summaryrefslogtreecommitdiff
path: root/src/imgui_ui_viewport.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/imgui_ui_viewport.cpp')
-rw-r--r--src/imgui_ui_viewport.cpp715
1 files changed, 715 insertions, 0 deletions
diff --git a/src/imgui_ui_viewport.cpp b/src/imgui_ui_viewport.cpp
new file mode 100644
index 0000000..e21c1a6
--- /dev/null
+++ b/src/imgui_ui_viewport.cpp
@@ -0,0 +1,715 @@
+
+static void
+ImGui_Viewport_Toolbar(project_state *State, ImDrawList *draw_list)
+{
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+ // ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(50, 50, 50, 0));
+
+ real32 IconSize = ImGui::GetFontSize() * 4;
+ int ToolCount = (int)tool_count;
+ ImVec2 ButtonSize(IconSize, IconSize);
+ ImVec2 WindowSize(IconSize, IconSize * ToolCount);
+ ImGui::BeginChild("Toolbar", WindowSize, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar);
+ for (int i = 0; i < ToolCount; i++) {
+ ImGui::PushID(i);
+ // draw_list->AddImage((void *)(intptr_t)State->ToolIconTex[i], Min, Max);
+ if ((int)State->Tool == i) {
+ ImVec2 Min = ImGui::GetCursorScreenPos();
+ ImVec2 Max = Min + ButtonSize;
+ draw_list->AddRectFilled(Min, Max, IM_COL32(255, 255, 255, 128));
+ }
+ ImGui::Button(ToolName[i], ButtonSize);
+ if (ImGui::IsItemActivated()) {
+ State->Tool = (tool)i;
+ }
+ ImGui::PopID();
+ }
+ ImGui::EndChild();
+
+ // ImGui::PopStyleColor();
+ ImGui::PopStyleVar(2);
+}
+
+static void
+ImGui_Viewport_BrushUI(project_state *State, memory *Memory, ImVec2 ViewportMin, ImVec2 ViewportMax, ImVec2 CompZoom, ImGuiIO io, uint16 Width, uint16 Height)
+{
+
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+ if (State->Tool == tool_brush) {
+
+ if (ImGui::IsKeyPressed(ImGuiKey_ModAlt, false)) {
+ State->Brush.UIPos = io.MousePos;
+ }
+
+ ImVec2 CompScale = CompZoom / ImVec2(Width, Height);
+ ImVec2 BrushSize = CompScale * State->Brush.Size;
+ ImVec2 MinBounds = State->Brush.UIPos - BrushSize/2;
+ ImVec2 MaxBounds = MinBounds + BrushSize;
+
+ // if (io.KeyCtrl) {
+ // ImGui::SetCursorScreenPos(State->Brush.UIPos);
+ // char buf[256];
+ // sprintf(buf, "RGBA: %.1f, %.1f, %.1f, %.1f", State->Brush.Size, State->Brush.Hardness);
+ // }
+
+ if (io.KeyAlt) {
+ draw_list->PushClipRect(ViewportMin, ViewportMax, true);
+ draw_list->AddImage((void *)(intptr_t)State->Brush.GLTexture, MinBounds, MaxBounds, ImVec2(0, 0), ImVec2(1, 1), 1);
+ draw_list->PopClipRect();
+ ImGui::SetCursorScreenPos(State->Brush.UIPos);
+ char buf[256];
+ sprintf(buf, "Size: %.1f, Hardness: %.1f", State->Brush.Size, State->Brush.Hardness);
+ ImGui::Text(buf);
+ if (io.MouseDelta.x || io.MouseDelta.y) {
+ ImVec2 Delta = io.MouseDelta;
+ State->Brush.Size += Delta.x;
+ State->Brush.Hardness += Delta.y*State->Brush.Hardness/100;
+ if (State->Brush.Size < 0)
+ State->Brush.Size = 0;
+ if (State->Brush.Size > 1024)
+ State->Brush.Size = 1024;
+ if (State->Brush.Hardness < 0.5)
+ State->Brush.Hardness = 0.5;
+ if (State->Brush.Hardness > 100)
+ State->Brush.Hardness = 100;
+ Brush_CalcBitmapAlphaFromSize(Memory, &State->Brush, 4);
+ State_BindBrushTexture(Memory, &State->Brush, 4);
+ }
+ }
+ }
+}
+
+static void
+ImGui_Viewport_TransformUI(project_data *File, project_state *State, memory *Memory, ui *UI, ImDrawList *draw_list, ImGuiIO &io,
+ interact_transform *Interact, ImVec2 ViewportMin, uint32 CompWidth, uint32 CompHeight, uint16 *SortedKeyframeArray)
+{
+ v2 InteractMin = Interact->Min + Interact->Position;
+ v2 InteractMax = Interact->Max + Interact->Position;
+
+ v2 BoxLength = InteractMax - InteractMin;
+ v2 Center = InteractMax - (BoxLength/2);
+
+ real32 Point0X = Center.x - InteractMin.x;
+ real32 Point0Y = Center.y - InteractMin.y;
+
+ real32 Rad = Interact->Radians;
+
+ v2 XAxis = (Point0X * Interact->Scale)*V2(cos(Rad), sin(Rad));
+ v2 YAxis = (Point0Y * -Interact->Scale)*V2(sin(Rad), -cos(Rad));
+
+ // Points are clockwise starting from the top left.
