Files
o3de/Gems/ImGui/Code/Source/LYCommonMenu/ImGuiLYAssetExplorer.cpp
T
Artur K 56904d1799 Cry Legacy: the Lessening (#5961)
* Generic Cleanup

Removals:

* Unused cvars,member variables and defines
* Windows media center edition support routines
* CSystem - removed debug_GetCallStackRaw/GetRootWindowMessageHandler/
UnloadDLL/ShutdownModuleLibraries

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix CryMessageBox return values in Windows build

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove named selection group and a few smaller unused functionalities

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove ObjectManager export functionality + 2 deprecated functions

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove object legacy freeze/hide support from ObjectManager

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove ObjectManager duplicate name dection, as well as object renaming

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove ObjectManager serialization and selection callbacks

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* ObjectManager - remove MoveObjects/HitTestObject/EndEditParams and related members/functions

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove a bunch of unused clone related functionality + misc

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* ObjectManager - misc removals

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* ObjectManager - more removals

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove unused object selection/retrieval in ObjectManager and LoadObjects in ObjectLoader

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject - remove unused material layers mask support

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More CBaseObject cleanups.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject - remove SubObj functions and IMouseCreateCallback

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove unused procedural floor management, helper scale and tags.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject - remove more unused methods.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Removals in multiple places.

CBaseObject - unused `OBJTYPE_DUMMY` flag removed, member `IsSameClass`
CObjectArchive removed unused methods/members
CObjectManager removed unused `Update` method

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More removals

IDisplayViewport - HitTestLine/GetGridStep/setHitcontext/
GetConstructionPlane
Unused Cry_Matrix44 template specializations.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* O3DE.exe Project-Centric "Open Editor" fix (#5852)

* The O3DE.exe Open Editor button now attempts to open the Editor in the
build directory of the project being opened.

If their is no Editor within the build directory of the Project, it uses
the Editor.exe in the current O3DE.exe executable directory if it exists

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Engine .gitignore now ignores the build directory if placed in the
AutomatedTesting project

Previously it was just ignoring a `[Bb]uild` directory if it was
directly within the engine root.
This change matches the behavior of the project templates.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Renamed the ProjectUtils GetEditorDirectory function to
GetEditorExecutablePath

Added a platform specific implementation for retrieving the path to the
Editor executable in the GetEditorExectuablePath function.

It first attempts to locate the Editor via checking the project build
directory for an Editor executable before falling back to checking the
binary directory of the currently running O3DE executable.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Correct the MacOS GetEditorExecutablePath to return the Editor path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Adding missing C++20 std::erase implementations (#5735)

There were already implementations for std::erase_if.
This adds the counterpart AZStd::erase versions

resolves #5734

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* More removals and refactors

`ShowMessage` and `CryMessageBox` return void now
Simplify code in `CSystem::WarningV`
Remove unused `CryGetTicksPerSec`
Remove unused WinBase functionality
Replace `nanosleep` call in WinBase with `std::this_thread::sleep_for`
Remove unused Win32Wrapper routines
Remove unused IFunctorBase.h and IEntityObjectListener.h
Fix VectorAndArray.cpp compilation
Use QMessageBox instead of CryMessageBox in the editor.
Remove empty ArchiveVars platform specific files

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix test code.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove an unused  function

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* CBaseObject and undo description removals.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* A bunch of removals

* Remove IRenderNode
* Remove editor's KDTree
* Remove StatObjBus, InstanceStatObjEventBus::ReleaseData is redundant (
same functionality in the only available handler is triggered by
`OnCryEditorCloseScene`)
* Remove CExportManager::AddStatObj/AddMeshes/AddMesh,
IExportManager::ExportSingleStatObj
* Remove CIconManager/IIconManager::GetObject
* Remove CBaseObject::IntersectRayMesh
* Remove IIndexedMesh and related structs.
* Unused IUndoObject::GetDescription and all derived implementations.
* Unused CUndoBaseLibrary/CUndoBaseLibraryManager
* Unused Matrix34_tpl typedefs
* Legacy Xml classes cleanup

