This commit is contained in:
2025-11-15 19:49:47 +01:00
parent d1d2b63be8
commit a5d7cc20ed
5 changed files with 421 additions and 3 deletions

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#pragma once
#include <td/render/Renderer.h>
#include <client/PlayerManager.h>
namespace td {
namespace render {
/**
* \brief This is a debug class
*/
class HotkeysRenderer : public BasicRenderer {
public:
virtual void Render(float a_Lerp) override;
HotkeysRenderer();
~HotkeysRenderer() {}
};
} // namespace render
} // namespace td

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// ImHotKey v1.0
// https://github.com/CedricGuillemet/ImHotKey
//
// The MIT License(MIT)
//
// Copyright(c) 2019 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#define SDL_h_
/*
How to use it?
// Get some hotkeys composed of:
// - hotkey name
// - hotkey comment/lib
// - hotkey scancodes. Computed by the editor. Store that value in your app.
static std::vector<ImHotKey::HotKey> hotkeys = { { "Layout", "Reorder nodes in a simpler layout", 0xFFFF261D}
,{"Save", "Save the current graph", 0xFFFF1F1D}
,{"Load", "Load an existing graph file", 0xFFFF181D}
,{"Play/Stop", "Play or stop the animation from the current graph", 0xFFFFFF3F}
,{"SetKey", "Make a new animation key with the current parameters values at the current time", 0xFFFFFF1F}
};
// The editor is a modal window. bring it with something like that
if (ImGui::Button("Edit Hotkeys"))
{
ImGui::OpenPopup("HotKeys Editor");
}
ImHotKey::Edit(hotkeys.data(), hotkeys.size(), "HotKeys Editor");
// ImHotKey also provides a way to retrieve HotKey
int hotkey = ImHotKey::GetHotKey(hotkeys.data(), hotkeys.size());
if (hotkey != -1)
{
// handle the hotkey index!
}
Awesome, you are done!
To help you integrate in your app, you can get a text (like "Ctrl + O") to integrate in your menu
static void GetHotKeyLib(unsigned int functionKeys, char* buffer, size_t bufferSize);
*/
#include "imgui.h"
#include "imgui_internal.h"
namespace ImHotKey
{
struct HotKey
{
const char *functionName;
const char *functionLib;
unsigned int functionKeys;
};
struct Key
{
const char* lib = nullptr;
unsigned int order;
unsigned int scanCodePage1 = 0; // win32 scancode
unsigned int scanCodePage7 = 0; // HID (SDL,...)
float offset = 0;
float width = 40;
};
static const Key Keys[6][18] = {
{ {"Esc", 4, 0x1, 0x29, 18}, {"F1", 5, 0x3B, 0x3A, 18}, {"F2", 6, 0x3C, 0x3B}, {"F3", 7, 0x3D, 0x3C}, {"F4", 8, 0x3E, 0x3D}, {"F5", 9, 0x3F, 0x3E, 24}, {"F6", 10, 0x40, 0x3F}, {"F7", 11, 0x41, 0x40}, {"F8", 12, 0x42, 0x41}, {"F9", 13, 0x43, 0x42, 24}, {"F10", 14, 0x44, 0x43}, {"F11", 15, 0x57, 0x44}, {"F12", 16, 0x58, 0x45}, {"PrSn", 17, 0x37, 0x46, 24}, {"ScLk", 18, 0x46}, {"Brk", 19, 126, 0x47} },
{ {"~", 20, 0x29, 0x35}, {"1", 21, 0x2, 0x1E}, {"2", 22, 0x3, 0x1F}, {"3", 23, 0x4, 0x20}, {"4", 24, 0x5, 0x21}, {"5", 25, 0x6, 0x22}, {"6", 26, 0x7, 0x23}, {"7", 27, 0x8, 0x24}, {"8", 28, 0x9, 0x25}, {"9", 29, 0xA, 0x26}, {"0", 30, 0xB, 0x27}, {"-", 31, 0xC, 0x2D}, {"+", 32, 0xD, 0x2E},{"Backspace", 33, 0xE, 0x2A, 0, 80}, {"Ins", 34, 0x52, 0x49, 24}, {"Hom", 35, 0x47, 0x4A}, {"PgU", 36, 0x49, 0x4B} },
{ {"Tab", 3, 0xF, 0x2B, 0, 60}, {"Q", 37, 0x10, 0x14}, {"W", 38, 0x11, 0x1A}, {"E", 39, 0x12, 0x08}, {"R", 40, 0x13, 0x15}, {"T", 41, 0x14, 0x17}, {"Y", 42, 0x15, 0x1C}, {"U", 43, 0x16, 0x18}, {"I", 44, 0x17, 0x0C}, {"O", 45, 0x18, 0x12}, {"P", 46, 0x19, 0x13}, {"[", 47, 0x1A, 0x2F}, {"]", 48, 0x1B, 0x30}, {"|", 49, 0x2B, 0x31, 0, 60}, {"Del", 50, 0x53, 0x4C, 24}, {"End", 51, 0x4F, 0x4D}, {"PgD", 52, 0x51, 0x4E} },
