chore: Remove Canvas::Update
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@@ -8,7 +8,10 @@ namespace editor {
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void DungeonEditor::Update() {
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DrawToolset();
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canvas_.Update();
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canvas_.DrawBackground();
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canvas_.UpdateContext();
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canvas_.DrawGrid();
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canvas_.DrawOverlay();
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}
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void DungeonEditor::DrawToolset() {
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@@ -8,89 +8,6 @@
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namespace yaze {
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namespace gui {
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void Canvas::Update() {
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ImVec2 canvas_p0 = ImGui::GetCursorScreenPos();
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if (!custom_canvas_size_) canvas_sz_ = ImGui::GetContentRegionAvail();
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auto canvas_p1 =
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ImVec2(canvas_p0.x + canvas_sz_.x, canvas_p0.y + canvas_sz_.y);
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// Draw border and background color
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const ImGuiIO &io = ImGui::GetIO();
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ImDrawList *draw_list = ImGui::GetWindowDrawList();
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draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(32, 32, 32, 255));
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draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
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// This will catch our interactions
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ImGui::InvisibleButton(
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"canvas", canvas_sz_,
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ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
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const bool is_hovered = ImGui::IsItemHovered(); // Hovered
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const bool is_active = ImGui::IsItemActive(); // Held
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const ImVec2 origin(canvas_p0.x + scrolling_.x,
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canvas_p0.y + scrolling_.y); // Lock scrolled origin
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const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x,
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io.MousePos.y - origin.y);
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// Add first and second point
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if (is_hovered && !dragging_select_ &&
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ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
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points_.push_back(mouse_pos_in_canvas);
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points_.push_back(mouse_pos_in_canvas);
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dragging_select_ = true;
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}
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if (dragging_select_) {
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points_.back() = mouse_pos_in_canvas;
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if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) dragging_select_ = false;
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}
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// Pan (we use a zero mouse threshold when there's no context menu)
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const float mouse_threshold_for_pan = enable_context_menu_ ? -1.0f : 0.0f;
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if (is_active &&
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ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) {
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scrolling_.x += io.MouseDelta.x;
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scrolling_.y += io.MouseDelta.y;
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}
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// Context menu (under default mouse threshold)
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ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
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if (enable_context_menu_ && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
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ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
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if (ImGui::BeginPopup("context")) {
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if (dragging_select_) points_.resize(points_.size() - 2);
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dragging_select_ = false;
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if (ImGui::MenuItem("Remove all", nullptr, false, points_.Size > 0)) {
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points_.clear();
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}
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ImGui::EndPopup();
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}
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// Draw grid + all lines in the canvas
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draw_list->PushClipRect(canvas_p0, canvas_p1, true);
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if (enable_grid_) {
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const float GRID_STEP = 64.0f;
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for (float x = fmodf(scrolling_.x, GRID_STEP); x < canvas_sz_.x;
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x += GRID_STEP)
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draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y),
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ImVec2(canvas_p0.x + x, canvas_p1.y),
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IM_COL32(200, 200, 200, 40));
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for (float y = fmodf(scrolling_.y, GRID_STEP); y < canvas_sz_.y;
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y += GRID_STEP)
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draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y),
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ImVec2(canvas_p1.x, canvas_p0.y + y),
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IM_COL32(200, 200, 200, 40));
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}
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for (int n = 0; n < points_.Size; n += 2) {
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draw_list->AddRect(
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ImVec2(origin.x + points_[n].x, origin.y + points_[n].y),
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ImVec2(origin.x + points_[n + 1].x, origin.y + points_[n + 1].y),
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IM_COL32(255, 255, 255, 255), 1.0f);
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}
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draw_list->PopClipRect();
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}
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void Canvas::DrawBackground(ImVec2 canvas_size) {
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canvas_p0_ = ImGui::GetCursorScreenPos();
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if (!custom_canvas_size_) canvas_sz_ = ImGui::GetContentRegionAvail();
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@@ -15,8 +15,6 @@ class Canvas {
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Canvas(ImVec2 canvas_size)
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: custom_canvas_size_(true), canvas_sz_(canvas_size) {}
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void Update();
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void DrawBackground(ImVec2 canvas_size = ImVec2(0, 0));
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void UpdateContext();
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void DrawGrid(float grid_step = 64.0f);
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