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove unused `Vec3ToVector3D` helper

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* fix - remove unused static variable

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-11-29 11:21:06 -07:00

607 lines
28 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "ImGuiLYAssetExplorer.h"
#ifdef IMGUI_ENABLED
#include <AzCore/Component/TransformBus.h>
#include <AzFramework/Entity/EntityContext.h>
#include <AzFramework/Entity/EntityContextBus.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzCore/std/sort.h>
#include <AzCore/std/string/conversions.h>
#include <IRenderAuxGeom.h>
#include <IConsole.h>
#include "ImGuiColorDefines.h"
namespace ImGui
{
// Colors specific to AssetExplorer ( maybe use common ones in ImGuiColorDefines.h too? )
static const ImVec4 s_lodColor_0 = ImColor(1.0f, 1.0f, 1.0f);
static const ImVec4 s_lodColor_1 = ImColor(0.0f, 0.0f, 1.0f);
static const ImVec4 s_lodColor_2 = ImColor(0.0f, 1.0f, 0.0f);
static const ImVec4 s_lodColor_3 = ImColor(0.0f, 1.0f, 1.0f);
static const ImVec4 s_lodColor_4 = ImColor(1.0f, 0.0f, 0.0f);
static const ImVec4 s_lodColor_5 = ImColor(1.0f, 0.0f, 1.0f);
ImGuiLYAssetExplorer::ImGuiLYAssetExplorer()
: m_enabled(false)
, m_meshDebugEnabled(false)
, m_selectionFilter(false)
, m_anyMousedOverForDraw(false)
, m_enabledMouseOvers(true)
, m_distanceFilter(true)
, m_distanceFilter_near(40.0f)
, m_distanceFilter_far(80.0f)
, m_entityNameFilter(true)
, m_meshNameFilter(true)
, m_lodDebugEnabled(false)
, m_inWorld_drawOriginSphere(true)
, m_inWorld_originSphereRadius(0.1f)
, m_inWorld_drawLabel(true)
, m_inWorld_label_framed(true)
, m_inWorld_label_monoSpace(false)
, m_inWorld_label_textColor(1.0f, 0.65f, 0.0f, 1.0f)
, m_inWorld_labelTextSize(1.5f)
, m_inWorld_drawAABB(true)
, m_inWorld_debugDrawMesh(false)
, m_inWorld_label_entityName(true)
, m_inWorld_label_materialName(false)
, m_inWorld_label_totalLods(true)
, m_inWorld_label_miscLod(false)
{
}
ImGuiLYAssetExplorer::~ImGuiLYAssetExplorer()
{
}
void ImGuiLYAssetExplorer::Initialize()
{
// Connect to EBUSes
ImGuiAssetExplorerRequestBus::Handler::BusConnect();
}
void ImGuiLYAssetExplorer::Shutdown()
{
// Disconnect EBUSes
ImGuiAssetExplorerRequestBus::Handler::BusDisconnect();
}
void ImGuiLYAssetExplorer::ImGuiUpdate()
{
// Manage main window visibility
if (m_enabled)
{
if (ImGui::Begin("Asset Explorer", &m_enabled, ImGuiWindowFlags_MenuBar|ImGuiWindowFlags_HorizontalScrollbar|ImGuiWindowFlags_NoSavedSettings))
{
// Draw the Entire Main Menu Window Area
ImGuiUpdate_DrawMenu();
// Draw Menu Bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("View Options##assetExplorer"))
{
ImGuiUpdate_DrawViewOptions();
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
}
ImGui::End();
}
}
void ImGuiLYAssetExplorer::ImGuiUpdate_DrawViewOptions()
{
// In-World Drawing Options ( Sphere, AABB, Debug Mesh, etc )
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "In-World Drawing");
ImGui::Separator();
ImGui::Checkbox("Draw Origin Sphere", &m_inWorld_drawOriginSphere);
ImGui::DragFloat("Origin Sphere Radius", &m_inWorld_originSphereRadius, 0.01f, 0.0f, 100.0f);
ImGui::Checkbox("Draw AABB", &m_inWorld_drawAABB);
ImGui::Checkbox("Debug Draw Mesh", &m_inWorld_debugDrawMesh);
// In-World Label Options
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "In-World Label Options");
ImGui::Separator();
ImGui::Checkbox("Draw Label", &m_inWorld_drawLabel);
