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Storage is now nested. Separate "roots" can be configured which save to separate files. In particular, this is used to save wpigui and ImGui window position to a -window.json file. ImGui's ini (for window position) is mapped to JSON. You can optionally specify a directory to load from on the command line. If one isn't provided, it uses the global system directory. Any changes made are automatically saved here. Workspace | Open: select directory, the current layout is replaced with that workspace, and future auto-saves also switch to that location. The main window size/location is not changed, only the contents. Workspace | Save As: select directory, the current layout is saved there, and future auto-saves also switch to that location. Workspace | Reset: window locations are preserved, but all other settings are reset to default (including e.g. removing plot windows). This will also end up clearing the current save file. as with load, the main window size/location is not changed. Workspace | Save As Global: "save as" to the global system location Notably, the main window size/location is only loaded at startup, but is auto-saved as part of the current workspace.
259 lines
7.5 KiB
C++
259 lines
7.5 KiB
C++
// Copyright (c) FIRST and other WPILib contributors.
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// Open Source Software; you can modify and/or share it under the terms of
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// the WPILib BSD license file in the root directory of this project.
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#include "glass/other/Mechanism2D.h"
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#include <algorithm>
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#include <cmath>
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#include <cstdio>
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#include <memory>
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#include <string_view>
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#include <utility>
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#include <fmt/format.h>
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#include <frc/geometry/Pose2d.h>
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#include <frc/geometry/Rotation2d.h>
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#include <frc/geometry/Transform2d.h>
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#include <frc/geometry/Translation2d.h>
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include <imgui.h>
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#include <imgui_internal.h>
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#include <imgui_stdlib.h>
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#include <portable-file-dialogs.h>
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#include <units/angle.h>
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#include <units/length.h>
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#include <wpigui.h>
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#include "glass/Context.h"
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#include "glass/Storage.h"
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using namespace glass;
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namespace gui = wpi::gui;
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namespace {
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// Per-frame data (not persistent)
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struct FrameData {
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frc::Translation2d GetPosFromScreen(const ImVec2& cursor) const {
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return {
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units::meter_t{(std::clamp(cursor.x, min.x, max.x) - min.x) / scale},
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units::meter_t{(max.y - std::clamp(cursor.y, min.y, max.y)) / scale}};
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}
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ImVec2 GetScreenFromPos(const frc::Translation2d& pos) const {
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return {min.x + scale * pos.X().to<float>(),
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max.y - scale * pos.Y().to<float>()};
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}
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void DrawObject(ImDrawList* drawList, MechanismObjectModel& objModel,
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const frc::Pose2d& pose) const;
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void DrawGroup(ImDrawList* drawList, MechanismObjectGroup& group,
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const frc::Pose2d& pose) const;
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// in screen coordinates
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ImVec2 imageMin;
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ImVec2 imageMax;
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ImVec2 min;
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ImVec2 max;
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float scale; // scaling from meters to screen units
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};
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class BackgroundInfo {
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public:
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explicit BackgroundInfo(Storage& storage);
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void DisplaySettings();
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void LoadImage();
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FrameData GetFrameData(ImVec2 min, ImVec2 max, frc::Translation2d dims) const;
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void Draw(ImDrawList* drawList, const FrameData& frameData,
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ImU32 bgColor) const;
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private:
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void Reset();
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bool LoadImageImpl(const std::string& fn);
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std::unique_ptr<pfd::open_file> m_fileOpener;
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std::string& m_filename;
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gui::Texture m_texture;
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// in image pixels
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int m_imageWidth;
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int m_imageHeight;
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};
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} // namespace
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BackgroundInfo::BackgroundInfo(Storage& storage)
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: m_filename{storage.GetString("image")} {}
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void BackgroundInfo::DisplaySettings() {
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if (ImGui::Button("Choose image...")) {
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m_fileOpener = std::make_unique<pfd::open_file>(
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"Choose background image", "",
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std::vector<std::string>{"Image File",
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"*.jpg *.jpeg *.png *.bmp *.psd *.tga *.gif "
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"*.hdr *.pic *.ppm *.pgm"});
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}
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if (ImGui::Button("Reset background image")) {
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Reset();
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}
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}
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void BackgroundInfo::Reset() {
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m_texture = gui::Texture{};
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m_filename.clear();
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m_imageWidth = 0;
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m_imageHeight = 0;
