = abs(battery_read);
int battery_discharging = battery_read < 0 && battery_level < 100;
const char *battery_levels[] = { // @todo: remap [7%..100%] -> [0..1] ?
ICON_BATTERY_LEVELS
};
if( ui_menu( !editor_power_saving ? ICON_POWER"@Full power. Tap to save power." :
va("%s@Power saving. Tap to go full power. %3d%% battery.",
battery_read == 0 ? battery_levels[0] :
battery_discharging ? battery_levels[(int)((countof(battery_levels)-1)*clampf(battery_level/100.f,0,1))] :
ICON_BATTERY_CHARGING, battery_level) ))
editor_key = key_battery;
// @todo: combine-in-1? cycle mem -> cpu/profiler -> network mon -> debugger
// bug report, profile, warnings, time/chrono (@todo: alarm/snooze? calendar?)
if( ui_menu( ICON_MD_FACE /*"^"*/ "3" ) ) {} // @todo: do both messaging/warnings + profile settings here
{
static double base = 0, tap = 0;
if( tap == 0 ) tap = time_ss();
double delta = time_ss() - tap;
tap = time_ss();
base += delta * !window_has_pause();
if( ui_menu( base == 0 ?
va(ICON_CLOCK "%02d:%02d", (int)((date() / 10000) % 100), (int)((date() / 100) % 100))
:
va(ICON_CHRONO "%03dm:%02ds:%02df@Tap to reset chrono.",((int)(base/60))%60,((int)base)%60,(int)((base - (int)base)*window_fps_target())))
|| editor_key == key_stop
) {
base = 0, tap = 0;
}
}
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#endif
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#if 1
#elif 0
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// ## Roadmaps
// ### v2 roadmap (mid-term)
// - [ ] art/ vs prefabs/ discrimination: prefabs/ are archetypes (composed types); ie, data-classes. art/ contains data files.
// - [ ] can prefabs be done with ecs maybe?
// - [ ] example: levels are prefabs, composed of other sub-prefabs or art assets.
// - [ ] example: hitboxes+events. girl=pivot(p,r,s)+model(mesh,tex)+curframe
// - [ ] extend widgets vec3 as range;customized mesh,texture,audio,any other asset,combo of anything)
//
// ### organization: world as a filesystem
// - [ ] anything can be serialized into disk. any object, any entity, any property or any widget can be serialized into disk.
// - [ ] groups of them as well. the whole world state can be serialized into disk as a filesystem snapshot:
// - [ ] - objects are folders. you can attach nodes on nodes (ie, create folders inside folders).
// - [ ] - systems are dlls/scripts. you can modify them on the fly and they should reload.
// - [ ] - components are data files. each component is a file. some components may be pure datas (ie, raw textures) but some others can be human-readable and editable.
// inside of that, every line is a JSON/INI property that you can tweak, modify or inspect.
//
// ### replication: diffing zips
// - [ ] the whole world/filesystem will be compressed into a zipfile and delivered to the network when sharding/replicating in a network scenario.
// - [ ] clients will be diffing/patching their filesystems on every received packet. there will be 3 operations to support internally that will reflect what the E/C/S world is doing behind the curtains:
// - [ ] - added files/folders [+] : when creating entities/components/systems
// - [ ] - deleted files/folders [-] : when removing entities/components/systems
// - [ ] - modifying files/folders [*] : when altering entities/components/systems
// plugins
// vcs
// google/midjourney placeholders
// prefabs
// - [ ] Level objects: ~~volumes, triggers, platforms, streaming~~.
