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Univerxel/src/client/render/UI.cpp

601 lines
29 KiB
C++

#include "UI.hpp"
#include <imgui.h>
#include <imgui_stdlib.h>
#include "../state.hpp"
#include "Window.hpp"
#include "core/utils/os.hpp"
#include "api/Buffers.hpp"
#include "core/world/Elements.hpp"
#include "version.h"
#include <filesystem>
using namespace render;
UI *UI::sInstance = nullptr;
constexpr auto UI_MARGIN = 5;
UI::UI() {
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
{
ImGui::StyleColorsDark();
ImGuiStyle &style = ImGui::GetStyle();
style.TabRounding = 1;
style.WindowRounding = 2;
style.GrabRounding = 2;
style.FrameRounding = 4;
style.ScrollbarRounding = 4;
style.WindowMenuButtonPosition = ImGuiDir_Right;
// Purple dark theme
/*colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.56f, 0.56f, 0.56f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.53f, 0.46f, 0.54f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.38f, 0.34f, 0.40f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.83f, 0.26f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.73f, 0.26f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.14f, 0.00f, 0.21f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.39f, 0.16f, 0.48f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.13f, 0.00f, 0.21f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.74f, 0.27f, 0.83f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.55f, 0.21f, 0.80f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.75f, 0.27f, 0.83f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.85f, 0.26f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.76f, 0.26f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.63f, 0.06f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.81f, 0.26f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.84f, 0.26f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.79f, 0.26f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.38f, 0.35f, 0.40f, 0.54f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.64f, 0.10f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.53f, 0.10f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.77f, 0.26f, 0.98f, 0.25f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.83f, 0.26f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.76f, 0.26f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImVec4(0.48f, 0.18f, 0.58f, 0.86f);
colors[ImGuiCol_TabHovered] = ImVec4(0.79f, 0.26f, 0.98f, 0.80f);
colors[ImGuiCol_TabActive] = ImVec4(0.54f, 0.20f, 0.68f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.10f, 0.07f, 0.15f, 0.97f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.22f, 0.14f, 0.42f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.55f, 0.26f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.55f, 0.26f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);*/
}
for(auto file: std::filesystem::directory_iterator("content/textures/")) {
if(file.is_directory() && file.path().filename() != "ui")
texturePacks.push_back(file.path().filename().string());
}
}
UI::~UI() {
ImGui::DestroyContext();
}
UI::Actions drawCommon(config::client::options &options, state::state &state, const std::vector<std::string>& packs);
UI::Actions drawMenu(config::client::options &options, state::state &state, const std::vector<std::string>& packs);
UI::Actions drawInGame(config::client::options &options, state::state &state, const state::reports &reports, intptr_t aim, const std::vector<std::string>& packs);
UI::Actions UI::draw(config::client::options &options, state::state &state, const state::reports &reports, intptr_t aim) {
Actions actions = Actions::None;
ImGui::NewFrame();