ImGui::Checkbox("Label - Entity Name", &m_inWorld_label_entityName);
ImGui::Checkbox("Label - Monospace", &m_inWorld_label_monoSpace);
ImGui::Checkbox("Label - Framed", &m_inWorld_label_framed);
ImGui::Checkbox("Label - Material Name", &m_inWorld_label_materialName);
ImGui::Checkbox("Label - Total LODs", &m_inWorld_label_totalLods);
ImGui::Checkbox("Label - Misc LOD data", &m_inWorld_label_miscLod);
ImGui::DragFloat("Label Text Size", &m_inWorld_labelTextSize, 0.01f, 0.0f, 100000.0f);
ImGui::ColorEdit4("Label - Text Color", reinterpret_cast<float*>(&m_inWorld_label_textColor.Value));
}
void ImGuiLYAssetExplorer::MeshInstanceList_CheckMeshFilter()
{
// Iterate through the Mesh Instance list, mark a boolean flag if the mesh name passes the Mesh Name Filter.
for (MeshInstanceDisplayList& meshInstanceList : m_meshInstanceDisplayList)
{
meshInstanceList.m_passesFilter = (meshInstanceList.m_meshPath.find(m_meshNameFilterStr) != AZStd::string::npos);
}
}
void ImGuiLYAssetExplorer::MeshInstanceList_CheckEntityFilter()
{
// Iterate through All Meshes..
for (MeshInstanceDisplayList& meshInstanceList : m_meshInstanceDisplayList)
{
// .. reset this flag to see if any child instances pass the name filter
meshInstanceList.m_childrenPassFilter = false;
// .. Iterate through all Instance of this mesh, mark any that pass the Name Filter
for (auto& meshInstance : meshInstanceList.m_instanceOptionMap)
{
meshInstance.second.m_passesFilter = (meshInstance.second.m_instanceLabel.find(m_entityNameFilterStr) != AZStd::string::npos);
// Or in this child's result to help mark if a single Instance of this Mesh passed the filter.
meshInstanceList.m_childrenPassFilter |= meshInstance.second.m_passesFilter;
}
}
}
void ImGuiLYAssetExplorer::ImGuiUpdate_DrawMenu()
{
// Primary on / off Switch
ImGui::Checkbox("Mesh Debug Enabled", &m_meshDebugEnabled);
ImGui::SameLine();
// Lod Debug Switch, check for changes so we can do things once at change time
bool lodDebug = m_lodDebugEnabled;
ImGui::Checkbox("LOD Debug", &lodDebug);
if (lodDebug != m_lodDebugEnabled)
{
// Save off the new debug flag value
m_lodDebugEnabled = lodDebug;
// Find the CVAR and flick the value
static ICVar* eTexelDensityCVAR = gEnv->pConsole->GetCVar("e_texeldensity");
if (eTexelDensityCVAR)
{
eTexelDensityCVAR->Set(m_lodDebugEnabled ? 2 : 0);
}
}
// If the Lod Debug is Enabled. Draw a small legend that
if (m_lodDebugEnabled)
{
ImGui::BeginChild("lodDebugLegend", ImVec2(0.0f, 57.0f), true);
// Text for legend.
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Lod Color Legend:");
ImGui::SameLine();
ImGui::TextColored(s_lodColor_0, "0 ");
ImGui::SameLine();
ImGui::TextColored(s_lodColor_1, "1 ");
ImGui::SameLine();
ImGui::TextColored(s_lodColor_2, "2 ");
ImGui::SameLine();
ImGui::TextColored(s_lodColor_3, "3 ");
ImGui::SameLine();
ImGui::TextColored(s_lodColor_4, "4 ");
ImGui::SameLine();
ImGui::TextColored(s_lodColor_5, "5 ");
// Small boxes of each color to help with the legend
static float s_boxSize = 21.0f;
ImVec2 graphUpLeft(ImGui::GetWindowPos().x + 127.5f, ImGui::GetWindowPos().y + 26.0f);
ImGui::GetWindowDrawList()->AddRectFilled(
ImVec2(graphUpLeft.x + (0 * s_boxSize), graphUpLeft.y),
ImVec2(graphUpLeft.x + (1 * s_boxSize), graphUpLeft.y + s_boxSize),
ImGui::ColorConvertFloat4ToU32(s_lodColor_0), 2.0f);
ImGui::GetWindowDrawList()->AddRectFilled(
ImVec2(graphUpLeft.x + (1 * s_boxSize), graphUpLeft.y),