+ real32 X0 = -XAxis.x - YAxis.x + Center.x;
+ real32 Y0 = -XAxis.y - YAxis.y + Center.y;
+ real32 X1 = X0 + XAxis.x*2;
+ real32 Y1 = Y0 + XAxis.y*2;
+ real32 X2 = X1 + YAxis.x*2;
+ real32 Y2 = Y1 + YAxis.y*2;
+ real32 X3 = X2 - XAxis.x*2;
+ real32 Y3 = Y2 - XAxis.y*2;
+
+ // Midway points.
+ real32 Mid_X0 = X0 + XAxis.x;
+ real32 Mid_Y0 = Y0 + XAxis.y;
+ real32 Mid_X1 = X1 + YAxis.x;
+ real32 Mid_Y1 = Y1 + YAxis.y;
+ real32 Mid_X2 = X2 - XAxis.x;
+ real32 Mid_Y2 = Y2 - XAxis.y;
+ real32 Mid_X3 = X3 - YAxis.x;
+ real32 Mid_Y3 = Y3 - YAxis.y;
+
+ ImVec2 CompScale = UI->CompZoom / ImVec2(CompWidth, CompHeight);
+
+ ImVec2 P[4];
+ P[0] = ImVec2(X0, Y0)*CompScale + UI->CompPos;
+ P[1] = ImVec2(X1, Y1)*CompScale + UI->CompPos;
+ P[2] = ImVec2(X2, Y2)*CompScale + UI->CompPos;
+ P[3] = ImVec2(X3, Y3)*CompScale + UI->CompPos;
+
+ ImVec2 Mid_P[4];
+ Mid_P[0] = ImVec2(Mid_X0, Mid_Y0)*CompScale + UI->CompPos;
+ Mid_P[1] = ImVec2(Mid_X1, Mid_Y1)*CompScale + UI->CompPos;
+ Mid_P[2] = ImVec2(Mid_X2, Mid_Y2)*CompScale + UI->CompPos;
+ Mid_P[3] = ImVec2(Mid_X3, Mid_Y3)*CompScale + UI->CompPos;
+
+ ImU32 wcol = ImGui::GetColorU32(ImGuiCol_Text);
+ draw_list->AddLine(P[0], P[1], wcol, 2.0f);
+ draw_list->AddLine(P[1], P[2], wcol, 2.0f);
+ draw_list->AddLine(P[2], P[3], wcol, 2.0f);
+ draw_list->AddLine(P[3], P[0], wcol, 2.0f);
+
+ v2 XAxis2 = (BoxLength*CompScale.x)*V2(cos(Rad), sin(Rad));
+ v2 YAxis2 = (BoxLength*CompScale.y)*V2(sin(Rad), -cos(Rad));
+
+ v2 XAxisPerp = (1.0f / LengthSq(XAxis))*XAxis;
+ v2 YAxisPerp = (1.0f / LengthSq(YAxis))*YAxis;
+
+ // real32 LocalX = ((io.MousePos.x - UI->CompPos.x) - Center.x) ;
+ // real32 LocalY = ((io.MousePos.y - UI->CompPos.y) - Center.y) ;
+ layer_transforms BoxTransforms = { Center.x, Center.y, 0.5, 0.5, (real32)(Interact->Radians / (PI / 180)), Interact->Scale };
+ v2 LayerPoint = Transform_ScreenSpaceToLocal(BoxTransforms, CompWidth, CompHeight, BoxLength.x, BoxLength.y, UI->CompPos, UI->CompZoom, ViewportMin, io.MousePos);
+
+ real32 U = LayerPoint.x / BoxLength.x;
+ real32 V = LayerPoint.y / BoxLength.y;
+
+ ImVec2 ScaleHandleSize(50, 50);
+
+ bool32 OtherActions = ImGui::IsKeyDown(ImGuiKey_Z);
+
+ // First do the halfway scale points, since they don't need UVs considered:
+ for (int i = 0; i < 4; i++) {
+ ImGui::SetCursorScreenPos(Mid_P[i] - ScaleHandleSize/2);
+ ImGui::PushID(i);
+
+ ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImGui::ColorConvertFloat4ToU32(ImVec4(0.6f, 0.0f, 0.3f, 1.0f)));
+ ImGui::Button("##ScaleMids", ScaleHandleSize);
+ ImGui::PopStyleColor();
+
+ if (ImGui::IsItemActivated() && !OtherActions) {
+ State->InteractTransformMode = 1;
+ }
+
+ if (State->InteractTransformMode == 1 && ImGui::IsItemActive())
+ {
+ uint32 side = i;
+ if (side == 0) {
+ Interact->Scale -= io.MouseDelta.y / BoxLength.y;
+ Interact->Position.y += io.MouseDelta.y / 2;
+ } else if (side == 1) {
+ Interact->Scale += io.MouseDelta.x / BoxLength.x;
+ Interact->Position.x += io.MouseDelta.x / 2;
+ } else if (side == 2) {
+ Interact->Scale += io.MouseDelta.y / BoxLength.y;
+ Interact->Position.y += io.MouseDelta.y / 2;
+ } else if (side == 3) {
+ Interact->Scale -= io.MouseDelta.x / BoxLength.x;
+ Interact->Position.x += io.MouseDelta.x / 2;
+ }
+ }
+ ImGui::PopID();
+ }
+
+ bool32 InBounds = false;
+ // Scale if cursor is on button within the UV, rotate if outside UV, and position if a non-button is dragged.