if (state.playing) {
actions = drawInGame(options, state, reports, aim, texturePacks);
} else {
actions = drawMenu(options, state, texturePacks);
}
ImGui::Render();
return actions;
}
bool UI::IsFocus() {
return ImGui::IsAnyItemActive();
}
void UI::Unload() {
delete sInstance;
sInstance = nullptr;
}
template<typename F>
void drawOverlay(config::client::options::overlay_t& overlay, F inner) {
if (overlay.visible) {
const ImGuiIO &io = ImGui::GetIO();
if (overlay.corner != -1) {
ImVec2 window_pos = ImVec2((overlay.corner & 1) ? io.DisplaySize.x - UI_MARGIN : UI_MARGIN, (overlay.corner & 2) ? io.DisplaySize.y - UI_MARGIN : UI_MARGIN);
ImVec2 window_pos_pivot = ImVec2((overlay.corner & 1) ? 1.0f : 0.0f, (overlay.corner & 2) ? 1.0f : 0.0f);
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
ImGui::Begin("Overlay", &overlay.visible, (overlay.corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav);
ImGui::Text("%.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
inner();
ImGui::Text("RAM: %.3f/%.3f GB", os::GetProcess().memused / 1000000000.f, os::GetGlobal().ram.total / 1000000000.);
if (ImGui::BeginPopupContextWindow()) {
if (ImGui::MenuItem("Custom", NULL, overlay.corner == -1))
overlay.corner = -1;
if (ImGui::MenuItem("Top-left", NULL, overlay.corner == 0))
overlay.corner = 0;
if (ImGui::MenuItem("Top-right", NULL, overlay.corner == 1))
overlay.corner = 1;
if (ImGui::MenuItem("Bottom-left", NULL, overlay.corner == 2))
overlay.corner = 2;
if (ImGui::MenuItem("Bottom-right", NULL, overlay.corner == 3))
overlay.corner = 3;
if (overlay.visible && ImGui::MenuItem("Close"))
overlay.visible = false;
ImGui::EndPopup();
}
ImGui::End();
}
}
UI::Actions drawMenu(config::client::options &options, state::state &state, const std::vector<std::string>& packs) {
drawOverlay(options.overlay, []{});
auto actions = drawCommon(options, state, packs);
const ImGuiIO &io = ImGui::GetIO();
ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x / 2, io.DisplaySize.y / 2), ImGuiCond_Always, ImVec2(.5f, .5f));
ImGui::Begin((std::string("Univerxel ") + UNIVERXEL_VERSION).c_str(), NULL, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoCollapse);
state.login.name.resize(128);
state.login.token.resize(1024);
if (ImGui::InputText("Login", state.login.name.data(), state.login.name.size()-1, ImGuiInputTextFlags_EnterReturnsTrue))
ImGui::SetKeyboardFocusHere();
const auto tryPlay = ImGui::InputText("Token", state.login.token.data(), state.login.token.size() - 1, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_EnterReturnsTrue);
ImGui::Separator();
bool useLocal = !options.connection.has_value();
if (state.srvContainer) {
ImGui::Columns(2, NULL, false);
if (ImGui::Checkbox("Use local", &useLocal)) {
options.connection = !useLocal ? std::make_optional(world::client::Universe::connection{}) : std::nullopt;
}
ImGui::NextColumn();
if (!useLocal) {
ImGui::Checkbox("Run server", &state.useSrv);
}
ImGui::Columns();
}
if (!useLocal) {
ImGui::InputText("Host", &options.connection.value().host);
ImGui::InputInt("Port", &options.connection.value().port);
}
{
const auto canPlay = std::string::traits_type::length(state.login.name.data()) > 0;
if (!canPlay)
ImGui::PushStyleVarDisabled();
if ((ImGui::Button("Play", ImVec2(ImGui::GetWindowContentRegionWidth(), 30)) || tryPlay) && canPlay) {
state.login.name.resize(std::string::traits_type::length(state.login.name.data()));
state.login.token.resize(std::string::traits_type::length(state.login.token.data()));
state.playing = true;
}
if (!canPlay)
ImGui::PopStyleVar();
}
ImGui::Separator();
if (ImGui::CollapsingHeader("Options")) {
ImGui::Columns(3, NULL, false);
ImGui::Checkbox("Render", &options.debugMenu.render);
