Added space in the Tile Set View for tools for selecting tile sets

Gui_Panel_Refactor
Joeyrp 4 years ago
parent 38b231d42c
commit 894580c325

@ -120,8 +120,19 @@ namespace lunarium { namespace editor
ImGui::End();
return false;
}
ImGui::PopStyleVar(3);
ImVec2 window_size = ImGui::GetWindowSize();
float child_height = ImGui::GetFrameHeight() * 2;
ImGui::BeginChild(ImGui::GetID(GetName()), ImVec2(ImGui::GetWindowSize().x, child_height), true);
ImGui::TextUnformatted("THIS IS SOME PLACEHOLDER TEXT -- ADD TOOLS HERE FOR SELECTING TILE SETS");
ImGui::EndChild();
ImVec2 test = ImGui::GetWindowSize();
test.y -= child_height;
//ImGui::BeginChild(ImGui::GetID(GetName()), ImVec2(ImGui::GetWindowSize().x, test.y));
mWorkAreaPos = { ImGui::GetWindowPos().x, ImGui::GetWindowPos().y };
mWorkAreaSize = { ImGui::GetWindowSize().x, ImGui::GetWindowSize().y };
mScrollOffset = { ImGui::GetScrollX(), ImGui::GetScrollY() };
@ -130,55 +141,17 @@ namespace lunarium { namespace editor
mWorkAreaPos.Y += ImGui::GetFrameHeight();
mWorkAreaSize.Y -= ImGui::GetFrameHeight();
// Adjust for info box
// float child_height = 90.0f;
// size.y -= child_height;
// ImGuiIO& io = ImGui::GetIO();
// float x = io.MousePos.x - pos.x;
// float y = io.MousePos.y - pos.y;
// bool is_in_window = x >= 0.0f && x < size.x && y >= 0.0f && y < size.y;
// // Check for mouse click
// if (ImGui::IsMouseDown(ImGuiMouseButton_Left) && is_in_window && mpTileSet)
// {
// // Adjust for scrolling
// x += ImGui::GetScrollX();
// y += ImGui::GetScrollY();
// // Find selected tile
// mSelectedTile.X = x / mpTileSet->GetTileSize().Width;
// mSelectedTile.Y = y / mpTileSet->GetTileSize().Height;
// Invalidate();
// }
// Adjust for tool bar
mWorkAreaPos.Y += child_height;
mWorkAreaSize.Y -= child_height;
if (mpViewImage)
{
ImGui::Image((ImTextureID)mpViewImage->GetGLTextureID64(),
ImVec2(mpViewImage->GetWidth(), mpViewImage->GetHeight()), ImVec2(0, 1), ImVec2(1, 0)); // the last 2 params are flipping the image on the y
}
// TODO: If a tile on the map was changed this frame null out the canvas image so it will be redrawn
// ImGui::SetNextWindowPos(ImVec2(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y + (ImGui::GetWindowSize().y - child_height)), ImGuiCond_Always);
// ImGui::BeginChild(ImGui::GetID(GetName()), ImVec2(size.x, child_height), true);
// std::ostringstream oss;
// oss << "Mouse Pos: (" << x << ", " << y << ")";
// if (mpTileSet)
// {
// oss << "\nSelected Tile Would be: (" << (int)x / mpTileSet->GetTileSize().Width << ", " << (int)y / mpTileSet->GetTileSize().Height << ")";
// Rectangle selection = mpTileSet->GetTileRect(mSelectedTile);
// oss << "\n Selection: (" << selection.left() << ", " << selection.top()
// << ") size: (" << selection.HalfWidth * 2 << ", " << selection.HalfHeight * 2 << ")";
// }
// ImGui::TextUnformatted(oss.str().c_str());
// ImGui::EndChild();
//ImGui::EndChild();
ImGui::End();
return mIsOpen;
}

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