ImVec2(graphUpLeft.x + (2 * s_boxSize), graphUpLeft.y + s_boxSize),
ImGui::ColorConvertFloat4ToU32(s_lodColor_1), 2.0f);
ImGui::GetWindowDrawList()->AddRectFilled(
ImVec2(graphUpLeft.x + (2 * s_boxSize), graphUpLeft.y),
ImVec2(graphUpLeft.x + (3 * s_boxSize), graphUpLeft.y + s_boxSize),
ImGui::ColorConvertFloat4ToU32(s_lodColor_2), 2.0f);
ImGui::GetWindowDrawList()->AddRectFilled(
ImVec2(graphUpLeft.x + (3 * s_boxSize), graphUpLeft.y),
ImVec2(graphUpLeft.x + (4 * s_boxSize), graphUpLeft.y + s_boxSize),
ImGui::ColorConvertFloat4ToU32(s_lodColor_3), 2.0f);
ImGui::GetWindowDrawList()->AddRectFilled(
ImVec2(graphUpLeft.x + (4 * s_boxSize), graphUpLeft.y),
ImVec2(graphUpLeft.x + (5 * s_boxSize), graphUpLeft.y + s_boxSize),
ImGui::ColorConvertFloat4ToU32(s_lodColor_4), 2.0f);
ImGui::GetWindowDrawList()->AddRectFilled(
ImVec2(graphUpLeft.x + (5 * s_boxSize), graphUpLeft.y),
ImVec2(graphUpLeft.x + (6 * s_boxSize), graphUpLeft.y + s_boxSize),
ImGui::ColorConvertFloat4ToU32(s_lodColor_5), 2.0f);
ImGui::EndChild();
}
// Filter Options
if (ImGui::CollapsingHeader("Filters", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_Framed))
{
ImGui::Columns(3);
// Draw Column Headers
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Distance Filter");
ImGui::NextColumn();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Mesh Name Filter");
ImGui::NextColumn();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Entity Name Filter");
ImGui::NextColumn();
ImGui::Separator();
{
// Distance Filter
ImGui::Checkbox("Enabled##distfilter", &m_distanceFilter);
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "Near Distance:");
ImGui::SameLine();
ImGui::DragFloat("##Distance Filter Near", &m_distanceFilter_near, 0.1f, 0.0f, 100000.0f);
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "Far Distance:");
ImGui::SameLine();
ImGui::DragFloat("##Distance Filter Far", &m_distanceFilter_far, 0.1f, 0.0f, 100000.0f);
// We don't really want a far distance that is less than our near distance, so lets check for that and correct here
if (m_distanceFilter_far < m_distanceFilter_near)
{
m_distanceFilter_far = m_distanceFilter_near;
}
}
ImGui::NextColumn();
{
// Mesh Name Filter
ImGui::Checkbox("Enabled##meshNameFilter", &m_meshNameFilter);
static char meshNameCharArray[128] = "";
ImGui::InputText("##meshNameFiltertext", meshNameCharArray, sizeof(meshNameCharArray));
// Save off the string and to_lower it
AZStd::string meshNameStr = meshNameCharArray;
AZStd::to_lower(meshNameStr.begin(), meshNameStr.end());
if (meshNameStr != m_meshNameFilterStr)
{
// Mesh Name String Change Detected! Check meshes for filtration
m_meshNameFilterStr = meshNameStr;
MeshInstanceList_CheckMeshFilter();
}
}
ImGui::NextColumn();
{
// Entity Name Filter
ImGui::Checkbox("Enabled##entityNameFilter", &m_entityNameFilter);
static char entityNameCharArray[128] = "";
ImGui::InputText("##entityNameFiltertext", entityNameCharArray, sizeof(entityNameCharArray));
// Save off the string and to_lower it
AZStd::string entityNameStr = entityNameCharArray;
AZStd::to_lower(entityNameStr.begin(), entityNameStr.end());
if (entityNameStr != m_entityNameFilterStr)
{
// Mesh Name String Change Detected! Check meshes for filtration
m_entityNameFilterStr = entityNameStr;
MeshInstanceList_CheckEntityFilter();
}
}
ImGui::Columns(1);
}
// Draw the Mesh Hierarchy
if (ImGui::CollapsingHeader("Meshes In Scene", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_Framed))