// - level: emitters: particles, lights, lightmaps, sound sources, triggers, etc
// - level: box triggers, start/end, spawn, streaming, checkpoints,
// - level: jump, shoots, platforms, collisions
// - level: 60s, 70s, 80s, 90s
// ## old notes below
// ==================
// - gizmo: proportional, orbit/arcball XY (+shift for Z/tilt)
// - vcs
// - [ ] Core: wecs+replication
// - modules: script or dll + ram load/save/diff/patch + play/stop/init/ + attach/detach
// - logic tree/ << [] |> || >>
// - - scene |>
// - - enemies
// - ecs: sys are modules, ecs: char *messaging, ecs: filesystem (e/dir,c/files,s/dll)
// - world: streaming, migration
// key_screenshot, // @todo: add meta-info in exif or invisibile pixels (cam details, player details, map level, map location, level state, etc)
// fn_init,
// fn_load,
// fn_tick,
// fn_draw,
// fn_aabb, // hitboxes
// fn_edit, // call for debug ui (like loggers and sliders)
// fn_save,
// fn_quit,
if( !editor_key /*&& !input_anykey()*/ && editor_selected_obj ) {
if( input_up(MOUSE_L) ) editor_key = key_save_mem;
if( input_down(MOUSE_R) ) ui_contextual("Properties", true);
}
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void editor_render_windows() {
// Scene/nodes
if( ui_window("Outliner", 0) ) {
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#if 0
static unsigned tabs = 0xFF;
int choice = ui_toolbar(
"LV@Level tree: hierarchical logic datas used when ticking game.;"
"RN@Rendering tree: hierarchical rendering datas used when drawing game.;"
"VS@Visibility tree: hierarchical visibility datas used when ticking game and editor. Also collisions.;"
"ST@Streaming tree: hierarchical streaming datas used when streaming content off disk.;"
"PS@Persist tree: hierarchical storage datas within different game sessions.;"
"PR@Prefabs tree: hierarchical datas of prefabs definitions.;"
"ED@Editor tree: hierarchical datas used when ticking editor.;"
);
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#endif
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//
for( int c = ui_collapse(va(ICON_MD_FACTORY " Prefabs/ (%d)", map_count(editor_state)), "PRF"); c; ui_collapse_end(), c = 0)
// others
for( int c = ui_collapse(ICON_MD_PRECISION_MANUFACTURING " Editors/", "EDT"); c; ui_collapse_end(), c = 0) {
// dynamic/static bounds: depth + bounds + visibility
do_context_cmd = 0;
do_context_obj = 0;
for( int c = ui_collapse(va(ICON_MD_ACCOUNT_TREE " Levels/ (%d)", map_count(editor_children)), "LVL"); c; ui_collapse_end(), c = 0)
for each_map_ptr(editor_children, void*, o, array(void*), objs) {
void *k = *o;
editor_obj_render_properties_recursively(k, mask);
}
if( do_context_cmd == cc4(l,i,s,t) && do_context_obj ) {
printf("list [%p]\n", do_context_obj);
}
// draw: depth + state (alpha0=off)
// @fixme: make it a tree
for( int c = ui_collapse(va(ICON_MD_PALETTE " Rendering/ (%d)", map_count(editor_children_draw)), "GPU"); c; ui_collapse_end(), c = 0)
for each_map_ptr(editor_children_draw, void*, o, array(void*), objs) {
void *k = *o;
editor_draw_objs_recursively(k, DRAW_DO_UI);
}
// tick: depth + rate (00=off) --> logic
// @todo: physics tick group? anim tick group? any other tick group?
// @fixme: make it a tree
for( int c = ui_collapse(va(ICON_MD_FLAG " Ticking/ (%d)", map_count(editor_children_tick)), "CPU"); c; ui_collapse_end(), c = 0)
for each_map_ptr(editor_children_tick, void*, o, array(void*), objs) {
void *k = *o;
editor_tick_objs_recursively(k, TICK_DO_UI);
}
// init/quit: depth + prio
// @fixme: make it a tree
for( int c = ui_collapse(ICON_MD_CLOUD " Streaming/", "BVH"); c; ui_collapse_end(), c = 0) {}
// save/load: depth + savetomem?yn + savetodisk?yn + quant + lossy/lossless
// @fixme: make it a tree
for( int c = ui_collapse(va(ICON_MD_SD_CARD " Storage/ (%d)", map_count(editor_dicts)), "DSK"); c; ui_collapse_end(), c = 0)
for each_map_ptr(editor_dicts, void*, o, editor_dict_t, d) {
void *k = *o;
for( int p = ui_collapse(editor_obj_string(k,".name"), va("DSK%p",k)); p; ui_collapse_end(), p = 0) {
for each_map(*d, char*, s, char *, v) {
ui_label(va("%s: %s", s, v));
}
}
}
for( int c = ui_collapse(ICON_MD_INFO " Help", "NFO"); c; ui_collapse_end(), c = 0) {
