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World/Debug: Properly check the MapEdit status

If a Dear ImGui window is collapsed or closed, ImGui::Begin returns false.
Check it properly to bypass rendering if is indeed not needed.
This commit is contained in:
Teo-CD 2024-01-28 22:05:20 +00:00
parent 43970df494
commit 66ec111f5d

View file

@ -274,7 +274,7 @@ void World::step(const float& stepTime) {
player.rotate(player.currentRotationSpeed*stepTime); player.rotate(player.currentRotationSpeed*stepTime);
#ifdef IMGUI #ifdef IMGUI
ImGui::Begin("MapEdit"); if (ImGui::Begin("MapEdit")) {
static int blockToPlace = 1; static int blockToPlace = 1;
/* /*
@ -282,27 +282,27 @@ void World::step(const float& stepTime) {
* Dear ImGui layout an allows adding things on the side. * Dear ImGui layout an allows adding things on the side.
*/ */
ImGui::BeginGroup(); ImGui::BeginGroup();
for (int y = 0 ; y < h ; y++) { for (int y = 0; y < h; y++) {
for (int x = 0 ; x < w ; x++) { for (int x = 0; x < w; x++) {
ImGui::PushID(x + y*w); ImGui::PushID(x + y * w);
if (x > 0) if (x > 0)
ImGui::SameLine(); ImGui::SameLine();
BlockType currentBlock = map[x + w*y]; BlockType currentBlock = map[x + w * y];
ImVec4 hoverColor; ImVec4 hoverColor;
switch ((BlockType)blockToPlace) { switch ((BlockType) blockToPlace) {
case BlockType::WALL: case BlockType::WALL:
hoverColor = (ImVec4)Colors::Wall; hoverColor = (ImVec4) Colors::Wall;
break; break;
case BlockType::DOOR: case BlockType::DOOR:
hoverColor = (ImVec4)Colors::Door; hoverColor = (ImVec4) Colors::Door;
break; break;
case BlockType::WINDOW: case BlockType::WINDOW:
hoverColor = (ImVec4)Colors::Window; hoverColor = (ImVec4) Colors::Window;
break; break;
default: default:
/* Default header color, it seems ? */ /* Default header color, it seems ? */
hoverColor = (ImVec4)ImColor(188, 120, 32); hoverColor = (ImVec4) ImColor(188, 120, 32);
break; break;
} }
ImGui::PushStyleColor(ImGuiCol_HeaderHovered, hoverColor); ImGui::PushStyleColor(ImGuiCol_HeaderHovered, hoverColor);
@ -310,22 +310,23 @@ void World::step(const float& stepTime) {
ImVec4 blockColor; ImVec4 blockColor;
switch (currentBlock) { switch (currentBlock) {
case BlockType::WALL: case BlockType::WALL:
blockColor = (ImVec4)Colors::Wall; blockColor = (ImVec4) Colors::Wall;
break; break;
case BlockType::DOOR: case BlockType::DOOR:
blockColor = (ImVec4)Colors::Door; blockColor = (ImVec4) Colors::Door;
break; break;
case BlockType::WINDOW: case BlockType::WINDOW:
blockColor = (ImVec4)Colors::Window; blockColor = (ImVec4) Colors::Window;
break; break;
default: default:
blockColor = (ImVec4)ImColor(188, 120, 32); blockColor = (ImVec4) ImColor(188, 120, 32);
break; break;
} }
ImGui::PushStyleColor(ImGuiCol_Header, blockColor); ImGui::PushStyleColor(ImGuiCol_Header, blockColor);
if(ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) { if (ImGui::Selectable("", currentBlock != BlockType::AIR, 0, ImVec2(10, 10))) {
map[x + w*y] = currentBlock == (BlockType)blockToPlace ? BlockType::AIR : (BlockType)blockToPlace; map[x + w * y] =
currentBlock == (BlockType) blockToPlace ? BlockType::AIR : (BlockType) blockToPlace;
} }
ImGui::PopStyleColor(2); ImGui::PopStyleColor(2);
ImGui::PopID(); ImGui::PopID();
@ -337,12 +338,12 @@ void World::step(const float& stepTime) {
ImGui::BeginGroup(); ImGui::BeginGroup();
ImGui::Indent(); ImGui::Indent();
ImGui::Text("Place :"); ImGui::Text("Place :");
ImGui::RadioButton("Wall", &blockToPlace, (int)BlockType::WALL); ImGui::RadioButton("Wall", &blockToPlace, (int) BlockType::WALL);
ImGui::RadioButton("Door", &blockToPlace, (int)BlockType::DOOR); ImGui::RadioButton("Door", &blockToPlace, (int) BlockType::DOOR);
ImGui::RadioButton("Window", &blockToPlace, (int)BlockType::WINDOW); ImGui::RadioButton("Window", &blockToPlace, (int) BlockType::WINDOW);
ImGui::Unindent(); ImGui::Unindent();
ImGui::EndGroup(); ImGui::EndGroup();
}
ImGui::End(); ImGui::End();
#endif #endif
} }