{
if (!m_meshInstanceDisplayList.empty())
{
// Buttons to sort by Mesh Name and Instance Count
ImGui::BeginChild("MeshesTitleBarChild", ImVec2(0.0f, 56.0f), true);
ImGui::Columns(3);
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Sort By:");
if (ImGui::Button("Mesh Name"))
{
// A Static int flag to swap to alternate between sorting ascending/descending.
static bool s_meshNameSortUp = false;
s_meshNameSortUp = !s_meshNameSortUp;
if (s_meshNameSortUp)
{
m_meshInstanceDisplayList.sort([](const MeshInstanceDisplayList& meshList1, const MeshInstanceDisplayList& meshList2)
{
return meshList1.m_meshPath < meshList2.m_meshPath;
});
}
else
{
m_meshInstanceDisplayList.sort([](const MeshInstanceDisplayList& meshList1, const MeshInstanceDisplayList& meshList2)
{
return meshList1.m_meshPath > meshList2.m_meshPath;
});
}
}
ImGui::SameLine();
if (ImGui::Button("Instance Count"))
{
// A Static int flag to swap to alternate between sorting ascending/descending.
static bool s_meshCountSortUp = false;
s_meshCountSortUp = !s_meshCountSortUp;
if (s_meshCountSortUp)
{
m_meshInstanceDisplayList.sort([](const MeshInstanceDisplayList& meshList1, const MeshInstanceDisplayList& meshList2)
{
return meshList1.m_instanceOptionMap.size() < meshList2.m_instanceOptionMap.size();
});
}
else
{
m_meshInstanceDisplayList.sort([](const MeshInstanceDisplayList& meshList1, const MeshInstanceDisplayList& meshList2)
{
return meshList1.m_instanceOptionMap.size() > meshList2.m_instanceOptionMap.size();
});
}
}
ImGui::NextColumn();
// A Small Legend and Hints section for help using this thing
ImGui::BeginChild("MouseHoverLegendChild", ImVec2(250.0f, 30.0f), true);
if (ImGui::IsWindowHovered())
{
ImGui::BeginTooltip();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Legend:");
if (ImGui::TreeNodeEx("Mesh (Count) - Mesh Path", ImGuiTreeNodeFlags_DefaultOpen))
{
if (ImGui::SmallButton("-*View Instance Btn*-"))
{
// Don't need to do anything here. It is just a sample button!
}
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "[*EntityId*] *EntityName*");
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "(*World Position XYZ*)");
ImGui::TreePop(); // End Tree
}
ImGui::Separator();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Tips:");
ImGui::Indent();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, " * Click to the *View Instance Btn* to Snap the camera to any mesh instance local origin");
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, " * Mouse Over any Meshes Groups or Individual Entities to Temporarily only draw those.");
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, " * Use the Selection Filter to only display Meshes and Entities that are manually selected.");
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, " * Selection Filter overrides other filters.");
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, " * Mesh Selection overrides Entity Selection.");
ImGui::EndTooltip();
}
ImGui::TextColored(ImGui::IsWindowHovered() ? ImGui::Colors::s_NiceLabelColor : ImGui::Colors::s_PlainLabelColor, "Mouse Over For Legend and Tips");
ImGui::EndChild(); // MouseHover Child
ImGui::NextColumn();
// Small area for Mouse Over and Selection Filter options
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Mouse Overs: ");
ImGui::SameLine();
ImGui::Checkbox("##EnableMouseOversCheckbox", &m_enabledMouseOvers);
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Filter Selected:");