+ if (U >= 0.0f && U <= 1.0f && V >= 0.0f && V <= 1.0f)
+ {
+ ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImGui::ColorConvertFloat4ToU32(ImVec4(0.6f, 0.0f, 0.3f, 1.0f)));
+ InBounds = true;
+ }
+
+ for (int i = 0; i < 4; i++) {
+ ImGui::SetCursorScreenPos(P[i] - ScaleHandleSize/2);
+ ImGui::PushID(i);
+ ImGui::Button("##ScaleRotateCorners", ScaleHandleSize);
+
+ if (ImGui::IsItemActivated() && !OtherActions) {
+ if (InBounds)
+ State->InteractTransformMode = 1;
+ else
+ State->InteractTransformMode = 2;
+ }
+
+ // Scale part
+ if (State->InteractTransformMode == 1 && ImGui::IsItemActive())
+ {
+ // TODO(fox): Corner dragging scale only works in the X
+ // axis. Mostly feels right when dragged how you expect,
+ // but I'll fix it if someone complains.
+ uint32 side = i;
+ if (side == 0) {
+ Interact->Scale -= io.MouseDelta.x / BoxLength.x;
+ Interact->Position.x += io.MouseDelta.x / 2;
+ Interact->Position.y += io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2;
+ } else if (side == 1) {
+ Interact->Scale += io.MouseDelta.x / BoxLength.x;
+ Interact->Position.x += io.MouseDelta.x / 2;
+ Interact->Position.y -= io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2;
+ } else if (side == 2) {
+ Interact->Scale += io.MouseDelta.x / BoxLength.x;
+ Interact->Position.x += io.MouseDelta.x / 2;
+ Interact->Position.y += io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2;
+ } else if (side == 3) {
+ Interact->Scale -= io.MouseDelta.x / BoxLength.x;
+ Interact->Position.x += io.MouseDelta.x / 2;
+ Interact->Position.y -= io.MouseDelta.x*(BoxLength.y/BoxLength.x) / 2;
+ }
+ }
+
+ // Rotation part
+ if (State->InteractTransformMode == 2 && ImGui::IsItemActive())
+ {
+ real32 LocalX = (io.MousePos.x - UI->CompPos.x)/CompScale.x - InteractMin.x - (BoxLength.x/2);
+ real32 LocalY = (io.MousePos.y - UI->CompPos.y)/CompScale.y - InteractMin.y - (BoxLength.y/2);
+
+ real32 Slope_Mouse = LocalY/LocalX;
+ real32 Slope_Corner = 0;
+ real32 Slope_Flipped = 0;
+ real32 Dot = 0;
+
+ // TODO(fox) learn basic geometry to do this properly
+
+ // We find the angle between the direction of whichever corner the
+ // mouse is grabbing (Slope_Corner) and the mouse's current
+ // position (Slope_Mouse) to get ExtraRadians. The calculation only
+ // works between -90 and 90, so I take the dot product of the
+ // opposite edge of the corner and add the extra degrees when it's negative.
