Files
yaze/src/app/editor/ui/background_renderer.cc
scawful e58bc3f007 feat: Introduce TimingManager for Accurate Frame Timing
- 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.
2025-10-06 09:53:03 -04:00

382 lines
15 KiB
C++

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