ImGui::SameLine();
ImGui::Checkbox("##FilterSelectedCheckbox", &m_selectionFilter);
ImGui::SetColumnOffset(2, ImGui::GetWindowWidth() - 168.0f);
ImGui::Columns(1);
ImGui::EndChild(); // Sort/Legend Child
// The Core Mesh Hierarchy
ImGui::BeginChild("MeshesInSceneContainer", ImVec2(0, 400.0f), true);
// Before we draw all these meshes, lets mark this frame as no Mouse Over being drawn.. if any are drawn, they will set this flag
m_anyMousedOverForDraw = false;
if (m_selectionFilter)
{
ImGui::Columns(2);
}
for (MeshInstanceDisplayList& meshInstanceList : m_meshInstanceDisplayList)
{
// See if we should display the mesh: Check for various filters and if they are enabled, & in their status.
bool displayMesh = true;
if (m_meshNameFilter)
{
displayMesh &= meshInstanceList.m_passesFilter;
}
if (m_entityNameFilter)
{
displayMesh &= meshInstanceList.m_childrenPassFilter;
}
// Set this flag to false, flip it if any children end up doing Mouse Overs
meshInstanceList.m_childMousedOverForDraw = false;
meshInstanceList.m_mousedOverForDraw = false;
// If we should draw the mesh, draw the tree node!
if (displayMesh)
{
if (ImGui::TreeNode(AZStd::string::format("Mesh (%03zu) - %s", meshInstanceList.m_instanceOptionMap.size(), meshInstanceList.m_meshPath.c_str()).c_str()))
{
ImGuiUpdate_DrawMeshMouseOver(meshInstanceList);
if (m_selectionFilter)
{
ImGui::NextColumn();
ImGui::Checkbox(AZStd::string::format("##meshCheckBox%s", meshInstanceList.m_meshPath.c_str()).c_str(), &meshInstanceList.m_selectedForDraw);
ImGuiUpdate_DrawMeshMouseOver(meshInstanceList);
ImGui::NextColumn();
}
// Keep Count of our Mesh instances and loop through them drawing them!
int instanceCount = 0;
for (auto& meshInstance : meshInstanceList.m_instanceOptionMap)
{
// See if we should
bool displayEntity = true;
if (m_entityNameFilter)
{
displayEntity = meshInstance.second.m_passesFilter;
}
if (displayEntity)
{
// Get the Name and World Position of this Entity Instance
AZStd::string entityName;
AZ::ComponentApplicationBus::BroadcastResult(entityName, &AZ::ComponentApplicationBus::Events::GetEntityName, meshInstance.first);
AZ::Vector3 worldPos = AZ::Vector3::CreateOne();
AZ::TransformBus::EventResult(worldPos, meshInstance.first, &AZ::TransformBus::Events::GetWorldTranslation);
ImGui::BeginGroup();
if (ImGui::SmallButton(AZStd::string::format("-View #%03d-##%s", ++instanceCount, meshInstance.first.ToString().c_str()).c_str()))
{
ImGuiEntityOutlinerNotificationBus::Broadcast(&IImGuiEntityOutlinerNotifications::OnImGuiEntityOutlinerTarget, meshInstance.first);
}
// Build the Label String.
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "%s %s", meshInstance.first.ToString().c_str(), entityName.c_str());
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "(% .02f, % .02f, % .02f)", (float)worldPos.GetX(), (float)worldPos.GetY(), (float)worldPos.GetZ());
ImGui::EndGroup();
// Check for and Draw Entity Instance Mouse Over
meshInstance.second.m_mousedOverForDraw = false;
ImGuiUpdate_DrawEntityInstanceMouseOver(meshInstanceList, meshInstance.first, entityName, meshInstance.second);
if (m_selectionFilter)
{
ImGui::NextColumn();
ImGui::Checkbox(AZStd::string::format("##entityCheckBox%s", meshInstance.first.ToString().c_str()).c_str(), &meshInstance.second.m_selectedForDraw);
ImGuiUpdate_DrawEntityInstanceMouseOver(meshInstanceList, meshInstance.first, entityName, meshInstance.second);
ImGui::NextColumn();
}
}