{ {"Caps Lock", 53, 0x3A, 0x39, 0, 80}, {"A", 54, 0x1E, 0x04}, {"S", 55, 0x1F, 0x16}, {"D", 56, 0x20, 0x07}, {"F", 57, 0x21, 0x09}, {"G", 58, 0x22, 0x0A}, {"H", 59, 0x23, 0x0B}, {"J", 60, 0x24, 0x0D}, {"K", 61, 0x25, 0x0E}, {"L", 62, 0x26, 0x0F}, {";", 63, 0x27, 0x33}, {"'", 64, 0x28, 0x34}, {"Ret", 65, 0x1C, 0X28, 0, 84} },
{ {"Shift", 2, 0x2A, 0xE1, 0, 104}, {"Z", 66, 0x2C, 0x1D}, {"X", 67, 0x2D, 0x1B}, {"C", 68, 0x2E, 0x06}, {"V", 69, 0x2F, 0x19}, {"B", 70, 0x30, 0x05}, {"N", 71, 0x31, 0x11}, {"M", 72, 0x32, 0x10}, {",", 73, 0x33, 0x36}, {".", 74, 0x34, 0x37}, {"/", 75, 0x35, 0x38}, {"Shift", 2, 0x2A, 0xE5, 0, 104}, {"Up", 76, 0x48, 0x52, 68} },
{ {"Ctrl", 0, 0x1D, 0xE0, 0, 60}, {"Alt", 1, 0x38, 0xE2, 68, 60}, {"Space", 77, 0x39, 0X2c, 0, 260}, {"Alt", 1, 0x38, 0xE6, 0, 60}, {"Ctrl", 0, 0x1D, 0xE4, 68, 60}, {"Left", 78, 0x4B, 0x50, 24}, {"Down", 79, 0x50, 0x51}, {"Right", 80, 0x4D, 0x52} }
};
static const Key& GetKeyForScanCode(unsigned int scancode)
{
for (unsigned int y = 0; y < 6; y++)
{
int x = 0;
while (Keys[y][x].lib)
{
#ifdef SDL_h_
if (Keys[y][x].scanCodePage7 == scancode)
#elif WIN32
if (Keys[y][x].scanCodePage1 == scancode)
#else
#error
#endif
return Keys[y][x];
x++;
}
}
return Keys[0][0];
}
static unsigned int GetOrderedScanCodes(unsigned char scanCodes[4], unsigned char order[4])
{
for (int pass = 0; pass < 2; pass++)
{
for (int o = 0; o < 3; o++)
{
if (order[o] > order[o + 1])
{
ImSwap(order[o], order[o + 1]); ImSwap(scanCodes[o], scanCodes[o + 1]);
}
}
}
return (scanCodes[3] << 24) + (scanCodes[2] << 16) + (scanCodes[1] << 8) + scanCodes[0];
}
static void HotKeySPrintf(char* buffer, size_t bufferSize, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
ImFormatStringV(buffer, bufferSize, fmt, args);
va_end(args);
}
static void GetHotKeyLib(unsigned int functionKeys, char* buffer, size_t bufferSize, const char *functionLib = nullptr)
{
static const char* str[4] = { "%s", "%s + %s", "%s + %s +%s", "%s + %s + %s + %s" };
static const char* strLib[4] = { "%s (%s)", "%s (%s + %s)", "%s (%s + %s +%s)", "%s (%s + %s + %s + %s)" };
static const char* lib[4];
int scanCodeCount = 0;
for (int i = 0; i < 4; i++)
{
unsigned char scanCode = (unsigned char)(functionKeys >> i * 8);
if (scanCode == 0xFF)
{
continue;
}
lib[scanCodeCount] = GetKeyForScanCode(scanCode).lib;
scanCodeCount++;
}
if (!scanCodeCount)
{
buffer[0] = 0;
return;
}
if (functionLib)
{
const char* fmt = strLib[scanCodeCount - 1];
HotKeySPrintf(buffer, bufferSize, fmt, functionLib, lib[0], lib[1], lib[2], lib[3]);
}
else
{
const char* fmt = str[scanCodeCount - 1];
HotKeySPrintf(buffer, bufferSize, fmt, lib[0], lib[1], lib[2], lib[3]);
}
}
static void Edit(HotKey *hotkey, size_t hotkeyCount, const char *popupModal)
{
static int editingHotkey = -1;
if (!hotkeyCount)
return;
static bool keyDown[512] = {};
ImGui::SetNextWindowSize(ImVec2(1060, 400));
if (!ImGui::BeginPopupModal(popupModal, NULL, ImGuiWindowFlags_NoResize))
return;
ImGui::BeginChildFrame(127, ImVec2(220, -1));
for(size_t i = 0;i< hotkeyCount;i++)
{
char hotKeyLib[128];
GetHotKeyLib(hotkey[i].functionKeys, hotKeyLib, sizeof(hotKeyLib), hotkey[i].functionName);
if (ImGui::Selectable(hotKeyLib, editingHotkey == int(i)) || editingHotkey == -1)
{
editingHotkey = int(i);
memset(keyDown, 0, sizeof(keyDown));
for (int j = 0; j < 4; j++)
{
int scan = (hotkey[editingHotkey].functionKeys >> (8 * j)) & 0xFF;
if (scan != 0xFF)
