viewer ui improvements

This commit is contained in:
Alex Yatskov 2018-12-30 16:48:11 -08:00
parent 9eac33ef79
commit 188d824ca0
3 changed files with 37 additions and 20 deletions

View File

@ -20,7 +20,7 @@ var state struct {
windows []*Window
}
type Handle uint32
type Handle uintptr
type Scene interface {
Init(window *Window) error

View File

@ -26,7 +26,7 @@ func newTextureFromRgba(colors []color.RGBA, width, height int) (*Texture, error
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&colors[0]))
gl.BindTexture(gl.TEXTURE_2D, uint32(glHandleLast))
return &Texture{math.Vec2i{width, height}, glHandle}, nil
return &Texture{size: math.Vec2i{X: width, Y: height}, glHandle: glHandle}, nil
}
func (t *Texture) Handle() Handle {

View File

@ -11,7 +11,6 @@ import (
imgui "github.com/FooSoft/imgui-go"
"github.com/FooSoft/lazarus/formats/dat"
"github.com/FooSoft/lazarus/formats/dc6"
"github.com/FooSoft/lazarus/math"
"github.com/FooSoft/lazarus/platform"
)
@ -60,36 +59,54 @@ func (s *scene) Advance(window *platform.Window) error {
frameIndex = s.frameIndex
)
if s.texture == nil {
if err := s.updateTexture(window); err != nil {
return err
}
}
imgui.Begin("DC6 Viewer")
size := s.texture.Size()
imgui.Image(imgui.TextureID(s.texture.Handle()), imgui.Vec2{X: float32(size.X), Y: float32(size.Y)})
direction := s.sprite.Directions[directionIndex]
if imgui.SliderInt("Direction", &directionIndex, 0, int32(len(s.sprite.Directions))-1) {
frameIndex = 0
}
frame := direction.Frames[frameIndex]
imgui.SliderInt("Frame", &frameIndex, 0, int32(len(direction.Frames))-1)
imgui.Text(fmt.Sprintf("Height: %d", frame.Height))
imgui.Text(fmt.Sprintf("Width: %d", frame.Width))
imgui.Text(fmt.Sprintf("OffsetX: %d", frame.OffsetX))
imgui.Text(fmt.Sprintf("OffsetY: %d", frame.OffsetY))
imgui.Text(fmt.Sprintf("Size: %dx%d", frame.Width, frame.Height))
imgui.Text(fmt.Sprintf("Offset: %dx%d", frame.OffsetX, frame.OffsetY))
if s.texture == nil || directionIndex != s.directionIndex || frameIndex != s.frameIndex {
colors := make([]color.RGBA, frame.Width*frame.Height)
for y := 0; y < frame.Height; y++ {
for x := 0; x < frame.Width; x++ {
colors[y*frame.Width+x] = s.palette.Colors[frame.Data[y*frame.Width+x]]
}
if directionIndex != s.directionIndex || frameIndex != s.frameIndex {
s.directionIndex = directionIndex
s.frameIndex = frameIndex
s.updateTexture(window)
}
imgui.End()
return nil
}
func (s *scene) updateTexture(window *platform.Window) error {
frame := s.sprite.Directions[s.directionIndex].Frames[s.frameIndex]
colors := make([]color.RGBA, frame.Width*frame.Height)
for y := 0; y < frame.Height; y++ {
for x := 0; x < frame.Width; x++ {
colors[y*frame.Width+x] = s.palette.Colors[frame.Data[y*frame.Width+x]]
}
}
var err error
s.texture, err = window.CreateTextureRgba(colors, frame.Width, frame.Height)
if err != nil {
if s.texture != nil {
if err := s.texture.Destroy(); err != nil {
return err
}
}
window.RenderTexture(s.texture, math.Vec2i{X: 0, Y: 0})
s.directionIndex = directionIndex
s.frameIndex = frameIndex
var err error
s.texture, err = window.CreateTextureRgba(colors, frame.Width, frame.Height)
if err != nil {
return err
}
return nil
}