- Added TimingManager class to provide precise timing for animations and frame pacing, addressing issues with ImGui::GetIO().DeltaTime. - Updated event handling in the window management to use SDL_PollEvent for improved responsiveness. - Integrated TimingManager into EditorManager, BackgroundRenderer, and WelcomeScreen for consistent delta time usage across the application. - Enhanced animation updates to utilize accurate frame timing, improving visual performance and user experience.
382 lines
15 KiB
C++
382 lines
15 KiB
C++
#include "app/editor/ui/background_renderer.h"
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#include <algorithm>
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#include <cmath>
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#include "app/core/timing.h"
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#include "app/gui/theme_manager.h"
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#include "imgui/imgui.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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namespace yaze {
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namespace gui {
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// BackgroundRenderer Implementation
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BackgroundRenderer& BackgroundRenderer::Get() {
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static BackgroundRenderer instance;
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return instance;
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}
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void BackgroundRenderer::RenderDockingBackground(ImDrawList* draw_list, const ImVec2& window_pos,
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const ImVec2& window_size, const Color& theme_color) {
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if (!draw_list) return;
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UpdateAnimation(core::TimingManager::Get().GetDeltaTime());
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// Get current theme colors
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auto& theme_manager = ThemeManager::Get();
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auto current_theme = theme_manager.GetCurrentTheme();
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// Create a subtle tinted background
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Color bg_tint = {
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current_theme.background.red * 1.1f,
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current_theme.background.green * 1.1f,
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current_theme.background.blue * 1.1f,
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0.3f
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};
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ImU32 bg_color = ImGui::ColorConvertFloat4ToU32(ConvertColorToImVec4(bg_tint));
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draw_list->AddRectFilled(window_pos,
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ImVec2(window_pos.x + window_size.x, window_pos.y + window_size.y),
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bg_color);
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// Render the grid if enabled
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if (grid_settings_.grid_size > 0) {
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RenderGridBackground(draw_list, window_pos, window_size, theme_color);
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}
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// Add subtle corner accents
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if (current_theme.enable_glow_effects) {
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float corner_size = 60.0f;
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Color accent_faded = current_theme.accent;
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accent_faded.alpha = 0.1f + 0.05f * sinf(animation_time_ * 2.0f);
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ImU32 corner_color = ImGui::ColorConvertFloat4ToU32(ConvertColorToImVec4(accent_faded));
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// Top-left corner
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draw_list->AddRectFilledMultiColor(
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window_pos,
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ImVec2(window_pos.x + corner_size, window_pos.y + corner_size),
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corner_color, IM_COL32(0,0,0,0), IM_COL32(0,0,0,0), corner_color);
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// Bottom-right corner
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draw_list->AddRectFilledMultiColor(
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ImVec2(window_pos.x + window_size.x - corner_size, window_pos.y + window_size.y - corner_size),
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ImVec2(window_pos.x + window_size.x, window_pos.y + window_size.y),
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IM_COL32(0,0,0,0), corner_color, corner_color, IM_COL32(0,0,0,0));
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}
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}
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void BackgroundRenderer::RenderGridBackground(ImDrawList* draw_list, const ImVec2& window_pos,
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const ImVec2& window_size, const Color& grid_color) {
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if (!draw_list || grid_settings_.grid_size <= 0) return;
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// Grid parameters with optional animation
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float grid_size = grid_settings_.grid_size;
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float offset_x = 0.0f;
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float offset_y = 0.0f;
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// Apply animation if enabled
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if (grid_settings_.enable_animation) {
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float animation_offset = animation_time_ * grid_settings_.animation_speed * 10.0f;
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offset_x = fmodf(animation_offset, grid_size);
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offset_y = fmodf(animation_offset * 0.7f, grid_size); // Different speed for interesting effect
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}
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// Window center for radial calculations
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ImVec2 center = ImVec2(window_pos.x + window_size.x * 0.5f,
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window_pos.y + window_size.y * 0.5f);
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float max_distance = sqrtf(window_size.x * window_size.x + window_size.y * window_size.y) * 0.5f;
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// Apply breathing effect to color if enabled
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Color themed_grid_color = grid_color;
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themed_grid_color.alpha = grid_settings_.opacity;