{
keyDown[scan] = true;
}
}
}
}
ImGui::EndChildFrame();
ImGui::SameLine();
ImGui::BeginGroup();
for (int i = ImGuiKey_NamedKey_BEGIN; i < ImGuiKey_NamedKey_END; i++)
{
if (ImGui::IsKeyPressed(ImGuiKey(i), false))
{
int imKey;
#ifdef SDL_h_
imKey = i;
#elif WIN32
imKey = MapVirtualKeyA(i, MAPVK_VK_TO_VSC);
#else
imKey = i;
#endif
keyDown[imKey - ImGuiKey_NamedKey_BEGIN] = !keyDown[imKey - ImGuiKey_NamedKey_BEGIN];
}
}
for (unsigned int y = 0; y < 6; y++)
{
int x = 0;
ImGui::BeginGroup();
while (Keys[y][x].lib)
{
const Key& key = Keys[y][x];
const float ofs = key.offset + (x?4.f:0.f);
const float width = key.width;
if (x)
{
ImGui::SameLine(0.f, ofs);
}
else
{
if (ofs >= 1.f)
{
ImGui::Indent(ofs);
}
}
#ifdef SDL_h_
bool& butSwtch = keyDown[key.scanCodePage7];
#elif WIN32
bool& butSwtch = keyDown[key.scanCodePage1];
#else
#error
#endif
ImGui::PushStyleColor(ImGuiCol_Button, butSwtch ? 0xFF1040FF : 0x80000000);
if (ImGui::Button(Keys[y][x].lib, ImVec2(width, 40)))
{
butSwtch = !butSwtch;
}
ImGui::PopStyleColor();
x++;
}
ImGui::EndGroup();
}
ImGui::InvisibleButton("space", ImVec2(10, 55));
ImGui::BeginChildFrame(18, ImVec2(540, 40));
ImGui::Text("%s :", hotkey[editingHotkey].functionName);
ImGui::SameLine();
ImGui::TextWrapped("%s", hotkey[editingHotkey].functionLib);
ImGui::EndChildFrame();
ImGui::SameLine();
int keyDownCount = 0;
for (auto d : keyDown)
{
keyDownCount += d ? 1 : 0;
}
if (ImGui::Button("Clear", ImVec2(80, 40)))
{
memset(keyDown, 0, sizeof(keyDown));
}
ImGui::SameLine();
if (keyDownCount && keyDownCount < 5)
{
if (ImGui::Button("Set", ImVec2(80, 40)))
{
unsigned char scanCodes[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
unsigned char order[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
int scanCodeCount = 0;
hotkey[editingHotkey].functionKeys = 0;
for (int i = 1; i < sizeof(keyDown); i++)
{
if (keyDown[i])
{
scanCodes[scanCodeCount] = (unsigned char)i;
order[scanCodeCount] = (unsigned char)GetKeyForScanCode(i).order;
scanCodeCount++;
}
}
hotkey[editingHotkey].functionKeys = GetOrderedScanCodes(scanCodes, order);
}
ImGui::SameLine(0.f, 20.f);
}
else
{
ImGui::SameLine(0.f, 100.f);
}
if (ImGui::Button("Done", ImVec2(80, 40))) { ImGui::CloseCurrentPopup(); }
ImGui::EndGroup();
ImGui::EndPopup();
}
static int GetHotKey(HotKey *hotkey, size_t hotkeyCount)
{
static unsigned int lastHotKey = 0xFFFFFFFF;
unsigned char scanCodes[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
unsigned char order[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
int scanCodeCount = 0;
for (int i = ImGuiKey_Aliases_BEGIN; i < ImGuiKey_Aliases_END; i++)
{
if (ImGui::IsKeyDown(ImGuiKey(i)))
{
int imKey;
#ifdef SDL_h_
imKey = i - ImGuiKey_NamedKey_BEGIN;
#elif WIN32
imKey = MapVirtualKeyA(i, MAPVK_VK_TO_VSC);
#else
imKey = i;
#endif
scanCodes[scanCodeCount] = (unsigned char)imKey;
order[scanCodeCount] = (unsigned char)GetKeyForScanCode(imKey).order;
scanCodeCount++;
if (scanCodeCount == 4)
break;
}
}
unsigned int newHotKey = GetOrderedScanCodes(scanCodes, order);
if (scanCodeCount)
{
if (newHotKey != lastHotKey)
{
for (size_t i = 0; i < hotkeyCount; i++)
{
if (hotkey[i].functionKeys == newHotKey)
{
lastHotKey = newHotKey;
return int(i);
}
}
lastHotKey = 0xFFFFFFFF;
}
return -1;
}
lastHotKey = 0xFFFFFFFF;
return -1;
}
};

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@@ -1,12 +1,12 @@
#include <chrono> #include <chrono>
#include <td/display/state/MainMenuState.h> #include <td/display/state/DebugWorldState.h>
