This commit is contained in:
Asuro
2025-05-19 18:41:10 +02:00
parent 70db6ca2aa
commit 15dc65530d
11 changed files with 50 additions and 11 deletions

View File

@@ -383,6 +383,7 @@ namespace Game
quad.EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/plane.glb");
}
SolvedQuad = level.UIQuads.New();
ResetQuad = level.UIQuads.New();
IsSetup = true;
LOG("finished setup!");
}
@@ -450,6 +451,7 @@ namespace Game
UpdateMatrix(tileOriginTransform);
Vec3 mousePosWorld = GetMousePosWorld();
Vec3 quadPlaneIntersectPos;
Puzzle::PuzzleSolver solver;
EntityRenderData solvedData;
@@ -462,10 +464,24 @@ namespace Game
: solvedData.TextureHandle;
solvedQuad.EData.Transform.Position = tileOriginTransform.Position;
solvedQuad.EData.Transform.Rotation = camTransform.Rotation;
solvedQuad.EData.Transform.Scale = solvedData.Transform.Scale;
TranslateLocal(solvedQuad.EData.Transform, solvedData.Transform.Position);
Rotate(solvedQuad.EData.Transform, Vec3{bx::kPi * 0.5f, 0.0f, (1.0f - 0 * 0.5f) * bx::kPi});
EntityRenderData resetData;
resetData.LoadFromSaved(GetInstance().Player.Config.TabletResetRenderData);
auto& resetQuad = level.UIQuads.Get(ResetQuad);
resetQuad.EData = resetData;
resetQuad.EData.Visible = IsActive;
resetQuad.EData.Transform.Position = tileOriginTransform.Position;
resetQuad.EData.Transform.Rotation = camTransform.Rotation;
TranslateLocal(resetQuad.EData.Transform, resetData.Transform.Position);
Rotate(resetQuad.EData.Transform, Vec3{bx::kPi * 0.5f, 0.0f, (1.0f - 0 * 0.5f) * bx::kPi});
if (GetMouseButtonPressedNow(MouseButton::Left) &&
IsQuadHovered(resetQuad.EData.Transform, mousePosWorld, quadPlaneIntersectPos))
{
// TODO
}
// Available Cards
for (int32_t i = 0; i < Puzzle::Config::MaxAvailableStacks; ++i)
{
@@ -492,7 +508,6 @@ namespace Game
if (j == 0)
{
Vec3 quadPlaneIntersectPos;
if (IsQuadHovered(quad.EData.Transform, mousePosWorld, quadPlaneIntersectPos) &&
DraggedAvailableCardIdx == UINT16_MAX && DraggedCard.X == -1 &&
GetMouseButtonPressedNow(MouseButton::Left))

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@@ -158,6 +158,7 @@ namespace Game
UIQuadEntityHandle UIPlacedCards[Puzzle::Config::MaxCardsInPuzzle];
UIQuadEntityHandle UIAvailableCards[Puzzle::Config::MaxAvailableStacks * UIAvailableCardMaxStackPreview];
UIQuadEntityHandle SolvedQuad;
UIQuadEntityHandle ResetQuad;
Gen::PuzPos DraggedCard{-1, -1};
uint16_t DraggedAvailableCardIdx = UINT16_MAX;
bool IsSetup = false;
@@ -165,6 +166,7 @@ namespace Game
void Setup();
void Update();
void Reset(); // TODO!
};
class Level

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@@ -52,12 +52,12 @@ namespace Tools
return changed;
}
bool ModelDropdown(Gen::ModelHandle& modelHandle, const char* name)
bool ModelDropdown(Gen::ModelHandle& modelHandle, const char* title)
{
bool changed = false;
auto& R = Game::GameRendering::Get();
const char* assetName = GetAssetPath(modelHandle.Asset);
if (ImGui::BeginCombo(name, assetName))
if (ImGui::BeginCombo(title, assetName))
{
for (int32_t i = 0; i < R.ModelCount; ++i)
{
@@ -72,12 +72,12 @@ namespace Tools
return changed;
}
bool TextureDropdown(Gen::TextureHandle& texHandle)
bool TextureDropdown(Gen::TextureHandle& texHandle, const char* title)
{
bool changed = false;
auto& R = Game::GameRendering::Get();
const char* name = GetAssetPath(texHandle.Asset);
if (ImGui::BeginCombo("Texture", name))
if (ImGui::BeginCombo(title, name))
{
for (int32_t i = 0; i < R.MaxTextures; ++i)
{
@@ -305,7 +305,9 @@ namespace Tools
bTabletChanged |= Tools::EntityDataSettings(player.Config.TabletBackgroundRenderData);
ImGui::Text("Status");
bTabletChanged |= Tools::EntityDataSettings(player.Config.TabletStatusRenderData);
bTabletChanged |= Tools::TextureDropdown(player.Config.TabletStatusSolvedTexture);
bTabletChanged |= Tools::TextureDropdown(player.Config.TabletStatusSolvedTexture, "Solved Texture");
ImGui::Text("Reset");
bTabletChanged |= Tools::EntityDataSettings(player.Config.TabletResetRenderData);
if (bTabletChanged)
{
Serializer s;

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@@ -5,8 +5,8 @@
namespace Tools
{
bool EntityDataSettings(Gen::SavedEntityRenderData& data);
bool ModelDropdown(Gen::ModelHandle& modelHandle, const char* name = "Model");
bool TextureDropdown(Gen::TextureHandle& texHandle);
bool ModelDropdown(Gen::ModelHandle& modelHandle, const char* title = "Model");
bool TextureDropdown(Gen::TextureHandle& texHandle, const char* title = "Texture");
bool MaterialDropdown(Gen::EMaterial::Enum& material);
bool TransformUI(Gen::Transform& transform);
void RenderDebugUI(Game::GameRendering& rendering);

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@@ -171,4 +171,5 @@ type SavedPlayerConfig
SavedEntityRenderData TabletBackgroundRenderData
SavedEntityRenderData TabletStatusRenderData
TextureHandle TabletStatusSolvedTexture
SavedEntityRenderData TabletResetRenderData
}