+
+ v2 SlopeDot = V2(BoxLength.x, BoxLength.y);
+ // top left clockwise
+ uint32 side = i;
+ if (side == 0) {
+ Slope_Corner = BoxLength.y / BoxLength.x;
+ Slope_Flipped = -BoxLength.x / BoxLength.y;
+ Dot = LocalX * -SlopeDot.x + LocalY * -SlopeDot.y;
+ } else if (side == 1) {
+ Slope_Corner = -BoxLength.y / BoxLength.x;
+ Slope_Flipped = BoxLength.x / BoxLength.y;
+ Dot = LocalX * SlopeDot.x + LocalY * -SlopeDot.y;
+ } else if (side == 2) {
+ Slope_Corner = BoxLength.y / BoxLength.x;
+ Slope_Flipped = -BoxLength.x / BoxLength.y;
+ Dot = LocalX * SlopeDot.x + LocalY * SlopeDot.y;
+ } else if (side == 3) {
+ Slope_Corner = -BoxLength.y / BoxLength.x;
+ Slope_Flipped = BoxLength.x / BoxLength.y;
+ Dot = LocalX * -SlopeDot.x + LocalY * SlopeDot.y;
+ }
+
+ Interact->Radians = atan((Slope_Mouse - Slope_Corner) / (1 + Slope_Mouse * Slope_Corner));
+ real32 ExtraRadians2 = atan((Slope_Mouse - Slope_Flipped) / (1 + Slope_Mouse * Slope_Flipped));
+
+ if (Dot < 0) {
+ if (Interact->Radians < 0) {
+ Interact->Radians = (90 * (PI / 180)) + ExtraRadians2;
+ } else {
+ Interact->Radians = (-90 * (PI / 180)) + ExtraRadians2;
+ }
+ }
+ }
+
+ ImGui::PopID();
+ }
+
+ if (!State->InteractTransformMode && ImGui::IsMouseClicked(ImGuiMouseButton_Left) && InBounds && !OtherActions)
+ State->InteractTransformMode = 3;
+
+ if (State->InteractTransformMode == 3) {
+ Interact->Position.x += (real32)io.MouseDelta.x/CompScale.x;
+ Interact->Position.y += (real32)io.MouseDelta.y/CompScale.y;
+ }
+
+ if (State->InteractTransformMode)
+ {
+ if (io.MouseDelta.x || io.MouseDelta.y)
+ State->UpdateFrame = true;
+ if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))
+ State->InteractTransformMode = 0;
+ }
+
+ if (ImGui::IsKeyPressed(ImGuiKey_Escape)) {
+ State->Interact_Active = interact_type_none;
+ State->Interact_Modifier = 0;
+ State->UpdateFrame = true;
+ Memory->PurgeCache = true;
+ }
+
+ // Second condition so you don't have to reach for Enter.
+ if (ImGui::IsKeyPressed(ImGuiKey_Enter) || (ImGui::IsMouseClicked(ImGuiMouseButton_Left) && io.KeyCtrl)) {
+ int h = 0, c = 0, i = 0;
+ if (!io.KeyCtrl)
+ History_Entry_Commit(Memory, "Transform layers");
+ while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i)) {
+ block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
+ if (Layer->IsSelected == 1) {
+ if (io.KeyCtrl) {
+ layer_transforms T = Layer_GetTransforms(Layer);
+ Transform_ApplyInteractive(*(interact_transform *)&State->Interact_Offset[0], &T.x, &T.y, &T.rotation, &T.scale);
+ property_channel *Property[4] = { &Layer->x, &Layer->y, &Layer->rotation, &Layer->scale };
+ real32 Val[4] = { T.x, T.y, T.rotation, T.scale };
+ for (int a = 0; a < 4; a++) {
+ if (Property[a]->CurrentValue != Val[a]) {
+ History_Entry_Commit(Memory, "Add keyframe");
+ bezier_point Point = { 1, {(real32)State->Frame_Current, Val[a], -1, 0, 1, 0}, interpolation_type_linear, 0, {0, 0, 0}, 0 };
+ uint16 *ArrayLocation = Property_GetSortedArray(SortedKeyframeArray, State->MostRecentlySelectedLayer, h);
+ Bezier_Add(Memory, F_Layers, Property[a], Point, ArrayLocation);
+ History_Entry_End(Memory);
+ }
+ }
+ } else {
+ History_Action_Swap(Memory, F_File, sizeof(Layer->x.CurrentValue), &Layer->x.CurrentValue);
+ History_Action_Swap(Memory, F_File, sizeof(Layer->y.CurrentValue), &Layer->y.CurrentValue);
+ History_Action_Swap(Memory, F_File, sizeof(Layer->scale.CurrentValue), &Layer->scale.CurrentValue);
+ History_Action_Swap(Memory, F_File, sizeof(Layer->rotation.CurrentValue), &Layer->rotation.CurrentValue);
+ Transform_ApplyInteractive(*(interact_transform *)&State->Interact_Offset[0], &Layer->x.CurrentValue, &Layer->y.CurrentValue, &Layer->rotation.CurrentValue, &Layer->scale.CurrentValue);
+ }
+ }
+ }
+ if (!io.KeyCtrl)
+ History_Entry_End(Memory);
+ State->Interact_Active = interact_type_none;
+ State->Interact_Modifier = 0;
+ State->UncommitedKeyframe = 1;