#include <td/misc/Time.h> #include <td/misc/Time.h>
int main(int argc, char** argv) { int main(int argc, char** argv) {
// init GL context // init GL context
td::Display display(1920, 1080, "Tower-Defense 2"); td::Display display(1920, 1080, "Tower-Defense 2");
display.ChangeState<td::MainMenuState>(); display.ChangeState<td::DebugWorldState>();
td::Timer timer; td::Timer timer;
while (!display.IsCloseRequested()) { while (!display.IsCloseRequested()) {

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@@ -6,6 +6,7 @@
#include <td/game/World.h> #include <td/game/World.h>
#include <td/protocol/packet/Packets.h> #include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h> #include <td/render/renderer/EntityRenderer.h>
#include <td/render/renderer/HotkeysRenderer.h>
#include <td/render/renderer/PlayerListRenderer.h> #include <td/render/renderer/PlayerListRenderer.h>
#include <td/render/renderer/TowerRenderer.h> #include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h> #include <td/render/renderer/WorldRenderer.h>
@@ -22,6 +23,8 @@
#include <td/display/Display.h> #include <td/display/Display.h>
#include <td/display/state/DebugWorldState.h> #include <td/display/state/DebugWorldState.h>
#include <imgui.h>
namespace td { namespace td {
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) { DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
@@ -41,6 +44,7 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld); m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld); m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld); m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::HotkeysRenderer>();
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers()); auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
@@ -52,7 +56,7 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
}); });
list.OnPlayerKick.Connect([this](PlayerID a_Player) { list.OnPlayerKick.Connect([this](PlayerID a_Player) {
auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr){ auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr) {
if (!clientPtr->GetId().has_value()) if (!clientPtr->GetId().has_value())
return false; return false;
return clientPtr->GetId().value() == a_Player; return clientPtr->GetId().value() == a_Player;

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@@ -0,0 +1,36 @@
#include <imgui_internal.h>
#include <td/render/renderer/HotkeysRenderer.h>
#include <imgui.h>
#include <optional>
#include <td/render/renderer/ImHotkey.h>
namespace td {
namespace render {
void HotkeysRenderer::Render(float a_Lerp) {
ImGui::Begin("Hotkeys");
static std::vector<ImHotKey::HotKey> hotkeys = {{"Layout", "Reorder nodes in a simpler layout", 0xFFFF261D},
{"Save", "Save the current graph", 0xFFFF1F1D}, {"Load", "Load an existing graph file", 0xFFFF181D},
{"Play/Stop", "Play or stop the animation from the current graph", 0xFFFFFF3F},
{"SetKey", "Make a new animation key with the current parameters values at the current time", 0xFFFFFF1F}};
// The editor is a modal window. bring it with something like that
if (ImGui::Button("Edit Hotkeys")) {
ImGui::OpenPopup("HotKeys Editor");
}
ImHotKey::Edit(hotkeys.data(), hotkeys.size(), "HotKeys Editor");
// ImHotKey also provides a way to retrieve HotKey
int hotkey = ImHotKey::GetHotKey(hotkeys.data(), hotkeys.size());
if (hotkey != -1) {
// handle the hotkey index!
}
ImGui::End();
}
HotkeysRenderer::HotkeysRenderer() {}
} // namespace render
} // namespace td