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if (grid_settings_.enable_breathing) {
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float breathing_factor = 1.0f + grid_settings_.breathing_intensity *
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sinf(animation_time_ * grid_settings_.breathing_speed);
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themed_grid_color.red = std::min(1.0f, themed_grid_color.red * breathing_factor);
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themed_grid_color.green = std::min(1.0f, themed_grid_color.green * breathing_factor);
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themed_grid_color.blue = std::min(1.0f, themed_grid_color.blue * breathing_factor);
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}
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if (grid_settings_.enable_dots) {
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// Render grid as dots
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for (float x = window_pos.x - offset_x; x < window_pos.x + window_size.x + grid_size; x += grid_size) {
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for (float y = window_pos.y - offset_y; y < window_pos.y + window_size.y + grid_size; y += grid_size) {
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ImVec2 dot_pos(x, y);
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// Calculate radial fade
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float fade_factor = 1.0f;
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if (grid_settings_.radial_fade) {
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float distance = sqrtf((dot_pos.x - center.x) * (dot_pos.x - center.x) +
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(dot_pos.y - center.y) * (dot_pos.y - center.y));
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fade_factor = 1.0f - std::min(distance / grid_settings_.fade_distance, 1.0f);
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fade_factor = fade_factor * fade_factor; // Square for smoother falloff
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}
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if (fade_factor > 0.01f) {
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ImU32 dot_color = BlendColorWithFade(themed_grid_color, fade_factor);
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DrawGridDot(draw_list, dot_pos, dot_color, grid_settings_.dot_size);
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}
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}
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}
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} else {
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// Render grid as lines
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// Vertical lines
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for (float x = window_pos.x - offset_x; x < window_pos.x + window_size.x + grid_size; x += grid_size) {
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ImVec2 line_start(x, window_pos.y);
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ImVec2 line_end(x, window_pos.y + window_size.y);
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// Calculate average fade for this line
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float avg_fade = 0.0f;
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if (grid_settings_.radial_fade) {
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for (float y = window_pos.y; y < window_pos.y + window_size.y; y += grid_size * 0.5f) {
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float distance = sqrtf((x - center.x) * (x - center.x) + (y - center.y) * (y - center.y));
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float fade = 1.0f - std::min(distance / grid_settings_.fade_distance, 1.0f);
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avg_fade += fade * fade;
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}
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avg_fade /= (window_size.y / (grid_size * 0.5f));
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} else {
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avg_fade = 1.0f;
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}
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if (avg_fade > 0.01f) {
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ImU32 line_color = BlendColorWithFade(themed_grid_color, avg_fade);
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DrawGridLine(draw_list, line_start, line_end, line_color, grid_settings_.line_thickness);
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}
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}
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// Horizontal lines
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for (float y = window_pos.y - offset_y; y < window_pos.y + window_size.y + grid_size; y += grid_size) {
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ImVec2 line_start(window_pos.x, y);
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ImVec2 line_end(window_pos.x + window_size.x, y);
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// Calculate average fade for this line
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float avg_fade = 0.0f;
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if (grid_settings_.radial_fade) {
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for (float x = window_pos.x; x < window_pos.x + window_size.x; x += grid_size * 0.5f) {
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float distance = sqrtf((x - center.x) * (x - center.x) + (y - center.y) * (y - center.y));
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float fade = 1.0f - std::min(distance / grid_settings_.fade_distance, 1.0f);
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avg_fade += fade * fade;
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}
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avg_fade /= (window_size.x / (grid_size * 0.5f));
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} else {
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avg_fade = 1.0f;
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}
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if (avg_fade > 0.01f) {
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ImU32 line_color = BlendColorWithFade(themed_grid_color, avg_fade);
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DrawGridLine(draw_list, line_start, line_end, line_color, grid_settings_.line_thickness);
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}
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}
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}
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}
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void BackgroundRenderer::RenderRadialGradient(ImDrawList* draw_list, const ImVec2& center,
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float radius, const Color& inner_color, const Color& outer_color) {
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if (!draw_list) return;
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const int segments = 32;
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const int rings = 8;
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for (int ring = 0; ring < rings; ++ring) {
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float ring_radius = radius * (ring + 1) / rings;