ImGui::NextColumn();
ImGui::Checkbox("World", &options.debugMenu.world);
ImGui::NextColumn();
ImGui::Checkbox("Console", &options.console.visible);
ImGui::Columns();
}
if (ImGui::Button("Quit", ImVec2(ImGui::GetWindowContentRegionWidth(), 0))) {
actions |= UI::Actions::Quit;
}
ImGui::End();
return actions;
}
#define ABS_POS_FMT "(%.2Lf, %.2Lf, %.2Lf)"
#define IDX_FMT "%d(%u, %u)"
#define REL_POS_FMT "(" IDX_FMT ": %.2Lf, %.2Lf, %.2Lf)"
#define REL_CPOS_FMT "(" IDX_FMT ": %lld, %lld, %lld)"
#define POS_VAL(v) v.x, v.y, v.z
#define ABS_POS_VAL(tf) POS_VAL(tf.position)
#define IDX_VAL(i) i.val.index(), i.val.generation(), i.val.flag()
#define REL_POS_VAL(rtf) IDX_VAL(rtf.parent), POS_VAL(rtf.relative.position)
UI::Actions drawInGame(config::client::options &options, state::state &state, const state::reports &reports, intptr_t aim, const std::vector<std::string>& texturePacks) {
UI::Actions actions = UI::Actions::None;
const ImGuiIO &io = ImGui::GetIO();
if(state.capture_mouse) {
ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x / 2, io.DisplaySize.y / 2), ImGuiCond_Always, ImVec2(.5f, .5f));
ImGui::Begin("Aim", NULL, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoInputs);
ImGui::Image((void *)aim, ImVec2(32, 32));
ImGui::End();
}
if (options.debugMenu.bar) {
ImGui::BeginMainMenuBar();
if (ImGui::BeginMenu("Debug")) {
ImGui::Checkbox("Render", &options.debugMenu.render);
ImGui::Checkbox("World", &options.debugMenu.world);
ImGui::Checkbox("Contouring", &options.debugMenu.contouring);
ImGui::Checkbox("Controls", &options.debugMenu.controls);
ImGui::EndMenu();
}
ImGui::Checkbox("Editor", &options.editor.visible);
ImGui::Checkbox("Console", &options.console.visible);
if(ImGui::MenuItem("Close"))
options.debugMenu.bar = false;
ImGui::EndMainMenuBar();
}
actions |= drawCommon(options, state, texturePacks);
if (options.debugMenu.contouring) {
ImGui::Begin("Options: Contouring", &options.debugMenu.contouring, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::SliderInt("Culling", &options.culling, -1, 10, options.culling > 0 ? "Occlusion %d" : (options.culling < 0 ? "None" : "Frustum"));
state.contouring->onGui();
ImGui::End();
}
{
const auto farRange = state.contouring->getFarRange();
if (options.debugMenu.controls) {
ImGui::Begin("Debug: Controls", &options.debugMenu.controls, ImGuiWindowFlags_AlwaysAutoResize);
//MAYBE: add rotation
ImGui::Text("Position: " ABS_POS_FMT "\n" REL_POS_FMT,
ABS_POS_VAL(state.position.absolute), REL_POS_VAL(state.position.relative));
ImGui::Separator();
{
if (ImGui::SliderFloat("Move speed", &options.control.speed, 0.1, 50) |
ImGui::SliderInt("Sensibility", &options.control.sensibility, 1, 100, "%d%%")) {
actions |= UI::Actions::Control;
}
ImGui::Checkbox("Collide", &options.control.collide);
}
ImGui::Separator();
{
bool changePerspective = false;
changePerspective |= ImGui::SliderAngle("FoV", &options.camera.fov, 30, 110);
changePerspective |= ImGui::SliderFloat("Near", &options.camera.near_dist, 0.01, 10);
changePerspective |= ImGui::SliderFloat("Far", &options.camera.far_dist, farRange.first, farRange.second);
if(changePerspective) {
actions |= UI::Actions::Camera;
}
}
ImGui::End();
}
const auto far_dist = std::clamp(options.camera.far_dist, farRange.first, farRange.second);
if(far_dist != options.camera.far_dist) {
options.camera.far_dist = far_dist;
actions |= UI::Actions::Camera;
}
}
if (options.editor.visible) {
ImGui::Begin("Editor", &options.editor.visible, ImGuiWindowFlags_AlwaysAutoResize);
if (const auto voxel = std::get_if<world::Universe::voxel_query_target>(&state.look_at)) {
ImGui::Text("Look at: voxel (%s, %.1f)\n" REL_CPOS_FMT,
