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use crate::layout::ClientLayout;
use crate::settings::ClientSettings;
use crate::{
app::{client_timing::ClientTiming, timing::BeatState},
pipeline::{renderer_callback::RendererCallback, thumbnails::ThumbnailTextures, ui_gpu},
ui::{
asset::CollectionsChangeButton,
asset_tree::{AssetTree, TREE_WIDTH, TreeSelection},
scene_effect_editor::{
SceneEffectEditorState, scene_effect_list_ui, selected_effect_editor_ui,
},
window_common::{gled_window_frame, tool_window_builder},
},
wgpu_render_state,
};
use egui::{
Color32, Context, Id, Margin, ScrollArea, Stroke, Vec2, ViewportId,
scroll_area::ScrollBarVisibility::AlwaysVisible,
};
use gled_gpu::{
effect_state::EffectPipelines,
scene_render::{
EvalContext, ScenePaint, ensure_scene_matrix_pipelines, prepare_scene, render_scene,
scene_effect_keys, set_scene_beat,
},
};
use gled_model::{
asset::{Asset, animation::Animation, group::Groups, scene::Scene},
asset_id::AssetId,
collection::Collections,
};
use gled_protocol::state::SoundSnapshot;
use wgpu::CommandEncoderDescriptor;
#[derive(Debug, Default)]
pub(crate) struct ScenesWindow {
open: bool,
dirty: bool,
tree: AssetTree<Scene>,
effect_editor: SceneEffectEditorState,
/// Thumbnail pipelines of the edited scene's effects.
pipelines: EffectPipelines,
/// egui textures of those thumbnails.
textures: ThumbnailTextures,
}
impl ScenesWindow {
#[cfg_attr(feature = "profiling", profiling::function)]
pub(crate) fn update(
&mut self,
ctx: &Context,
timing: &ClientTiming,
collections: &mut Collections,
settings: &mut ClientSettings,
sound_data: &SoundSnapshot,
layout: &ClientLayout,
) {
if !self.open {
return;
}
if !self.open {
return;
}
ctx.show_viewport_immediate(
ViewportId(Id::new("scenes window")),
tool_window_builder("Scenes")
.with_inner_size(Vec2::new(950.0, 500.0))
.with_min_inner_size(Vec2::new(950.0, 500.0)),
|ctx, _viewport_class| {
ctx.input(|input| {
if input.viewport().close_requested()
|| crate::ui::window_common::embedded_close_clicked("Scenes")
{
self.open = false;
}
});
gled_window_frame(ctx, "Scenes", |ui| {
egui::Panel::left("scenes tree")
.exact_size(TREE_WIDTH)
.resizable(false)
.show(ui, |ui| {
if self
.tree
.show(ui, ui.make_persistent_id("scenes_tree"), collections)
{
self.dirty = false;
self.effect_editor.reset();
}
});
egui::Panel::right("scene editor")
.exact_size(300.0)
.resizable(false)
.show(ui, |ui| {
let TreeSelection::Asset(scene) = self.tree.selected() else {
return;
};
ScrollArea::vertical()
.id_salt("scene_editor_scroll")
.scroll_bar_visibility(AlwaysVisible)
.show(ui, |ui| {
self.dirty |= selected_effect_editor_ui(
ui,
&mut scene.data,
scene.id.id,
&self.textures,
&mut self.effect_editor,
true,
None,
1.0,
collections,
sound_data,
);
});
});
egui::CentralPanel::default().show(ui, |ui| {
self.tree.common_settings(ui, &mut self.dirty, collections);
ui.add_space(4.0);
if let TreeSelection::Asset(asset) = self.tree.selected() {
// Render the edited scene itself, so the thumbnails
// shown below sample the textures rendered here.
let owner = asset.id.id;
let scene = &asset.data;
self.pipelines.retain(scene_effect_keys(owner, scene));
ensure_scene_matrix_pipelines(
owner,
scene,
&mut self.pipelines,
&ui_gpu(),
collections,
);
egui::Frame::NONE
.inner_margin(Margin::from(6.0))
.stroke(Stroke::new(1.0, Color32::DARK_GRAY))
.show(ui, |ui| {
ui.label("Preview Palette");
ui.vertical_centered_justified(|ui| {
if settings
.preview_palette_mut()
.collections_change_button(ui, collections)
{
}
});
});
ui.add_space(4.0);
{
set_scene_beat(
owner,
scene,
&mut self.pipelines,
&BeatState {
beat_progression: timing.beat_progression(),
beats_per_minute: timing.beats_per_minute(),
framerate: timing.framerate().unwrap_or_default(),
},
);
let preview_palette = settings
.preview_palette()
.and_then(|id| Asset::get(id, collections));
let wgpu_render_state = wgpu_render_state();
let device = wgpu_render_state.device;
let queue = &wgpu_render_state.queue;
prepare_scene(
owner,
scene,
&mut self.pipelines,
queue,
ScenePaint {
palette: preview_palette
.as_ref()
.map(|palette| &palette.data),
groups: &Groups::default(),
opacity: 1.0,
},
EvalContext {
layout,
collections,
sound: sound_data,
},
);
let mut encoder =
device.create_command_encoder(&CommandEncoderDescriptor {
label: Some("Render animations for scene editor"),
});
render_scene(
owner,
scene,
&self.pipelines,
&mut encoder,
true,
false,
);
RendererCallback::add(encoder.finish());
self.textures.sync(&self.pipelines);
}
ScrollArea::vertical()
.id_salt("effects_scroll")
.auto_shrink([false, false])
.scroll_bar_visibility(AlwaysVisible)
.show(ui, |ui| {
ui.set_max_width(ui.available_width() - 30.0);
if let TreeSelection::Asset(scene) = self.tree.selected() {
scene_effect_list_ui(
ui,
&scene.data,
scene.id.id,
&self.textures,
&mut self.effect_editor,
true,
None,
None,
false,
None,
collections,
sound_data,
);
}
});
}
});
});
},
);
}
pub(crate) fn open(&mut self) {
self.open = true;
}
/// Rebuild the previews of effects using `animation` (all for `None`) on
/// the next frame, after the animation's code changed.
pub(crate) fn invalidate_pipelines(&mut self, animation: Option<AssetId<Animation>>) {
self.pipelines.invalidate(animation);
}
}