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float inner_ring_radius = radius * ring / rings;
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// Interpolate colors for this ring
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float t = static_cast<float>(ring) / rings;
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Color ring_color = {
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inner_color.red * (1.0f - t) + outer_color.red * t,
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inner_color.green * (1.0f - t) + outer_color.green * t,
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inner_color.blue * (1.0f - t) + outer_color.blue * t,
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inner_color.alpha * (1.0f - t) + outer_color.alpha * t
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};
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ImU32 color = ImGui::ColorConvertFloat4ToU32(ConvertColorToImVec4(ring_color));
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if (ring == 0) {
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// Center circle
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draw_list->AddCircleFilled(center, ring_radius, color, segments);
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} else {
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// Ring
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for (int i = 0; i < segments; ++i) {
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float angle1 = (2.0f * M_PI * i) / segments;
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float angle2 = (2.0f * M_PI * (i + 1)) / segments;
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ImVec2 p1_inner = ImVec2(center.x + cosf(angle1) * inner_ring_radius,
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center.y + sinf(angle1) * inner_ring_radius);
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ImVec2 p2_inner = ImVec2(center.x + cosf(angle2) * inner_ring_radius,
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center.y + sinf(angle2) * inner_ring_radius);
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ImVec2 p1_outer = ImVec2(center.x + cosf(angle1) * ring_radius,
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center.y + sinf(angle1) * ring_radius);
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ImVec2 p2_outer = ImVec2(center.x + cosf(angle2) * ring_radius,
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center.y + sinf(angle2) * ring_radius);
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draw_list->AddQuadFilled(p1_inner, p2_inner, p2_outer, p1_outer, color);
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}
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}
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}
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}
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void BackgroundRenderer::UpdateAnimation(float delta_time) {
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if (grid_settings_.enable_animation) {
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animation_time_ += delta_time;
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}
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}
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void BackgroundRenderer::UpdateForTheme(const Color& primary_color, const Color& background_color) {
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// Create a grid color that's a subtle blend of the theme's primary and background
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cached_grid_color_ = {
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(primary_color.red * 0.3f + background_color.red * 0.7f),
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(primary_color.green * 0.3f + background_color.green * 0.7f),
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(primary_color.blue * 0.3f + background_color.blue * 0.7f),
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grid_settings_.opacity
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};
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}
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void BackgroundRenderer::DrawSettingsUI() {
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if (ImGui::CollapsingHeader("Background Grid Settings")) {
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ImGui::Indent();
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ImGui::SliderFloat("Grid Size", &grid_settings_.grid_size, 8.0f, 128.0f, "%.0f px");
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ImGui::SliderFloat("Line Thickness", &grid_settings_.line_thickness, 0.5f, 3.0f, "%.1f px");
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ImGui::SliderFloat("Opacity", &grid_settings_.opacity, 0.01f, 0.3f, "%.3f");
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ImGui::SliderFloat("Fade Distance", &grid_settings_.fade_distance, 50.0f, 500.0f, "%.0f px");
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ImGui::Separator();
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ImGui::Text("Visual Effects:");
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ImGui::Checkbox("Enable Animation", &grid_settings_.enable_animation);
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ImGui::SameLine();
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Makes the grid move slowly across the screen");
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}
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ImGui::Checkbox("Color Breathing", &grid_settings_.enable_breathing);
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Grid color pulses with a breathing effect");
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}
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ImGui::Checkbox("Radial Fade", &grid_settings_.radial_fade);
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ImGui::Checkbox("Use Dots Instead of Lines", &grid_settings_.enable_dots);
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// Animation settings (only show if animation is enabled)
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if (grid_settings_.enable_animation) {
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ImGui::Indent();
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ImGui::SliderFloat("Animation Speed", &grid_settings_.animation_speed, 0.1f, 3.0f, "%.1fx");
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ImGui::Unindent();
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}
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// Breathing settings (only show if breathing is enabled)
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if (grid_settings_.enable_breathing) {
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ImGui::Indent();
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ImGui::SliderFloat("Breathing Speed", &grid_settings_.breathing_speed, 0.5f, 3.0f, "%.1fx");
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ImGui::SliderFloat("Breathing Intensity", &grid_settings_.breathing_intensity, 0.1f, 0.8f, "%.1f");
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ImGui::Unindent();
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}
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if (grid_settings_.enable_dots) {
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ImGui::SliderFloat("Dot Size", &grid_settings_.dot_size, 1.0f, 8.0f, "%.1f px");
