Files
FluidSimCpp/include/FluidSim/Desktop/LogicEditor.hpp

46 lines
1.8 KiB
C++

#pragma once
#include "FluidSim/Machine.hpp"
#include "FluidSim/Desktop/WorkshopLayout.hpp"
#include <SFML/Graphics.hpp>
#include <functional>
#include <memory>
namespace fluidsim::port::desktop {
struct LogicEditorHooks {
MachineDocument& document;
const MachineSnapshot* live{};
bool shift{};
std::function<bool(const std::function<void()>&)> edit;
std::function<void(std::uint32_t,bool)> boolean_control;
std::function<void(std::uint32_t,double)> number_control;
std::function<void()> release_buttons;
std::function<void(std::uint32_t)> select_physical,focus_physical;
std::function<void(const std::string&)> status;
std::function<void()> example;
};
class LogicEditor {
public:
LogicEditor();
~LogicEditor();
void reset_document();
void deactivate(const LogicEditorHooks&);
bool editing_text()const;
bool active_gesture()const;
std::uint32_t selected_node()const;
void select_node(std::uint32_t,const MachineDocument&);
void select_part_reference(std::uint32_t,const MachineDocument&);
void fit(const LogicGraph&,sf::FloatRect,bool selection_only=false);
void reveal(std::uint32_t,const MachineDocument&,sf::FloatRect);
sf::Vector2f project(LogicPosition,sf::FloatRect)const;
LogicPosition unproject(sf::Vector2f,sf::FloatRect)const;
sf::FloatRect node_rect(const LogicNode&,sf::FloatRect)const;
sf::Vector2f pin_position(const LogicNode&,const std::string&,sf::FloatRect)const;
// Panels can be owned independently in split view; the canvas is always live.
bool event(const sf::Event&,const LogicEditorHooks&,const WorkshopLayout&,sf::FloatRect canvas,bool panels);
void draw(sf::RenderWindow&,const sf::Font*,const LogicEditorHooks&,const WorkshopLayout&,sf::FloatRect canvas,bool panels);
private:
struct Impl;
std::unique_ptr<Impl> impl_;
};
}