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#include "app.hpp"
#include "compat/array-size.hpp"
#include "compat/format.hpp"
#include "inspect.hpp"
#include "floormat/main.hpp"
#include "src/world.hpp"
#include "src/object.hpp"
#include "src/scenery.hpp"
#include "src/critter.hpp"
#include "src/light.hpp"
#include "src/anim-atlas.hpp"
#include "imgui-raii.hpp"
#include "loader/loader.hpp"
namespace floormat {
using namespace floormat::imgui;
void app::draw_inspector()
{
auto b = push_id("inspector");
const auto dpi = M->dpi_scale();
auto& w = M->world();
for (auto i = (int)(inspectors.size()-1); i >= 0; i--)
{
auto [id, target] = inspectors[i];
auto eʹ = w.find_object(id);
if (!eʹ)
{
erase_inspector((unsigned)i);
continue;
}
auto& e = *eʹ;
char buf[256], buf2[32], buf3[128];
ImGui::SetNextWindowSize({375*dpi[0], 0});
#if 0
auto name = loader.strip_prefix(e.atlas->name());
chunk_coords ch = e.coord.chunk();
local_coords pos = e.coord.local();
auto z = e.coord.z();
if (z == 0)
snformat(buf, "{} ({}x{} -> {}x{})###inspector-{:08x}"_cf, name, ch.x, ch.y, (int)pos.x, (int)pos.y, e.id);
else
snformat(buf, "{} ({}x{}:{} -> {}x{})###inspector-{:08x}"_cf, name, ch.x, ch.y, (int)z, (int)pos.x, (int)pos.y, e.id);
#else
entity_inspector_name(buf2, sizeof buf2, e.id);
entity_friendly_name(buf3, sizeof buf3, e);
std::snprintf(buf, array_size(buf), "%s###%s", buf3, buf2);
#endif
bool is_open = true;
if (auto b2 = begin_window(buf, &is_open))
{
bool ret = entities::inspect_object_subtype(e);
(void)ret;
}
if (!is_open)
erase_inspector((unsigned)i);
}
}
void app::entity_inspector_name(char* buf, size_t len, object_id id)
{
constexpr auto min_len = sizeof "inspector-" + 8;
fm_debug_assert(len >= min_len);
auto result = fmt::format_to_n(buf, len, "inspector-{:08x}"_cf, id);
fm_assert(result.size < len);
buf[result.size] = '\0';
}
void app::entity_friendly_name(char* buf, size_t len, const object& obj)
{
switch (obj.type())
{
case object_type::none:
case object_type::COUNT:
break;
case object_type::hole:
std::snprintf(buf, len, "%s", "hole");
return;
case object_type::critter: {
const auto& c = static_cast<const critter&>(obj);
std::snprintf(buf, len, "critter %s", c.name.data());
return;
}
case object_type::light: {
const auto& L = static_cast<const light&>(obj);
const char* type = "(unknown?)";
switch (L.falloff)
{
case light_falloff::COUNT: break;
case light_falloff::constant: type = "constant"; break;
case light_falloff::linear: type = "linear"; break;
case light_falloff::quadratic: type = "quadratic"; break;
}
std::snprintf(buf, len, "light #%hhx%hhx%hhx%hhx %s:%.2f",
L.color.r(), L.color.g(), L.color.b(), L.color.a(),
type,
L.falloff == light_falloff::constant ? 0. : (double)L.max_distance);
return;
}
case object_type::scenery: {
const auto& sc = static_cast<const scenery&>(obj);
switch (sc.scenery_type())
{
case scenery_type::none:
case scenery_type::COUNT:
break;
case scenery_type::door:
std::snprintf(buf, len, "door");
return;
case scenery_type::generic:
std::snprintf(buf, len, "scenery %s", sc.atlas->name().data());
return;
}
std::snprintf(buf, len, "(scenery?)");
return;
}
}
std::snprintf(buf, len, "(unknown?)");
}
} // namespace floormat
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