voxel->value.name().c_str(), voxel->value.density_ratio(),
IDX_VAL(voxel->pos.node), POS_VAL(voxel->pos.voxel));
} else if (const auto element = std::get_if<world::Universe::element_query_target>(&state.look_at)) {
//TODO: if world::Elements::Is<world::Elements::Type::Instance>(element->parent) get model_id;
ImGui::Text("Look at: entity " IDX_FMT "\n" ABS_POS_FMT,
IDX_VAL(element->parent), POS_VAL(element->position));
} else {
ImGui::Text("Look at: none");
}
ImGui::Separator();
if (ImGui::BeginCombo("Material", world::Voxel::Name(options.editor.tool.material).c_str())) {
for (size_t i = 0; i < world::module::Registry::Get()->getMaterials().names.size(); i++) {
if (world::Voxel::IsVisible(i)) {
const bool is_selected = (options.editor.tool.material == i);
if (ImGui::Selectable(world::Voxel::Name(i).c_str(), is_selected))
options.editor.tool.material = i;
if (is_selected)
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
ImGui::SliderInt("Radius", &options.editor.tool.radius, 1, 15);
const auto shapeId = (size_t)options.editor.tool.shape;
if (ImGui::BeginCombo("Shape", world::action::SHAPES[shapeId].c_str())) {
for (size_t i = 0; i < world::action::SHAPES.size(); i++) {
const bool is_selected = (shapeId == i);
if (ImGui::Selectable(world::action::SHAPES[i].c_str(), is_selected))
options.editor.tool.shape = (world::action::Shape)i;
if (is_selected)
ImGui::SetItemDefaultFocus();
if (i == (size_t)world::action::Shape::SmoothSphere && ImGui::IsItemHovered())
ImGui::SetTooltip("Asymmetrical with small radius");
}
ImGui::EndCombo();
}
ImGui::Checkbox("Empty air", &options.editor.tool.emptyAir);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Is cleaned area breathable");
ImGui::End();
}
drawOverlay(options.overlay, [&]{
ImGui::Text("%ld tris(%ld models)", reports.tris_count, reports.models_count);
});
return actions;
}
UI::Actions drawCommon(config::client::options &options, state::state& state, const std::vector<std::string>& texturePacks) {
UI::Actions actions = UI::Actions::None;
if (options.debugMenu.render) {
ImGui::Begin("Options: Render", &options.debugMenu.render, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Checkbox("Overlay", &options.overlay.visible);
{
#ifdef RENDER_VK
ImGui::Combo("Driver", (int*)&options.preferVulkan, "OpenGL\0Vulkan\0");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Vulkan driver is unrecommended and WIP (requires restart)");
#endif
auto samples = std::to_string(options.window.getSamples()) + "x";
ImGui::SliderInt("MSAA", &options.window.sampling, -1, 7, options.window.sampling > 0 ? samples.c_str() :
(options.window.sampling < 0 ? "System default" : "Minimun"));
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Anti-aliasing (requires restart).\nActual value may be smaller than requested");
ImGui::Separator();
}
if (ImGui::SliderInt("FPS", &options.window.targetFPS, Window::MIN_FPS-1, Window::MAX_FPS+1, options.window.targetFPS > Window::MIN_FPS ? (options.window.targetFPS < Window::MAX_FPS ? "%d" : "UNLIMITED") : "VSYNC")){
actions |= UI::Actions::FPS;
}
#ifdef _WINDOWS
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Due to windows clock inaccuracy prefer vsync or unlimited.");
#endif
if (ImGui::Checkbox("Fullscreen", &options.window.fullscreen)){
actions |= UI::Actions::FullScreen;
}
{
bool changeRenderer = false;
{
int planarIdx = static_cast<int>(options.renderer.voxel.planar) - 1;
changeRenderer |= ImGui::Combo("Mapping", &planarIdx, "Cheap\0Biplanar\0Triplanar\0");
options.renderer.voxel.planar = static_cast<render::Planar>(planarIdx + 1);
}
ImGui::Columns(2, NULL, false);
changeRenderer |= ImGui::Checkbox("PBR", &options.renderer.voxel.pbr);
ImGui::NextColumn();
