MassBuilderSaveTool/src/Application/Application.h

267 lines
10 KiB
C++

#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2024 Guillaume Jacquemin
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <mutex>
#include <thread>
#include <Corrade/Containers/Pointer.h>
#include <Corrade/Containers/String.h>
#include <Corrade/Utility/Resource.h>
#ifdef SAVETOOL_DEBUG_BUILD
#include <Corrade/Utility/Tweakable.h>
#endif
#include <Magnum/Timeline.h>
#include <Magnum/Platform/Sdl2Application.h>
#include <Magnum/ImGuiIntegration/Context.h>
#include <SDL_timer.h>
#include <imgui.h>
#include "../Managers/BackupManager.h"
#include "../Managers/MassManager.h"
#include "../Managers/ProfileManager.h"
#include "../Managers/StagedMassManager.h"
#include "../ToastQueue/ToastQueue.h"
#include "../UpdateChecker/UpdateChecker.h"
#ifdef SAVETOOL_DEBUG_BUILD
#define tw CORRADE_TWEAKABLE
#endif
using namespace Corrade;
using namespace Containers::Literals;
using namespace Magnum;
namespace mbst {
class Application: public Platform::Sdl2Application {
public:
explicit Application(const Arguments& arguments);
virtual ~Application();
private:
// Events
void drawEvent() override;
void viewportEvent(ViewportEvent& event) override;
void keyPressEvent(KeyEvent& event) override;
void keyReleaseEvent(KeyEvent& event) override;
void pointerPressEvent(PointerEvent& event) override;
void pointerReleaseEvent(PointerEvent& event) override;
void pointerMoveEvent(PointerMoveEvent& event) override;
void scrollEvent(ScrollEvent& event) override;
void textInputEvent(TextInputEvent& event) override;
void anyEvent(SDL_Event& event) override;
enum InitStatus: std::int32_t {
InitSuccess,
ProfileManagerFailure
};
void initEvent(SDL_Event& event);
void updateCheckEvent(SDL_Event& event);
// Initialisation methods
void initialiseConfiguration();
void initialiseGui();
void initialiseManager();
void initialiseMassManager();
// GUI-related methods
void drawImGui();
void drawGui();
void drawMainMenu();
void drawDisclaimer();
void drawInitialisation();
void drawProfileManager();
void drawBackupListPopup();
void drawBackupFolder(const Managers::Vfs::Directory<Managers::Backup>& dir);
void drawBackupRestorePopup(std::size_t backup_index);
void drawBackupDeletePopup(std::size_t backup_index);
void drawDeleteProfilePopup(std::size_t profile_index);
void drawManager();
bool drawIntEditPopup(int* value_to_edit, int max);
bool drawRenamePopup(Containers::ArrayView<char> name_view);
void drawGeneralInfo();
void drawResearchInventory();
void drawMaterialRow(Containers::StringView name, std::int32_t tier, GameData::MaterialID id);
void drawMassManager();
void drawDeleteMassPopup(int mass_index);
void drawDeleteStagedMassPopup(Containers::StringView filename);
void drawMassViewer();
void drawFrameInfo();
void drawJointSliders();
void drawFrameStyles();
void drawEyeColourPicker();
void drawCustomFrameStyles();
void drawArmour();
void drawBLAttachment();
void drawCustomArmourStyles();
void drawWeapons();
void drawWeaponCategory(Containers::StringView name, GameObjects::Weapon::Type category,
Containers::ArrayView<GameObjects::Weapon> weapons_view,
Containers::StringView payload_type, Containers::StringView payload_tooltip);
void drawWeaponEditor(GameObjects::Weapon& weapon);
void drawGlobalStyles();
void drawTuning();
void drawDecalEditor(GameObjects::Decal& decal);
void drawAccessoryEditor(GameObjects::Accessory& accessory,
Containers::ArrayView<GameObjects::CustomStyle> style_view);
auto getStyleName(std::int32_t id, Containers::ArrayView<GameObjects::CustomStyle> view)
-> Containers::StringView;
enum DCSResult {
DCS_Fail,
DCS_ResetStyle,
DCS_Save
};
auto drawCustomStyle(GameObjects::CustomStyle& style) -> DCSResult;
void drawAbout();
void drawGameState();
// Convenience wrappers over ImGui stuff
void drawHelpMarker(Containers::StringView text, float wrap_pos = 0.0f);
void drawTooltip(Containers::StringView text, float wrap_pos = 0.0f);
bool drawCheckbox(Containers::StringView label, bool value);