+ State->UpdateFrame = true;
+ }
+
+ if (InBounds == true) {
+ ImGui::PopStyleColor();
+ }
+
+}
+
+static void
+ImGui_Viewport_SelectedLayerUI(project_state *State, memory *Memory, ui *UI, ImDrawList *draw_list, block_composition *MainComp, uint32 CompIndex, block_layer *ParentLayer[4], uint32 Recursions,
+ sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray)
+{
+ sorted_comp_array *SortedCompStart = &SortedCompArray[CompIndex];
+ sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(SortedLayerArray, SortedCompArray, CompIndex);
+ ImU32 wcol = ImGui::GetColorU32(ImGuiCol_Text);
+ for (int i = 0; i < SortedCompStart->LayerCount; i++)
+ {
+ sorted_layer_array SortEntry = SortedLayerStart[i];
+ uint32 Index_Physical = SortEntry.Block_Layer_Index;
+ block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
+ if (Layer->IsPrecomp) {
+ ParentLayer[Recursions] = Layer;
+ ImGui_Viewport_SelectedLayerUI(State, Memory, UI, draw_list, MainComp, Layer->Block_Source_Index, ParentLayer, Recursions + 1, SortedCompArray, SortedLayerArray);
+ }
+ if (Layer->IsSelected) {
+ uint32 Width = 0, Height = 0;
+ void *Data;
+ uint32 NumberOfVerts;
+ if (Layer->IsPrecomp) {
+ block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, Layer->Block_Source_Index);
+ Width = Comp->Width;
+ Height = Comp->Height;
+ } else if (Layer->IsShapeLayer) {
+ block_bezier *Bezier = (block_bezier *)Memory_Block_AddressAtIndex(Memory, F_Bezier, Layer->Shape.Block_Bezier_Index[0]);
+ Data = Memory_PushScratch(Memory, sizeof(nvg_point) * 128);
+ int L_Width = 0, L_Height = 0;
+ NumberOfVerts = NVG_FlattenPath(Memory, Bezier, 3, (nvg_point *)Data, &L_Width, &L_Height);
+ Width = L_Width;
+ Height = L_Height;
+ } else {
+ block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Layer->Block_Source_Index);
+ Width = Source->Width;
+ Height = Source->Height;
+ }
+
+ v2 Point[5] = { V2(Width*Layer->ax.CurrentValue, Height*Layer->ay.CurrentValue), V2(0, 0), V2(Width, 0), V2(0, Height), V2(Width, Height) };
+
+ layer_transforms T = Layer_GetTransforms(Layer);
+
+ if (State->Interact_Active == interact_type_viewport_transform && Layer->IsSelected == 1) {
+ Transform_ApplyInteractive(*(interact_transform *)&State->Interact_Offset[0], &T.x, &T.y, &T.rotation, &T.scale);
+ }
+
+ if (Layer->IsShapeLayer) {
+ block_bezier *Bezier = (block_bezier *)Memory_Block_AddressAtIndex(Memory, F_Bezier, Layer->Shape.Block_Bezier_Index[0]);
+ // for (int i = 0; i < Layer->Shape.Point_Count; i++) {
+ // v2 ThisPoint = Bezier->Point[i].Pos[0];
+ // v2 Pos = TransformPoint(T, Width, Height, ThisPoint);
+ // v2 CompUV = Pos / V2(MainComp->Width, MainComp->Height);
+ // ImVec2 ScreenPoint = ImVec2(UI->CompPos.x + CompUV.x * UI->CompZoom.x,
+ // UI->CompPos.y + CompUV.y * UI->CompZoom.y);
+ // draw_list->AddNgon(ScreenPoint, 10, IM_COL32(10, 10, 10, 255), 8, 9.0f);
+ // }
+
+ // imgui code
+
+ void *Data2 = Memory_PushScratch(Memory, sizeof(real32) * 3 * 256);
+ uint32 GL_PointCount = NVG_ExpandStroke(Memory, Bezier, NumberOfVerts, (nvg_point *)Data, (real32 *)Data2);
+
+ v2 L_Pos[4] = { Bezier->Point[0].Pos[0], Bezier->Point[0].Pos[2], Bezier->Point[1].Pos[1], Bezier->Point[1].Pos[0] };
+ L_Pos[1] = L_Pos[1] + L_Pos[0];
+ L_Pos[2] = L_Pos[2] + L_Pos[3];
+ ImVec2 ScreenPoint[4];
+ for (int i = 0; i < 4; i++) {
+ v2 Pos = TransformPoint(T, Width, Height, L_Pos[i]);
+ v2 CompUV = Pos / V2(MainComp->Width, MainComp->Height);
+ ScreenPoint[i] = ImVec2(UI->CompPos.x + CompUV.x * UI->CompZoom.x,
+ UI->CompPos.y + CompUV.y * UI->CompZoom.y);
+ }
+ draw_list->AddNgon(ScreenPoint[0], 10, IM_COL32(10, 10, 10, 255), 8, 2.0f);
+ draw_list->AddNgon(ScreenPoint[3], 10, IM_COL32(10, 10, 10, 255), 8, 2.0f);
+ draw_list->AddBezierCubic(ScreenPoint[0],ScreenPoint[1],ScreenPoint[2],ScreenPoint[3], IM_COL32(10, 10, 10, 255), 1.0f, 0);
+
+ // test code
+
+ for (int i = 0; i < NumberOfVerts; i++) {