changeRenderer |= ImGui::Checkbox("Stochastic", &options.renderer.voxel.stochastic);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Hide textures tiling\nMay cause visible inconsistances on chunk borders");
ImGui::NextColumn();
changeRenderer |= ImGui::Checkbox("Geometry", &options.renderer.voxel.geometry);
ImGui::NextColumn();
if (options.renderer.voxel.geometry) {
changeRenderer |= (ImGui::Checkbox("Blend", &options.renderer.voxel.blend) && options.renderer.voxel.geometry);
} else {
ImGui::TextDisabled("Blend");
}
ImGui::NextColumn();
changeRenderer |= ImGui::Checkbox("Curvature", &options.renderer.voxel.curvature);
ImGui::NextColumn();
if (options.renderer.voxel.curvature) {
changeRenderer |= ImGui::Checkbox("Depth", &options.renderer.voxel.curv_depth);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Planets may look way bigger than expected without it");
} else {
ImGui::TextDisabled("Depth");
}
ImGui::NextColumn();
changeRenderer |= ImGui::Checkbox("Transparency", &options.renderer.voxel.transparency);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Requires transparency option in Contouring");
ImGui::NextColumn();
ImGui::NextColumn();
changeRenderer |= ImGui::Checkbox("Fog", &options.renderer.voxel.fog);
ImGui::NextColumn();
changeRenderer |= ImGui::Checkbox("Skybox", &options.renderer.skybox);
if (changeRenderer) {
actions |= UI::Actions::RendererSharders;
}
ImGui::Columns();
}
if (ImGui::ColorEdit3("Fog color", &options.renderer.clear_color[0])) {
actions |= UI::Actions::ClearColor;
}
if (ImGui::Checkbox("Wireframe", &options.renderer.wireframe)) {
actions |= UI::Actions::FillMode;
}
if (ImGui::BeginCombo("Textures", options.renderer.textures.c_str())) {
for (auto& pack: texturePacks) {
const bool is_selected = (pack == options.renderer.textures);
if (ImGui::Selectable(pack.c_str(), is_selected)) {
options.renderer.textures = pack;
actions |= UI::Actions::RendererTextures;
}
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
std::string anisotropy = std::to_string(options.renderer.getAnisotropy()) + "x";
if (ImGui::SliderInt("Quality", &options.renderer.textureQuality, 0, 200, "%d%%") |
ImGui::SliderInt("Sharpness", &options.renderer.textureSharpness, 0, 8, anisotropy.c_str())) {
actions |= UI::Actions::RendererTextures;
}
if(ImGui::IsItemHovered())
ImGui::SetTooltip("Better texture quality especially at low angles");
ImGui::End();
}
if (options.debugMenu.world) {
ImGui::Begin("Options: World", &options.debugMenu.world, ImGuiWindowFlags_AlwaysAutoResize);
const auto runServer = state.srvContainer && (!options.connection || state.useSrv);
if (runServer) {
state.srvContainer->onGui();
}
bool useNet = options.connection.has_value();
if (runServer && useNet) {
useNet = ImGui::CollapsingHeader("Local", ImGuiTreeNodeFlags_DefaultOpen);
}
if (useNet) {
{
int load = options.world.loadDistance;
int keep = options.world.keepDistance;
if (ImGui::SliderInt("Load distance", &load, 1, options.world.keepDistance) |
ImGui::SliderInt("Keep distance", &keep, options.world.loadDistance + 1, 21)) {
options.world.loadDistance = load;
options.world.keepDistance = keep;
actions |= UI::Actions::World;
}
}
ImGui::Columns(2, NULL, false);
ImGui::Checkbox("Use averages", &options.world.useAverages);
ImGui::NextColumn();
ImGui::Checkbox("Trust majorant", &options.world.trustMajorant);
ImGui::NextColumn();
ImGui::Checkbox("Edit prediction", &options.world.editPrediction);
ImGui::NextColumn();
ImGui::Checkbox("Edit handling", &options.world.editHandling);
ImGui::NextColumn();
ImGui::Checkbox("Move prediction", &options.world.movePrediction);
ImGui::NextColumn();
ImGui::Checkbox("Move collision", &options.world.moveCollision);
