406 lines
16 KiB
C++
406 lines
16 KiB
C++
// MassBuilderSaveTool
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// Copyright (C) 2021-2024 Guillaume Jacquemin
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <imgui_internal.h>
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#include "../FontAwesome/IconsFontAwesome5.h"
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#include "../GameData/ArmourSets.h"
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#include "../GameData/StyleNames.h"
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#include "Application.h"
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namespace mbst {
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void
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Application::drawArmour() {
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if(!_currentMass || _currentMass->state() != GameObjects::Mass::State::Valid) {
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return;
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}
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constexpr static Containers::StringView slot_labels[] = {
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#define c(enumerator, strenum, name) name,
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#include "../Maps/ArmourSlots.hpp"
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#undef c
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};
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auto labels_view = arrayView(slot_labels);
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const static float footer_height_to_reserve = ImGui::GetFrameHeightWithSpacing();
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ImGui::BeginGroup();
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if(ImGui::BeginTable("##SlotsTable", 1,
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ImGuiTableFlags_ScrollY|ImGuiTableFlags_BordersOuter|ImGuiTableFlags_BordersInnerH,
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{ImGui::GetContentRegionAvail().x * 0.15f, -footer_height_to_reserve}))
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{
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ImGui::TableSetupColumn("##Slots", ImGuiTableColumnFlags_WidthStretch);
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for(std::size_t i = 0; i < labels_view.size(); i++) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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if(ImGui::Selectable(labels_view[i].data(), _selectedArmourSlot && (*_selectedArmourSlot) == i,
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ImGuiSelectableFlags_SpanAvailWidth))
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{
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_selectedArmourSlot = i;
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}
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}
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ImGui::EndTable();
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}
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if(ImGui::Button(ICON_FA_UNDO_ALT " Reset all")) {
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_currentMass->getArmourParts();
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}
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ImGui::EndGroup();
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ImGui::SameLine();
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if(!_selectedArmourSlot) {
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ImGui::TextUnformatted("No selected armour slot.");
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return;
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}
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auto& part = _currentMass->armourParts()[*_selectedArmourSlot];
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ImGui::BeginGroup();
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if(ImGui::BeginChild("##ArmourEditor", {0.0f, -footer_height_to_reserve})) {
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ImGui::SeparatorText("Part");
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if(GameData::armour_sets.find(part.id) != GameData::armour_sets.cend()) {
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ImGui::Text("Set name: %s", GameData::armour_sets.at(part.id).name.data());
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}
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else {
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ImGui::Text("Set ID: %d", part.id);
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}
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ImGui::SameLine();
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if(ImGui::SmallButton("Change")) {
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ImGui::OpenPopup("##ArmourPartPopup");
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}
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if(ImGui::BeginPopup("##ArmourPartPopup")) {
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if(ImGui::BeginListBox("##ChangePart")) {
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for(const auto& [id, set] : GameData::armour_sets) {
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if((part.slot == GameObjects::ArmourPart::Slot::Neck && !set.neck_compatible) ||
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(id == -2 &&
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!(part.slot == GameObjects::ArmourPart::Slot::LeftFrontSkirt ||
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part.slot == GameObjects::ArmourPart::Slot::RightFrontSkirt ||
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part.slot == GameObjects::ArmourPart::Slot::LeftSideSkirt ||
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part.slot == GameObjects::ArmourPart::Slot::RightSideSkirt ||
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part.slot == GameObjects::ArmourPart::Slot::LeftBackSkirt ||
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part.slot == GameObjects::ArmourPart::Slot::RightBackSkirt ||
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part.slot == GameObjects::ArmourPart::Slot::LeftAnkle ||
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part.slot == GameObjects::ArmourPart::Slot::RightAnkle)
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)
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)
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{
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continue;
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}
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if(ImGui::Selectable(set.name.data(), id == part.id,
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ImGuiSelectableFlags_SpanAvailWidth))
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{
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part.id = id;
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}
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}
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ImGui::EndListBox();
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}
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ImGui::EndPopup();
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}
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ImGui::SeparatorText("Styles");
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for(std::int32_t i = 0; i < 4; i++) {
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drawAlignedText("Slot %d:", i + 1);
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ImGui::SameLine();
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ImGui::PushID(i);
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if(ImGui::BeginCombo("##Style",
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getStyleName(part.styles[i], _currentMass->armourCustomStyles()).data()))
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{
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for(const auto& style : GameData::builtin_style_names) {
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if(ImGui::Selectable(getStyleName(style.first, _currentMass->armourCustomStyles()).data(),
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part.styles[i] == style.first))
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{
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part.styles[i] = style.first;
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}
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}
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ImGui::EndCombo();
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}
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ImGui::PopID();
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}
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ImGui::SeparatorText("Decals");
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constexpr static float selectable_width = 25.0f;
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drawAlignedText("Showing/editing decal:");
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ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, {0.5f, 0.0f});
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for(std::uint32_t i = 0; i < part.decals.size(); i++) {
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ImGui::SameLine();