+ nvg_point Point = *((nvg_point *)Data + i);
+ v2 PointPos = V2(Point.x, Point.y);
+ v2 Pos = TransformPoint(T, Width, Height, PointPos);
+ v2 CompUV = Pos / V2(MainComp->Width, MainComp->Height);
+ ImVec2 ScreenPoint = ImVec2(UI->CompPos.x + CompUV.x * UI->CompZoom.x,
+ UI->CompPos.y + CompUV.y * UI->CompZoom.y);
+ draw_list->AddNgon(ScreenPoint, 2, IM_COL32(00, 00, 80, 255), 8, 2.0f);
+ }
+ for (int i = 0; i < GL_PointCount; i++) {
+ v2 PointPos = *((v2 *)Data2 + i*2);
+ v2 Pos = TransformPoint(T, Width, Height, PointPos);
+ v2 CompUV = Pos / V2(MainComp->Width, MainComp->Height);
+ ImVec2 ScreenPoint = ImVec2(UI->CompPos.x + CompUV.x * UI->CompZoom.x,
+ UI->CompPos.y + CompUV.y * UI->CompZoom.y);
+ draw_list->AddNgon(ScreenPoint, 2, IM_COL32(80, 80, 10, 255), 8, 2.0f);
+ }
+ Memory_PopScratch(Memory, sizeof(real32) * 3 * 256);
+ Memory_PopScratch(Memory, sizeof(nvg_point) * 128);
+ }
+
+ v2 NewPos[5];
+ for (int i = 0; i < 5; i++) {
+ NewPos[i] = TransformPoint(T, Width, Height, Point[i]);
+ }
+
+ int i = 0;
+ while (i < Recursions) {
+ T = Layer_GetTransforms(ParentLayer[i]);
+ block_composition *Comp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, ParentLayer[i]->Block_Source_Index);
+ Width = Comp->Width;
+ Height = Comp->Height;
+ for (int i = 0; i < 5; i++) {
+ NewPos[i] = TransformPoint(T, Width, Height, NewPos[i]);
+ }
+ i++;
+ }
+
+ ImVec2 ScreenPoint[5];
+ for (int i = 0; i < 5; i++) {
+ v2 CompUV = NewPos[i] / V2(MainComp->Width, MainComp->Height);
+
+ ScreenPoint[i] = ImVec2(UI->CompPos.x + CompUV.x * UI->CompZoom.x,
+ UI->CompPos.y + CompUV.y * UI->CompZoom.y);
+
+ }
+ if (State->Tool != tool_brush) {
+ ImU32 wcol2 = IM_COL32(10, 10, 10, 128);
+ draw_list->AddNgon(ScreenPoint[0], 10, wcol2, 8, 9.0f);
+ draw_list->AddNgon(ScreenPoint[0], 10, wcol, 8, 5.0f);
+ }
+ draw_list->AddLine(ScreenPoint[1], ScreenPoint[2], wcol, 2.0f);
+ draw_list->AddLine(ScreenPoint[2], ScreenPoint[4], wcol, 2.0f);
+ draw_list->AddLine(ScreenPoint[1], ScreenPoint[3], wcol, 2.0f);
+ draw_list->AddLine(ScreenPoint[3], ScreenPoint[4], wcol, 2.0f);
+ }
+ }
+}
+
+static void
+ImGui_Viewport(project_data *File, project_state *State, ui *UI, memory *Memory, ImGuiIO io, GLuint textureID,
+ sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray, uint16 *SortedKeyframeArray)
+{
+ bool open = true;
+ ImGui::Begin("Viewport", &open, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
+
+
+ if (ImGui::IsWindowHovered(ImGuiFocusedFlags_ChildWindows)) {
+ State->FocusedWindow = focus_viewport;
+ }
+
+ block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(Memory, F_Precomps, File->PrincipalCompIndex);
+
+ ImVec2 ViewportMin = ImGui::GetCursorScreenPos();
+ ImVec2 ViewportScale = ImGui::GetContentRegionAvail();
+ ImVec2 ViewportMax = ImVec2(ViewportMin.x + ViewportScale.x, ViewportMin.y + ViewportScale.y);
+
+ if (ViewportScale.x < 50 || ViewportScale.y < 50) {
+ ImGui::End();
+ return;
+ }
+
+ if (State->Initializing) {
+ UI->CompZoom = ImVec2(MainComp->Width, MainComp->Height);
+ UI->CompPos = ImVec2(ViewportMin.x + ((ViewportMax.x - ViewportMin.x)/2 - UI->CompZoom.x/2),
+ ViewportMin.y + ((ViewportMax.y - ViewportMin.y)/2 - UI->CompZoom.y/2));
+ }
+
+ ImVec2 CompPosMin = ImVec2(UI->CompPos.x, UI->CompPos.y);
+ ImVec2 CompPosMax = ImVec2(UI->CompPos.x + UI->CompZoom.x, UI->CompPos.y + UI->CompZoom.y);
+
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+ draw_list->AddRectFilled(ViewportMin, ViewportMax, IM_COL32(50, 50, 50, 255));
+ draw_list->AddRect(ViewportMin, ViewportMax, IM_COL32(255, 255, 255, 255));
+ draw_list->AddRect(CompPosMin, CompPosMax, IM_COL32(255, 255, 255, 55));
+
+ real32 FontSize = ImGui::GetFontSize();
+ ImGui::SetCursorScreenPos(ImVec2(ViewportMax.x - FontSize*2, ViewportMin.y + ViewportScale.y - FontSize*3.0));
+ ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 80));
+ if (ImGui::Button("?"))