}
ImGui::TreePop(); // End Mesh Tree
}
else
{
ImGuiUpdate_DrawMeshMouseOver(meshInstanceList);
if (m_selectionFilter)
{
ImGui::NextColumn();
ImGui::Checkbox(AZStd::string::format("##meshCheckBox%s", meshInstanceList.m_meshPath.c_str()).c_str(), &meshInstanceList.m_selectedForDraw);
ImGuiUpdate_DrawMeshMouseOver(meshInstanceList);
ImGui::NextColumn();
}
}
}
}
if (m_selectionFilter)
{
ImGui::SetColumnOffset(1, ImGui::GetWindowWidth() - 60.0f);
ImGui::Columns(1);
}
ImGui::EndChild(); // End the "Meshes in Scene" Child
}
}
}
// Mesh Mouse Over Helper function
void ImGuiLYAssetExplorer::ImGuiUpdate_DrawMeshMouseOver(MeshInstanceDisplayList& meshDisplayList)
{
if (!m_enabledMouseOvers)
{
return;
}
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Mesh: ");
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "%s", meshDisplayList.m_meshPath.c_str());
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Instance Count: ");
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "%d", (int) meshDisplayList.m_instanceOptionMap.size());
// Mark that any Mouse Over has happened ( changes draw mode )
m_anyMousedOverForDraw = true;
ImGui::EndTooltip();
}
meshDisplayList.m_mousedOverForDraw |= ImGui::IsItemHovered();
}
// Entity Instance Helper Function
void ImGuiLYAssetExplorer::ImGuiUpdate_DrawEntityInstanceMouseOver(MeshInstanceDisplayList& meshDisplayList, AZ::EntityId& entityInstance, AZStd::string& entityName, MeshInstanceOptions& instanceOptions)
{
if (!m_enabledMouseOvers)
{
return;
}
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
AZ::Vector3 worldPos = AZ::Vector3::CreateZero();
AZ::TransformBus::EventResult(worldPos, entityInstance, &AZ::TransformBus::Events::GetWorldTranslation);
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Entity: ");
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "%s %s", entityInstance.ToString().c_str(), entityName.c_str());
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "Mesh: ");
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "%s", meshDisplayList.m_meshPath.c_str());
ImGui::TextColored(ImGui::Colors::s_NiceLabelColor, "World Position: ");
ImGui::SameLine();
ImGui::TextColored(ImGui::Colors::s_PlainLabelColor, "% .02f , % .02f , % .02f", (float)worldPos.GetX(), (float)worldPos.GetY(), (float)worldPos.GetZ());
// Mark that any Mouse Over has happened ( changes draw mode )
m_anyMousedOverForDraw = true;
// Note that this mesh has a child with a mouse over active
meshDisplayList.m_childMousedOverForDraw = true;
ImGui::EndTooltip();
}
instanceOptions.m_mousedOverForDraw |= ImGui::IsItemHovered();
}
MeshInstanceDisplayList& ImGuiLYAssetExplorer::FindOrCreateMeshInstanceList(const char* meshName)
{
// Walk the list and see if an entry for this mesh exists already. If we find one, return it!
for (MeshInstanceDisplayList& meshInstanceList : m_meshInstanceDisplayList)
{
if (meshInstanceList.m_meshPath == meshName)
{
return meshInstanceList;
}
}
// Not found, so create a new entry..
MeshInstanceDisplayList meshList;
meshList.m_meshPath = meshName;
meshList.m_passesFilter = true;
meshList.m_childrenPassFilter = true;
meshList.m_selectedForDraw = false;
meshList.m_mousedOverForDraw = false;
meshList.m_childMousedOverForDraw = false;
// push it to the end of the list, and then return that last entry
m_meshInstanceDisplayList.push_back(meshList);
return m_meshInstanceDisplayList.back();
}
} // namespace ImGui
#endif // IMGUI_ENABLED