void drawVector3Drag(Containers::StringView id, Vector3& vec, float speed, Vector3 min, Vector3 max,
const char* x_format, const char* y_format, const char* z_format,
ImGuiSliderFlags_ flags = ImGuiSliderFlags_None);
void drawVector3dDrag(Containers::StringView id, Vector3d& vec, float speed, Vector3d min, Vector3d max,
const char* x_format, const char* y_format, const char* z_format,
ImGuiSliderFlags_ flags = ImGuiSliderFlags_None);
void drawVector3Slider(Containers::StringView id, Vector3& vec, Vector3 min, Vector3 max, const char* x_format,
const char* y_format, const char* z_format,
ImGuiSliderFlags_ flags = ImGuiSliderFlags_None);
void drawVector3dSlider(Containers::StringView id, Vector3d& vec, Vector3d min, Vector3d max,
const char* x_format, const char* y_format, const char* z_format,
ImGuiSliderFlags_ flags = ImGuiSliderFlags_None);
void drawVector2Slider(Containers::StringView id, Vector2& vec, Vector2 min, Vector2 max, const char* x_format,
const char* y_format, ImGuiSliderFlags_ flags = ImGuiSliderFlags_None);
void drawVector2dSlider(Containers::StringView id, Vector2d& vec, Vector2d min, Vector2d max,
const char* x_format, const char* y_format,
ImGuiSliderFlags_ flags = ImGuiSliderFlags_None);
template<typename Functor, typename... Args>
bool drawUnsafeWidget(Functor func, Args... args) {
static_assert(std::is_invocable_r_v<bool, Functor, Args...>);
GameState game_state = _gameState; // Copying the value to reduce the risk of a data race.
ImGui::BeginDisabled(game_state != GameState::NotRunning);
bool result = func(std::forward<Args>(args)...);
ImGui::EndDisabled();
return result;
} // Obviously, should only be used with ImGui widgets that return a bool.
// Also, func should be a lambda if there are any default arguments, like ImGui::Button(), etc...
template<typename... Args>
void drawUnsafeText(const char* text, Args... args) { // Alternative to the above, for ImGui::Text*() variants.
if(_gameState != GameState::NotRunning) {
ImGui::TextDisabled(text, std::forward<Args>(args)...);
}
else {
ImGui::Text(text, std::forward<Args>(args)...);
}
}
template<typename... Args>
void drawAlignedText(Containers::StringView text, Args... args) {
ImGui::AlignTextToFramePadding();
ImGui::Text(text.data(), std::forward<Args>(args)...);
}
void openUri(Containers::StringView uri);
void checkGameState();
void checkForUpdates();
Utility::Resource _rs{"assets"_s};
// GUI-related members
ImGuiIntegration::Context _imgui{NoCreate};
enum class UiState: uint8_t {
Disclaimer,
Initialising,
ProfileManager,
MainManager,
MassViewer
} _uiState{UiState::Disclaimer};
bool _aboutPopup = false;
#ifdef SAVETOOL_DEBUG_BUILD
bool _demoWindow = false;
bool _styleEditor = false;
bool _metricsWindow = false;
#endif
ToastQueue _queue;
std::thread _initThread;
std::thread _updateThread;
std::uint32_t _initEventId;
std::uint32_t _updateEventId;
Containers::String _lastError;
enum class GameState : std::uint8_t {
Unknown, NotRunning, Running
} _gameState{GameState::Unknown};
SDL_TimerID _gameCheckTimerId = 0;
Containers::Pointer<Managers::ProfileManager> _profileManager;
GameObjects::Profile* _currentProfile = nullptr;
Containers::Pointer<Managers::BackupManager> _backupManager;
Containers::Pointer<Managers::MassManager> _massManager;
GameObjects::Mass* _currentMass = nullptr;
Containers::Pointer<Managers::StagedMassManager> _stagedMassManager;
GameObjects::Weapon* _currentWeapon = nullptr;
Containers::Optional<UpdateChecker> _checker{Containers::NullOpt};
std::mutex _checkerMutex;
bool _jointsDirty = false;
bool _stylesDirty = false;
bool _eyeFlareDirty = false;
Containers::Optional<std::size_t> _selectedArmourSlot{Containers::NullOpt};
Containers::StaticArray<38, std::int32_t> _selectedArmourDecals{ValueInit};
Containers::StaticArray<38, std::int32_t> _selectedArmourAccessories{ValueInit};
std::uint32_t _selectedBLPlacement = 0;
std::int32_t _selectedWeaponPart = 0;
std::int32_t _selectedWeaponDecal = 0;
std::int32_t _selectedWeaponAccessory = 0;
Timeline _timeline;
};
}