ui_label("=*General");
ui_label2("*ESC", ">Editor on/off");
ui_label2("*F11", ">Fullscreen on/off");
ui_label2("*F5", ">Refresh");
ui_separator();
ui_label("=*Edit");
ui_label2("*^Z, ^Y", ">Undo, Redo");
ui_label2("*^X, ^C, ^V", ">Cut, Copy, Paste");
ui_label2("*^S, ^L, ^R", ">Save, Load*, Restart*");
ui_separator();
ui_label("=*Select");
ui_label2("*LMB, ^A, ^D", ">Select, All, None");
ui_label2("*RMB", ">Contextual menu*");
ui_label2("*SPACE@Cycle transform gizmo: position, rotation, scale.", ">Cycle transform gizmo");
ui_separator();
ui_label("=*Camera");
ui_label2("*Q,E,C", ">Camera elevation");
ui_label2("*W,A,S,D", ">Camera move");
ui_label2("*LMB/RMB+drag", ">Camera view");
ui_label2("*WMB", ">Camera speed");
}
ui_window_end();
}
}
ray *editor_pickup() {
// if(!window_has_cursor()) return NULL;
// pick entity
bool any_active = ui_active() || ui_hover() || gizmo_active() || gizmo_hover() || input_touch_active();
if( editor_enabled && !any_active && input_down(MOUSE_L) ) {
editor_mouse = vec2(input(MOUSE_X), input(MOUSE_Y));
vec3 out = editor_pick(editor_mouse.x, editor_mouse.y); // unprj 2d as 3d coord
vec3 from = camera_get_active()->position, to = out;
static ray last_ray;
last_ray = ray(from, to);
return &last_ray;
}
return 0;
}
void editor_camera_fps(void) {
static camera_t cam = {0};
cam = *camera_get_active();
vec3 move = {0};
vec2 view = {0};
// show/hide cursor
bool dragging = input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
bool any_active = ui_active() || ui_hover() || gizmo_active() || input_touch_active();
if( any_active ) dragging = false;
window_cursor( !dragging );
// keyboard/mouse
if( dragging ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_Q)||input(KEY_C)),input(KEY_W)-input(KEY_S)), cam.speed * !any_active);
vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * dragging * !any_active);
if( !input(KEY_LCTRL) && !input(KEY_RCTRL) ) // invalidate keys if pressing ctrl (ie, when saving CTRL-S)
move = add3(move, wasdec);
view = add2(view, mouse);
// gamepad
if(0) {
vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/);
vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f /*15% deadzone*/);
vec3 gamepad_move = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f);
vec2 gamepad_view = scale2(filtered_rpad, 1.0f);
move = add3(move, gamepad_move);
view = add2(view, gamepad_view);
}
// multi-touch
vec2 touch_move = input_touch_delta_from_origin(0, 0.0125f /*sensitivityFwd*/); // button #0 (left border)
vec2 touch_view = input_touch_delta(1, 0.125f /*sensitivityRot*/); // button #1 (right border)
move = add3(move, vec3(touch_move.x, 0, -touch_move.y));
view = add2(view, vec2(touch_view.x, -touch_view.y));
// apply inputs
camera_moveby(&cam, move);
camera_fps(&cam, view.x,view.y);
}
// my game
// fps camera
if( /*editor_attached ||*/ editor_enabled ) {
profile("Editor.Camera") {
editor_camera_fps();
}
} else {
profile("Game.Camera") {
camera_t *cam = camera_get_active();
static vec3 source;
do_once source = cam->position;
vec3 target = add3(girl_p, vec3(0,10,0));
target = add3(target, scale3(norm3(sub3(source, target)), 10.0));
source = mix3(source, target, 1-0.99f);
camera_teleport(cam, source);
camera_lookat(cam, vec3(girl_p.x,0,girl_p.z));
// @todo: orbit cam w/ right pad
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}
}
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camera_t *cam = camera_get_active();
if(!editor_enabled) continue;
profile("Editor.Draw outline") {
// handle (multi-)selection
ray *r = editor_pickup();
if( r ) {
bool found = false;
bool multi_selection = input(KEY_LCTRL) || input(KEY_RCTRL);
for each_map_ptr(editor_state, void*, o, editor_state_t, ed) {
void *obj = *o;
if( obj == &ground_size ) continue; // @fixme: add ray+plane. also, bvh
aabb *box = editor_obj_call0(obj, fn_aabb);
if( ray_hit_aabb(*r, *box)) {
editor_select(obj, multi_selection);
found = true;
}
}
if( !found )
if( ray_hit_plane(*r, plane(vec3(0,0,0), vec3(0,1,0)) )) {
editor_select(&ground_size, multi_selection);
}
}
if(!set_count(editor_selection)) continue;
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#endif