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}
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// Preview
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ImGui::Spacing();
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ImGui::Text("Preview:");
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ImVec2 preview_size(200, 100);
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ImVec2 preview_pos = ImGui::GetCursorScreenPos();
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ImDrawList* preview_draw_list = ImGui::GetWindowDrawList();
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auto& theme_manager = ThemeManager::Get();
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auto theme_color = theme_manager.GetCurrentTheme().primary;
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// Draw preview background
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preview_draw_list->AddRectFilled(preview_pos,
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ImVec2(preview_pos.x + preview_size.x, preview_pos.y + preview_size.y),
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IM_COL32(30, 30, 30, 255));
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// Draw preview grid
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RenderGridBackground(preview_draw_list, preview_pos, preview_size, theme_color);
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// Advance cursor
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ImGui::Dummy(preview_size);
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ImGui::Unindent();
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}
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}
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float BackgroundRenderer::CalculateRadialFade(const ImVec2& pos, const ImVec2& center, float max_distance) const {
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float distance = sqrtf((pos.x - center.x) * (pos.x - center.x) +
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(pos.y - center.y) * (pos.y - center.y));
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float fade = 1.0f - std::min(distance / max_distance, 1.0f);
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return fade * fade; // Square for smoother falloff
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}
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ImU32 BackgroundRenderer::BlendColorWithFade(const Color& base_color, float fade_factor) const {
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Color faded_color = {
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base_color.red,
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base_color.green,
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base_color.blue,
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base_color.alpha * fade_factor
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};
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return ImGui::ColorConvertFloat4ToU32(ConvertColorToImVec4(faded_color));
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}
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void BackgroundRenderer::DrawGridLine(ImDrawList* draw_list, const ImVec2& start, const ImVec2& end,
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ImU32 color, float thickness) const {
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draw_list->AddLine(start, end, color, thickness);
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}
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void BackgroundRenderer::DrawGridDot(ImDrawList* draw_list, const ImVec2& pos, ImU32 color, float size) const {
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draw_list->AddCircleFilled(pos, size, color);
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}
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// DockSpaceRenderer Implementation
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bool DockSpaceRenderer::background_enabled_ = true;
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bool DockSpaceRenderer::grid_enabled_ = true;
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bool DockSpaceRenderer::effects_enabled_ = true;
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ImVec2 DockSpaceRenderer::last_dockspace_pos_{};
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ImVec2 DockSpaceRenderer::last_dockspace_size_{};
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void DockSpaceRenderer::BeginEnhancedDockSpace(ImGuiID dockspace_id, const ImVec2& size,
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ImGuiDockNodeFlags flags) {
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// Store window info
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last_dockspace_pos_ = ImGui::GetWindowPos();
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last_dockspace_size_ = ImGui::GetWindowSize();
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// Create the actual dockspace first
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ImGui::DockSpace(dockspace_id, size, flags);
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// NOW draw the background effects on the foreground draw list so they're visible
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if (background_enabled_) {
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ImDrawList* fg_draw_list = ImGui::GetForegroundDrawList();
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auto& theme_manager = ThemeManager::Get();
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auto current_theme = theme_manager.GetCurrentTheme();
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if (grid_enabled_) {
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auto& bg_renderer = BackgroundRenderer::Get();
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// Use the main viewport for full-screen grid
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImVec2 grid_pos = viewport->WorkPos;
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ImVec2 grid_size = viewport->WorkSize;
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// Use subtle grid color that doesn't distract
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Color subtle_grid_color = current_theme.primary;
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// Use the grid settings opacity for consistency
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subtle_grid_color.alpha = bg_renderer.GetGridSettings().opacity;
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bg_renderer.RenderGridBackground(fg_draw_list, grid_pos, grid_size, subtle_grid_color);
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}
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}
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}
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void DockSpaceRenderer::EndEnhancedDockSpace() {
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// Additional post-processing effects could go here
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// For now, this is just for API consistency
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}
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} // namespace gui
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} // namespace yaze
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