Bunch of standard cleanup
This commit is contained in:
@@ -41,7 +41,7 @@ namespace fgl::engine::filesystem
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current = std::make_unique< DirInfo >( test_path );
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}
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void destroyFileGUI()
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void destroyFileGui()
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{
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folder_texture.reset();
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file_texture.reset();
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@@ -224,7 +224,7 @@ namespace fgl::engine::filesystem
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ImGui::Text( data.filename.c_str() );
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std::string str { toHumanByteSize( data.size ) };
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const std::string str { toHumanByteSize( data.size ) };
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ImGui::Text( str.c_str() );
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ImGui::NextColumn();
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ImGui::PopID();
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@@ -260,7 +260,7 @@ namespace fgl::engine::filesystem
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void FileBrowser::drawUp( const std::unique_ptr< DirInfo >& current_dir )
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{
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auto up { current_dir->up() };
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const std::unique_ptr< DirInfo > up { current_dir->up() };
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ImGui::PushID( up->m_path.c_str() );
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@@ -20,12 +20,12 @@ namespace fgl::engine::filesystem
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static void openFolder( const DirInfo& dir );
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static void drawUp( const std::unique_ptr< DirInfo >& up );
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static void drawUp( const std::unique_ptr< DirInfo >& current_dir );
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static void drawGui( FrameInfo& info );
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static void drawFile( const FileInfo& data );
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static void drawFolder( const DirInfo& data );
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};
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void destroyFileGUI();
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void destroyFileGui();
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} // namespace fgl::engine::filesystem
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@@ -95,7 +95,7 @@ namespace fgl::engine::gui
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void drawCameraOutputs( FrameInfo& info )
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{
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auto& camera_list { info.m_camera_list };
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const auto& camera_list { info.m_camera_list };
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for ( const auto& weak_camera_ptr : camera_list )
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{
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if ( weak_camera_ptr.expired() ) continue;
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@@ -107,19 +107,19 @@ namespace fgl::engine::gui
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constexpr float right_bar_size { 0.2f };
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constexpr float bottom_bar_size { 0.4f };
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ImGuiID lb_node {
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const ImGuiID lb_node {
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ImGui::DockBuilderSplitNode( primary_id, ImGuiDir_Left, left_bar_size, nullptr, &primary_id )
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};
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ImGuiID rb_node {
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const ImGuiID rb_node {
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ImGui::DockBuilderSplitNode( primary_id, ImGuiDir_Right, right_bar_size, nullptr, &primary_id )
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};
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ImGuiID bb_node {
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const ImGuiID bb_node {
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ImGui::DockBuilderSplitNode( primary_id, ImGuiDir_Down, bottom_bar_size, nullptr, &primary_id )
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};
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ImGuiID mv_node { primary_id };
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const ImGuiID mv_node { primary_id };
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//ImGuiID mv_node { ImGui::DockBuilderSplitNode( primary_id, ImGuiDir_Up, 1.0f - 0.3f, &primary_id, nullptr ) };
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ImGui::DockBuilderDockWindow( OBJECT_TREE_VIEW_NAME, lb_node );
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@@ -136,7 +136,7 @@ namespace fgl::engine::gui
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}
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// ImGui DockBuilder is still very much not ready for use.
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// But let's try it anyways
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// But let's try it anyway
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void drawDock()
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{
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// ImGui::PushStyleVar( ImGuiStyleVar_WindowPadding, ImVec2( 0.0f, 0.0f ) );
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@@ -297,7 +297,7 @@ namespace fgl::engine::gui
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void cleanupImGui()
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{
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ZoneScoped;
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filesystem::destroyFileGUI();
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filesystem::destroyFileGui();
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ImGui_ImplVulkan_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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@@ -9,7 +9,7 @@ namespace fgl::engine::gui
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{
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void drawObject( GameObject& game_object )
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{
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static std::string name_input_temp { "" };
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static std::string name_input_temp {};
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name_input_temp = game_object.getName();
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ImGui::InputText( "Name", &name_input_temp );
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if ( game_object.getName() != name_input_temp ) game_object.setName( name_input_temp );
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@@ -22,23 +22,23 @@ namespace fgl::engine::gui
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dragFloat3( "Scale", game_object.getScale() );
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}
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static GameObjectComponentPtr selected_component { nullptr };
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static GameObjectComponentPtr SELECTED_COMPONENT { nullptr };
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void drawComponentsList( GameObject& game_object )
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{
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ImGui::SeparatorText( "Components" );
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for ( GameObjectComponentPtr component : game_object.getComponents() )
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for ( const GameObjectComponentPtr component : game_object.getComponents() )
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{
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component->drawNode( selected_component );
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component->drawNode( SELECTED_COMPONENT );
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}
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if ( selected_component )
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if ( SELECTED_COMPONENT != nullptr )
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{
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ImGui::SeparatorText( "Selected Component" );
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ImGui::PushID( ImGui::GetID( "ComponentEditor" ) );
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selected_component->drawImGui();
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ImGui::PushID( "ComponentEditor" );
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SELECTED_COMPONENT->drawImGui();
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ImGui::PopID();
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}
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}
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@@ -68,10 +68,10 @@ namespace fgl::engine::gui
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if ( ImGui::TreeNode( "Device" ) )
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{
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ImGui::Text( "|- %s Allocated", to_string( gpu_allocated ).c_str() );
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ImGui::Text( "|- %s Used ", to_string( gpu_used ).c_str() );
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ImGui::Text( "|- %s Unused", to_string( gpu.free() ).c_str() );
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ImGui::Text( "|- %s Available in most allocated buffer", to_string( gpu.m_largest_free_block ).c_str() );