ImGui::Columns();
}
if (ImGui::CollapsingHeader("Indicators")) { // MAYBE: move to Debug: Indicators
ImGui::Columns(3, NULL, false);
ImGui::Checkbox("OBB", &state.indicators.obb);
ImGui::NextColumn();
ImGui::Checkbox("AABB", &state.indicators.aabb);
ImGui::NextColumn();
ImGui::Checkbox("Chunks", &state.indicators.chunk);
ImGui::Columns();
}
ImGui::End();
}
if (options.console.visible) {
{
const auto SIZE = ImVec2(300, 200);
ImGui::SetNextWindowSize(SIZE, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(UI_MARGIN, ImGui::GetIO().DisplaySize.y - SIZE.y - UI_MARGIN), ImGuiCond_FirstUseEver);
}
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, options.console.opacity);
ImGui::Begin("Console", &options.console.visible, ImGuiWindowFlags_MenuBar);
ImGui::BeginMenuBar();
if(ImGui::BeginMenu("Options")) {
ImGui::Checkbox("Auto-scrool", &options.console.scroll);
ImGui::SliderFloat("Opacity", &options.console.opacity, 0.1, 1);
ImGui::EndMenu();
}
if (ImGui::Button("Clear"))
state.console.lines.fill(state::state::line{});
const bool copy_to_clipboard = ImGui::Button("Copy");
ImGui::EndMenuBar();
// Reserve enough left-over height for 1 separator + 1 input text
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);
/*if (ImGui::BeginPopupContextWindow()) {
if (ImGui::Selectable("Clear")) ClearLog();
ImGui::EndPopup();
}*/
// Display every line as a separate entry so we can change their color or add custom widgets.
// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
// to only process visible items. The clipper will automatically measure the height of your first item and then
// "seek" to display only items in the visible area.
// To use the clipper we can replace your standard loop:
// for (int i = 0; i < Items.Size; i++)
// With:
// ImGuiListClipper clipper(Items.Size);
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// - That your items are evenly spaced (same height)
// - That you have cheap random access to your elements (you can access them given their index,
// without processing all the ones before)
// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
// We would need random-access on the post-filtered list.
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
// to improve this example code!
// If your items are of variable height:
// - Split them into same height items would be simpler and facilitate random-seeking into your list.
// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
state.console.lines.iter([&](const state::state::line& item) {
if (item.text.empty())
return;
/*if (!Filter.PassFilter(item))
continue;*/
if (item.color.has_value())
ImGui::PushStyleColor(ImGuiCol_Text, item.color.value());
ImGui::TextUnformatted(item.text.c_str());
if (item.color.has_value())
ImGui::PopStyleColor();
});
if (copy_to_clipboard)
ImGui::LogFinish();
if (options.console.scroll || ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
ImGui::SetScrollHereY(1.0f);
ImGui::PopStyleVar();
ImGui::EndChild();
ImGui::Separator();
// Command-line
const auto flags = ImGuiInputTextFlags_EnterReturnsTrue;
// | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
ImGui::GetColumnWidth();
if (ImGui::InputText("", state.console.buffer.data(), state.console.buffer.size(), flags /*TODO: completion (, callback, context)*/) && strlen(state.console.buffer.data()) > 0)
actions |= UI::Actions::Message;
// Auto-focus on window apparition
ImGui::SetItemDefaultFocus();
if (actions && UI::Actions::Message)
ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
ImGui::End();
ImGui::PopStyleVar();
}
return actions;
}
void ImGui::PushStyleVarDisabled() {
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.5f);
}