+ State->ImGuiPopups = popup_keybinds;
+ ImGui::PopStyleColor();
+
+
+ // Actual composition texture
+ draw_list->PushClipRect(ViewportMin, ViewportMax, true);
+ draw_list->AddImage((void *)(intptr_t)textureID, CompPosMin, CompPosMax);
+ draw_list->PopClipRect();
+
+ // UI+interaction for layer
+ if (State->MostRecentlySelectedLayer > -1)
+ {
+ block_layer *ParentLayer[4];
+ ImGui_Viewport_SelectedLayerUI(State, Memory, UI, draw_list, MainComp, File->PrincipalCompIndex, ParentLayer, 0, SortedCompArray, SortedLayerArray);
+ if (State->Interact_Active == interact_type_viewport_transform) {
+ ImGui_Viewport_TransformUI(File, State, Memory, UI, draw_list, io, (interact_transform *)&State->Interact_Offset[0], ViewportMin, MainComp->Width, MainComp->Height, SortedKeyframeArray);
+ }
+ }
+
+
+
+ // Interactions for dragging and zooming
+ ImGui::SetCursorScreenPos(ViewportMin);
+
+ ImGui::InvisibleButton("canvas", ViewportScale, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
+ bool32 IsHovered = ImGui::IsItemHovered();
+#if 1
+ bool32 IsActive = ImGui::IsItemActive();
+ bool32 IsActivated = ImGui::IsItemActivated();
+ bool32 IsDeactivated = ImGui::IsItemDeactivated();
+#else
+ bool32 IsActive = ImGui::IsKeyDown(ImGuiKey_3);
+ bool32 IsActivated = ImGui::IsKeyPressed(ImGuiKey_3);
+ bool32 IsDeactivated = ImGui::IsKeyReleased(ImGuiKey_3);
+#endif
+
+ if (IsHovered && IsActivated && !ImGui::IsMouseDown(ImGuiMouseButton_Right))
+ {
+ State->TempZoomRatio = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, io.MousePos);
+
+ if (!ImGui::IsKeyDown(ImGuiKey_Z)) {
+ if (State->Tool == tool_brush && State->Interact_Active != interact_type_brush) {
+ if (!io.KeyCtrl) {
+ int h = 0, c = 0, i = 0;
+ while (Block_Loop(Memory, F_Layers, File->Layer_Count, &h, &c, &i))
+ {
+ block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
+ if (!Layer->IsPrecomp) {
+ block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Layer->Block_Source_Index);
+ if (Layer->IsSelected && Source->Type == source_type_principal) {
+ Assert(Source->BytesPerPixel == 4);
+ Arbitrary_Zero((uint8 *)State->Brush.TransientBitmap, 2048*2048*4);
+ State->Interact_Active = interact_type_brush;
+ State->Brush.LayerToPaint_Index = i;
+ break;
+ }
+ }
+ }
+ }
+ if (State->Brush.LayerToPaint_Index == -1) {
+ State->HotkeyInput = hotkey_newlayer_paint;
+ }
+ }
+ // Layer selection
+ if (State->Tool == tool_default && State->Interact_Active == interact_type_none) {
+ int32 Selection = Layer_TestSelection(Memory, State, UI, SortedCompArray, SortedLayerArray, File->PrincipalCompIndex);
+ if (!io.KeyShift && State->Interact_Active == interact_type_none)
+ Layer_DeselectAll(File, State, Memory);
+ if (Selection != -1)
+ Layer_Select(Memory, State, Selection);
+ }
+ }
+ }
+
+ /*
+ if (State->Interact_Active == interact_type_viewport_transform) {
+ interact_transform *Interact = (interact_transform *)&State->Interact_Offset[0];
+ ImVec2 DragDelta = io.MousePos - Interact->OGPos;
+ Interact->Position = V2(DragDelta.x, DragDelta.y);
+ if (io.MouseDelta.x || io.MouseDelta.y)
+ State->UpdateFrame = true;
+ }
+ */
+
+ if (IsActive && ImGui::IsMouseDragging(ImGuiMouseButton_Right, -1.0f))
+ {
+ UI->CompPos.x += io.MouseDelta.x;
+ UI->CompPos.y += io.MouseDelta.y;
+ }