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if(ImGui::Selectable(std::to_string(i + 1).c_str(), _selectedArmourDecals[*_selectedArmourSlot] == int(i),
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ImGuiSelectableFlags_None, {selectable_width, 0.0f}))
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{
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_selectedArmourDecals[*_selectedArmourSlot] = int(i);
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}
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if(i != part.decals.size() - 1) {
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ImGui::SameLine();
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ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
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}
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}
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ImGui::PopStyleVar();
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drawDecalEditor(part.decals[_selectedArmourDecals[*_selectedArmourSlot]]);
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if(!part.accessories.isEmpty()) {
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ImGui::SeparatorText("Accessories");
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drawAlignedText("Showing/editing accessory:");
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ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, {0.5f, 0.0f});
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for(std::uint32_t i = 0; i < part.accessories.size(); i++) {
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ImGui::SameLine();
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if(ImGui::Selectable((std::string{} + char(i + 65)).c_str(),
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_selectedArmourAccessories[*_selectedArmourSlot] == int(i),
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ImGuiSelectableFlags_None, {selectable_width, 0.0f}))
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{
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_selectedArmourAccessories[*_selectedArmourSlot] = int(i);
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}
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if(i != part.accessories.size() - 1) {
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ImGui::SameLine();
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ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
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}
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}
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ImGui::PopStyleVar();
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drawAccessoryEditor(part.accessories[_selectedArmourAccessories[*_selectedArmourSlot]],
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_currentMass->armourCustomStyles());
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}
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}
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ImGui::EndChild();
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if(drawUnsafeWidget([]{ return ImGui::Button(ICON_FA_SAVE " Save"); })) {
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_modifiedBySaveTool = true;
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if(!_currentMass->writeArmourPart(part.slot)) {
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_modifiedBySaveTool = false;
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_queue.addToast(Toast::Type::Error, _currentMass->lastError());
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}
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}
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ImGui::EndGroup();
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}
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void
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Application::drawBLAttachment() {
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if(!_currentMass || _currentMass->state() != GameObjects::Mass::State::Valid) {
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return;
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}
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drawAlignedText("Attachment style:"_s);
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ImGui::SameLine();
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if(ImGui::RadioButton("Active one",
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_currentMass->bulletLauncherAttachmentStyle() == GameObjects::BulletLauncherAttachmentStyle::ActiveOne))
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{
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_currentMass->bulletLauncherAttachmentStyle() = GameObjects::BulletLauncherAttachmentStyle::ActiveOne;
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}
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ImGui::SameLine();
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if(ImGui::RadioButton("Active one per slot",
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_currentMass->bulletLauncherAttachmentStyle() == GameObjects::BulletLauncherAttachmentStyle::ActiveOnePerSlot))
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{
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_currentMass->bulletLauncherAttachmentStyle() = GameObjects::BulletLauncherAttachmentStyle::ActiveOnePerSlot;
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}
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ImGui::SameLine();
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if(ImGui::RadioButton("All equipped",
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_currentMass->bulletLauncherAttachmentStyle() == GameObjects::BulletLauncherAttachmentStyle::AllEquipped))
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{
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_currentMass->bulletLauncherAttachmentStyle() = GameObjects::BulletLauncherAttachmentStyle::ActiveOnePerSlot;
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}
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ImGui::Separator();
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constexpr static float selectable_width = 25.0f;
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drawAlignedText("Launcher slot:");
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ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, {0.5f, 0.0f});
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for(auto i = 0u; i < _currentMass->bulletLauncherAttachments().size(); i++) {
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ImGui::SameLine();
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if(ImGui::Selectable(std::to_string(i).c_str(), _selectedBLPlacement == i, ImGuiSelectableFlags_None,
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{selectable_width, 0.0f}))
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{
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_selectedBLPlacement = i;
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}
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if(i != _currentMass->bulletLauncherAttachments().size() - 1) {
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ImGui::SameLine();
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ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
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}
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}
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ImGui::PopStyleVar();
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auto& placement = _currentMass->bulletLauncherAttachments()[_selectedBLPlacement];
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static const Containers::StringView socket_labels[] = {
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#define c(enumerator, enumstr, name) name,
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#include "../Maps/BulletLauncherSockets.hpp"
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#undef c
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};
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drawAlignedText("Socket:");
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ImGui::SameLine();
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if(ImGui::BeginCombo("##Socket", socket_labels[std::uint32_t(placement.socket)].data())) {
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for(std::uint32_t i = 0; i < (sizeof(socket_labels) / sizeof(socket_labels[0])); i++) {
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if(ImGui::Selectable(socket_labels[i].data(), i == std::uint32_t(placement.socket), ImGuiSelectableFlags_SpanAvailWidth)) {
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placement.socket = static_cast<GameObjects::BulletLauncherAttachment::Socket>(i);
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}
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}
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ImGui::EndCombo();
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}
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if(placement.socket != GameObjects::BulletLauncherAttachment::Socket::Auto) {
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ImGui::BeginGroup();
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drawAlignedText("Relative position:");
