Key node 1: move main-window UI presentation onto the D3D12 render loop with native UI renderer, text system, and texture host. Key node 2: wire frame timing/FPS display, window runtime, swapchain presentation, and native screenshot capture around the new path. Key node 3: carry editor shell/workspace/viewport/panel interaction updates needed by the new renderer and detached window flow. Key node 4: pump async resource loads and scene bridge follow-up needed for scene content visibility in new_editor.
108 lines
3.7 KiB
C++
108 lines
3.7 KiB
C++
#include <XCEditor/Viewport/UIEditorViewportShell.h>
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namespace XCEngine::UI::Editor {
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namespace {
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using Widgets::BuildUIEditorViewportSlotLayout;
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using Widgets::UIEditorViewportSlotFrame;
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using Widgets::UIEditorViewportSlotLayout;
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using Widgets::UIEditorViewportSlotState;
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bool ContainsPoint(
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const ::XCEngine::UI::UIRect& rect,
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const ::XCEngine::UI::UIPoint& point) {
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return point.x >= rect.x &&
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point.x <= rect.x + rect.width &&
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point.y >= rect.y &&
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point.y <= rect.y + rect.height;
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}
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UIEditorViewportSlotLayout BuildViewportShellLayout(
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const ::XCEngine::UI::UIRect& bounds,
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const UIEditorViewportShellSpec& spec,
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const UIEditorViewportSlotFrame& frame,
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const Widgets::UIEditorViewportSlotMetrics& metrics) {
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return BuildUIEditorViewportSlotLayout(
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bounds,
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spec.chrome,
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frame,
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spec.toolItems,
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spec.statusSegments,
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metrics);
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}
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UIEditorViewportSlotState BuildViewportShellSlotState(
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const UIEditorViewportShellVisualState& visualState,
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const UIEditorViewportInputBridgeFrame& inputFrame,
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const UIEditorViewportSlotLayout& slotLayout) {
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UIEditorViewportSlotState slotState = {};
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slotState.focused = inputFrame.focused;
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slotState.surfaceHovered =
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inputFrame.hasPointerPosition &&
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ContainsPoint(slotLayout.inputRect, inputFrame.screenPointerPosition);
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slotState.surfaceActive = inputFrame.focused || inputFrame.captured;
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slotState.inputCaptured = inputFrame.captured;
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slotState.hoveredToolIndex = visualState.hoveredToolIndex;
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slotState.activeToolIndex = visualState.activeToolIndex;
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slotState.statusBarState = visualState.statusBarState;
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slotState.statusBarState.focused =
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slotState.statusBarState.focused || inputFrame.focused;
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return slotState;
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}
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} // namespace
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UIEditorViewportShellRequest ResolveUIEditorViewportShellRequest(
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const ::XCEngine::UI::UIRect& bounds,
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const UIEditorViewportShellSpec& spec,
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const Widgets::UIEditorViewportSlotMetrics& metrics) {
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UIEditorViewportShellRequest request = {};
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request.slotLayout = BuildViewportShellLayout(bounds, spec, {}, metrics);
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request.requestedViewportSize = request.slotLayout.requestedSurfaceSize;
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return request;
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}
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UIEditorViewportShellFrame UpdateUIEditorViewportShell(
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UIEditorViewportShellState& state,
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const UIEditorViewportShellRequest& request,
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const UIEditorViewportShellModel& model,
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const std::vector<::XCEngine::UI::UIInputEvent>& inputEvents,
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const UIEditorViewportInputBridgeRequest& inputRequest) {
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UIEditorViewportShellFrame frame = {};
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frame.slotLayout = request.slotLayout;
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frame.requestedViewportSize = request.requestedViewportSize;
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frame.inputFrame = UpdateUIEditorViewportInputBridge(
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state.inputBridgeState,
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frame.slotLayout.bounds,
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frame.slotLayout.inputRect,
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inputEvents,
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model.spec.inputBridgeConfig,
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inputRequest);
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frame.slotState =
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BuildViewportShellSlotState(
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model.spec.visualState,
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frame.inputFrame,
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frame.slotLayout);
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return frame;
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}
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UIEditorViewportShellFrame UpdateUIEditorViewportShell(
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UIEditorViewportShellState& state,
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const ::XCEngine::UI::UIRect& bounds,
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const UIEditorViewportShellModel& model,
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const std::vector<::XCEngine::UI::UIInputEvent>& inputEvents,
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const Widgets::UIEditorViewportSlotMetrics& metrics,
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const UIEditorViewportInputBridgeRequest& inputRequest) {
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const UIEditorViewportShellRequest request =
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ResolveUIEditorViewportShellRequest(bounds, model.spec, metrics);
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return UpdateUIEditorViewportShell(
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state,
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request,
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model,
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inputEvents,
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inputRequest);
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}
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} // namespace XCEngine::UI::Editor
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