+
+
+ bool32 OtherActions = ImGui::IsKeyDown(ImGuiKey_Z) || ImGui::IsMouseDown(ImGuiMouseButton_Right);
+ if (State->Tool == tool_brush && State->Interact_Active == interact_type_brush) {
+ Assert(State->Brush.LayerToPaint_Index != -1);
+ if (IsActive && !OtherActions) {
+ block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, State->Brush.LayerToPaint_Index);
+ layer_transforms T_Layer = Layer_GetTransforms(Layer);
+ block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, Layer->Block_Source_Index);
+ ImVec2 MouseDelta = io.MouseDelta;
+ real32 Delta = MouseDelta.x + MouseDelta.y;
+ v2 PrincipalCompUV = ImGui_ScreenPointToCompUV(ViewportMin, UI->CompPos, UI->CompZoom, io.MousePos);
+ v2 LayerPos = Layer_TraverseForPoint(File, State, Memory, PrincipalCompUV, SortedCompArray, SortedLayerArray);
+ if (IsActivated) {
+ RenderQueue_AddBrush(State, LayerPos);
+ } else if (Delta != 0.0f) {
+ v2 PrevPos = State->Brush.PrevPos;
+ v2 Delta = PrevPos - LayerPos;
+ real32 Dist = sqrt(LengthSq(Delta));
+ if (Dist > State->Brush.Spacing) {
+ RenderQueue_AddBrush(State, LayerPos);
+ }
+ }
+ State->UpdateFrame = true;
+ }
+
+ if (IsDeactivated) {
+ RenderQueue_AddBlit(State);
+ }
+ }
+ if (State->Tool == tool_pen && State->Interact_Active == interact_type_none && State->MostRecentlySelectedLayer == -1) {
+ v2 CompUV = State->TempZoomRatio;
+ ImVec2 ScreenPoint = ImVec2(UI->CompPos.x + CompUV.x * UI->CompZoom.x,
+ UI->CompPos.y + CompUV.y * UI->CompZoom.y);
+ ImVec2 Vector = io.MousePos - ScreenPoint;
+ if (IsActive && !OtherActions) {
+ uint32 wcol = IM_COL32(00, 00, 80, 255);
+ draw_list->AddLine(ScreenPoint - Vector, io.MousePos, wcol, 2.0f);
+ draw_list->AddNgon(ScreenPoint, 2, wcol, 8, 2.0f);
+ }
+ if (IsDeactivated) {
+ State->HotkeyInput = hotkey_newlayer_shape;
+ if (fabs(Vector.x) > 5 && fabs(Vector.y) > 5) {
+ State->HotkeyExtra[0] = Vector.x;
+ State->HotkeyExtra[1] = Vector.y;
+ }
+ }
+ }
+
+ if (ImGui::IsKeyDown(ImGuiKey_Z) && ImGui::IsWindowHovered()) {
+ if (IsActive)
+ ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeAll);
+ else
+ ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
+ }
+
+ real32 Distance = 0;
+ if (IsActive) {
+ if (ImGui::IsMouseDragging(ImGuiMouseButton_Left, -1.0f))
+ Distance = io.MouseDelta.x + io.MouseDelta.y;
+ if (ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
+ Distance = 200;
+ }
+ if (Distance && ImGui::IsKeyDown(ImGuiKey_Z))
+ {
+ if (io.KeyShift)
+ Distance *= -1;
+ UI->CompZoom.x += (Distance)*(real32)MainComp->Width/MainComp->Height;
+ UI->CompZoom.y += (Distance);
+ UI->CompPos.x -= ((Distance)*(real32)MainComp->Width/MainComp->Height)*State->TempZoomRatio.x;
+ UI->CompPos.y -= Distance*State->TempZoomRatio.y;
+ }
+
+ ImGui::SetCursorScreenPos(ImVec2(ViewportMin.x, ViewportMin.y + ViewportScale.y - FontSize*1.5));
+
+ ImGui::Text("%.1f", 100.0f * (UI->CompZoom.x / MainComp->Width));
+ if (State->MsgTime > 0) {
+ ImGui::SameLine();
+ ImGui::SetCursorPosX((ViewportScale.x / 5)*4);
+ ImGui::Text(State->Msg);
+ State->MsgTime--;
+ }
+
+ ImGui::SetCursorScreenPos(ViewportMin);
+ ImGui_Viewport_Toolbar(State, draw_list);
+ ImGui_Viewport_BrushUI(State, Memory, ViewportMin, ViewportMax, UI->CompPos, io, MainComp->Width, MainComp->Height);
+
+ ImGui::End();
+}