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drawAlignedText("Offset position:");
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drawAlignedText("Relative rotation:");
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drawAlignedText("Offset rotation:");
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drawAlignedText("Scale:");
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ImGui::EndGroup();
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ImGui::SameLine();
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ImGui::BeginGroup();
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std::visit(
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[this](auto& arg){
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, Vector3>) {
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drawVector3Drag("##RelativePosition", arg, 1.0f, Vector3{-FLT_MAX}, Vector3{FLT_MAX}, "X: %.3f",
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"Y: %.3f", "Z: %.3f");
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}
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else if constexpr (std::is_same_v<T, Vector3d>) {
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drawVector3dDrag("##RelativePosition", arg, 1.0f, Vector3d{-DBL_MAX}, Vector3d{DBL_MAX},
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"X: %.3f", "Y: %.3f", "Z: %.3f");
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}
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}, placement.relativeLocation
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);
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std::visit(
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[this](auto& arg){
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, Vector3>) {
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drawVector3Slider("##OffsetPosition", arg, Vector3{-500.0f}, Vector3{500.0f}, "X: %.3f", "Y: %.3f",
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"Z: %.3f");
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}
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else if constexpr (std::is_same_v<T, Vector3d>) {
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drawVector3dSlider("##OffsetPosition", arg, Vector3d{-500.0}, Vector3d{500.0}, "X: %.3f",
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"Y: %.3f", "Z: %.3f");
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}
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}, placement.offsetLocation
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);
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ImGui::SameLine();
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drawHelpMarker("+/-500.0 = +/-250 in-game");
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std::visit(
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[this](auto& arg){
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, Vector3>) {
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drawVector3Drag("##RelativeRotation", arg, 1.0f, Vector3{-FLT_MAX}, Vector3{FLT_MAX},
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"Pitch: %.3f", "Yaw: %.3f", "Roll: %.3f");
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}
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else if constexpr (std::is_same_v<T, Vector3d>) {
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drawVector3dDrag("##RelativeRotation", arg, 1.0f, Vector3d{-DBL_MAX}, Vector3d{DBL_MAX},
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"Pitch: %.3f", "Yaw: %.3f", "Roll: %.3f");
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}
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}, placement.relativeRotation
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);
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std::visit(
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[this](auto& arg){
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, Vector3>) {
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drawVector3Slider("##OffsetRotation", arg, Vector3{-30.0f, -30.0f, -180.0f},
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Vector3{30.0f, 30.0f, 180.0f}, "Pitch: %.3f", "Yaw: %.3f", "Roll: %.3f");
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}
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else if constexpr (std::is_same_v<T, Vector3d>) {
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drawVector3dSlider("##OffsetRotation", arg, Vector3d{-30.0, -30.0, -180.0},
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Vector3d{30.0, 30.0, 180.0}, "Pitch: %.3f", "Yaw: %.3f", "Roll: %.3f");
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}
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}, placement.offsetRotation
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);
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std::visit(
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[this](auto& arg){
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using T = std::decay_t<decltype(arg)>;
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if constexpr (std::is_same_v<T, Vector3>) {
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drawVector3Slider("##Scale", arg, Vector3{0.5f}, Vector3{1.5f}, "X: %.3f", "Y: %.3f", "Z: %.3f");
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}
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else if constexpr (std::is_same_v<T, Vector3d>) {
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drawVector3dSlider("##Scale", arg, Vector3d{0.5}, Vector3d{1.5}, "X: %.3f", "Y: %.3f", "Z: %.3f");
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}
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}, placement.relativeScale
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);
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ImGui::SameLine();
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drawHelpMarker("0.5 = 50 in-game\n1.5 = 150 in-game");
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ImGui::EndGroup();
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}
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_modifiedBySaveTool = true;
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if(drawUnsafeWidget([]{ return ImGui::Button(ICON_FA_SAVE " Save"); })) {
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_modifiedBySaveTool = true;
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if(!_currentMass->writeBulletLauncherAttachments()) {
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_modifiedBySaveTool = false;
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_queue.addToast(Toast::Type::Error, _currentMass->lastError());
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}
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}
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}
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void
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Application::drawCustomArmourStyles() {
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if(!_currentMass || _currentMass->state() != GameObjects::Mass::State::Valid) {
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return;
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}
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if(!ImGui::BeginChild("##ArmourStyles")) {
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ImGui::EndChild();
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return;
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}
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ImGui::TextWrapped("In-game values are multiplied by 100. For example, 0.500 here is equal to 50 in-game.");
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for(std::uint32_t i = 0; i < _currentMass->armourCustomStyles().size(); i++) {
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ImGui::PushID(int(i));
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auto result = drawCustomStyle(_currentMass->armourCustomStyles()[i]);
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switch(result) {
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case DCS_ResetStyle:
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_currentMass->getArmourCustomStyles();
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break;
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case DCS_Save:
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_modifiedBySaveTool = true;
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if(!_currentMass->writeArmourCustomStyle(i)) {
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_modifiedBySaveTool = false;
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_queue.addToast(Toast::Type::Error, _currentMass->lastError());
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}
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break;
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default:
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break;
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}
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ImGui::PopID();
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}
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ImGui::EndChild();
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}
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}
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