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ImGui::Text( "|- %s Allocated", toString( gpu_allocated ).c_str() );
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ImGui::Text( "|- %s Used ", toString( gpu_used ).c_str() );
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ImGui::Text( "|- %s Unused", toString( gpu.free() ).c_str() );
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ImGui::Text( "|- %s Available in most allocated buffer", toString( gpu.m_largest_free_block ).c_str() );
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ImGui::TreePop();
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}
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@@ -79,10 +79,10 @@ namespace fgl::engine::gui
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if ( ImGui::TreeNode( "Host" ) )
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{
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ImGui::Text( "|- %s Allocated", to_string( host_allocated ).c_str() );
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ImGui::Text( "|- %s Used ", to_string( host_used ).c_str() );
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ImGui::Text( "|- %s Unused", to_string( host.free() ).c_str() );
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ImGui::Text( "|- %s Available in most allocated buffer", to_string( host.m_largest_free_block ).c_str() );
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ImGui::Text( "|- %s Allocated", toString( host_allocated ).c_str() );
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ImGui::Text( "|- %s Used ", toString( host_used ).c_str() );
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ImGui::Text( "|- %s Unused", toString( host.free() ).c_str() );
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ImGui::Text( "|- %s Available in most allocated buffer", toString( host.m_largest_free_block ).c_str() );
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ImGui::TreePop();
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}
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ImGui::Separator();
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@@ -94,10 +94,10 @@ namespace fgl::engine::gui
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ImGui::Text( "Name: %s", buffer->m_debug_name.c_str() );
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ImGui::Text(
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"Allocated: %s/%s (%2.1f\%)",
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to_string( buffer->used() ).c_str(),
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to_string( buffer->size() ).c_str(),
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toString( buffer->used() ).c_str(),
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toString( buffer->size() ).c_str(),
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( static_cast< float >( buffer->used() ) / static_cast< float >( buffer->size() ) * 100.0f ) );
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ImGui::Text( "Largest block: %s", to_string( buffer->largestBlock() ).c_str() );
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ImGui::Text( "Largest block: %s", toString( buffer->largestBlock() ).c_str() );
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ImGui::Separator();
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}
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}
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@@ -109,9 +109,9 @@ namespace fgl::engine::gui
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ImGui::Text( "FPS: %0.1f", ImGui::GetIO().Framerate );
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const auto& counters { profiling::getCounters() };
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ImGui::Text( "Models drawn: %zu", counters.models_draw );
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ImGui::Text( "Verts drawn: %zu", counters.verts_drawn );
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ImGui::Text( "Draw instances: %zu", counters.instance_count );
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ImGui::Text( "Models drawn: %zu", counters.m_models_draw );
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ImGui::Text( "Verts drawn: %zu", counters.m_verts_drawn );
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ImGui::Text( "Draw instances: %zu", counters.m_instance_count );
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if ( ImGui::CollapsingHeader( "Memory" ) )
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{
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@@ -53,7 +53,7 @@ namespace fgl::engine::gui
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obj.addFlag( IS_ENTITY | IS_VISIBLE );
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std::unique_ptr< ModelComponent > component {
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auto component {
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std::make_unique< ModelComponent >( std::move( model ) )
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};
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@@ -208,16 +208,16 @@ namespace fgl::engine::gui
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default:
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[[fallthrough]];
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case Composite:
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camera.getSwapchain().g_buffer_composite_img[ frame_index ]->drawImGui( target_size );
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camera.getSwapchain().m_g_buffer_composite_img[ frame_index ]->drawImGui( target_size );
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break;
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case Albedo:
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camera.getSwapchain().g_buffer_color_img[ frame_index ]->drawImGui( target_size );
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camera.getSwapchain().m_g_buffer_color_img[ frame_index ]->drawImGui( target_size );
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break;
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case Normal:
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camera.getSwapchain().g_buffer_normal_img[ frame_index ]->drawImGui( target_size );
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camera.getSwapchain().m_g_buffer_normal_img[ frame_index ]->drawImGui( target_size );
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break;
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case Position:
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camera.getSwapchain().g_buffer_position_img[ frame_index ]->drawImGui( target_size );
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camera.getSwapchain().m_g_buffer_position_img[ frame_index ]->drawImGui( target_size );
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break;
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}
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@@ -2,6 +2,9 @@
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// Created by kj16609 on 6/5/24.
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//
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// ReSharper disable CppDFAInfiniteRecursion
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// ReSharper disable CppInconsistentNaming
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// ReSharper disable CppZeroConstantCanBeReplacedWithNullptr
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#pragma once
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#pragma GCC diagnostic push
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@@ -22,7 +25,7 @@ namespace ImGui
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{
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//void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
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FGL_FORCE_INLINE inline void DockBuilderDockWindow( const std::string_view str, ImGuiID node_id )
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FGL_FORCE_INLINE inline void DockBuilderDockWindow( const std::string_view str, const ImGuiID node_id )
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{
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::ImGui::DockBuilderDockWindow( str.data(), node_id );
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}
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@@ -42,14 +45,17 @@ namespace ImGui
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// IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
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FGL_FORCE_INLINE inline bool MenuItem(
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const std::string_view label, const char* shortcut = NULL, bool selected = false, bool enabled = true )
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const std::string_view label,
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const char* shortcut = NULL,
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const bool selected = false,
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const bool enabled = true )
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{
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return ::ImGui::MenuItem( label.data(), shortcut, selected, enabled );
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}
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// IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
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FGL_FORCE_INLINE inline bool
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MenuItem( const std::string_view label, const char* shortcut, bool* selected, bool enabled = true )
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MenuItem( const std::string_view label, const char* shortcut, bool* selected, const bool enabled = true )
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{
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return ::ImGui::MenuItem( label.data(), shortcut, selected, enabled );
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}
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