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}
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void BackgroundInfo::LoadImage() {
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if (m_fileOpener && m_fileOpener->ready(0)) {
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auto result = m_fileOpener->result();
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if (!result.empty()) {
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LoadImageImpl(result[0].c_str());
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}
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m_fileOpener.reset();
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}
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if (!m_texture && !m_filename.empty()) {
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if (!LoadImageImpl(m_filename)) {
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m_filename.clear();
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}
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}
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}
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bool BackgroundInfo::LoadImageImpl(const std::string& fn) {
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fmt::print("GUI: loading background image '{}'\n", fn);
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auto texture = gui::Texture::CreateFromFile(fn.c_str());
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if (!texture) {
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std::puts("GUI: could not read background image");
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return false;
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}
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m_texture = std::move(texture);
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m_imageWidth = m_texture.GetWidth();
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m_imageHeight = m_texture.GetHeight();
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m_filename = fn;
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return true;
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}
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FrameData BackgroundInfo::GetFrameData(ImVec2 min, ImVec2 max,
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frc::Translation2d dims) const {
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// fit the image into the window
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if (m_texture && m_imageHeight != 0 && m_imageWidth != 0) {
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gui::MaxFit(&min, &max, m_imageWidth, m_imageHeight);
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}
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FrameData frameData;
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frameData.imageMin = min;
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frameData.imageMax = max;
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// determine the "active area"
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float width = dims.X().to<float>();
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float height = dims.Y().to<float>();
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gui::MaxFit(&min, &max, width, height);
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frameData.min = min;
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frameData.max = max;
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frameData.scale = (max.x - min.x) / width;
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return frameData;
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}
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void BackgroundInfo::Draw(ImDrawList* drawList, const FrameData& frameData,
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ImU32 bgColor) const {
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if (m_texture && m_imageHeight != 0 && m_imageWidth != 0) {
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drawList->AddImage(m_texture, frameData.imageMin, frameData.imageMax);
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} else {
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drawList->AddRectFilled(frameData.min, frameData.max, bgColor);
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}
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}
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void glass::DisplayMechanism2DSettings(Mechanism2DModel* model) {
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auto& storage = GetStorage();
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auto bg = storage.GetData<BackgroundInfo>();
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if (!bg) {
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storage.SetData(std::make_shared<BackgroundInfo>(storage));
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bg = storage.GetData<BackgroundInfo>();
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}
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bg->DisplaySettings();
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}
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void FrameData::DrawObject(ImDrawList* drawList, MechanismObjectModel& objModel,
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const frc::Pose2d& pose) const {
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const char* type = objModel.GetType();
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if (std::string_view{type} == "line") {
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auto startPose =
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pose + frc::Transform2d{frc::Translation2d{}, objModel.GetAngle()};
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auto endPose =
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startPose +
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frc::Transform2d{frc::Translation2d{objModel.GetLength(), 0_m}, 0_deg};
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drawList->AddLine(GetScreenFromPos(startPose.Translation()),
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GetScreenFromPos(endPose.Translation()),
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objModel.GetColor(), objModel.GetWeight());
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DrawGroup(drawList, objModel, endPose);
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}
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}
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void FrameData::DrawGroup(ImDrawList* drawList, MechanismObjectGroup& group,
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const frc::Pose2d& pose) const {
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group.ForEachObject(
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[&](auto& objModel) { DrawObject(drawList, objModel, pose); });
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}
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void glass::DisplayMechanism2D(Mechanism2DModel* model,
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const ImVec2& contentSize) {
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auto& storage = GetStorage();
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auto bg = storage.GetData<BackgroundInfo>();
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if (!bg) {
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storage.SetData(std::make_shared<BackgroundInfo>(storage));
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bg = storage.GetData<BackgroundInfo>();
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}
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if (contentSize.x <= 0 || contentSize.y <= 0) {
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return;
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}
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// screen coords
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ImVec2 cursorPos = ImGui::GetWindowPos() + ImGui::GetCursorPos();
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ImGui::InvisibleButton("background", contentSize);
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// auto mousePos = ImGui::GetIO().MousePos;
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auto drawList = ImGui::GetWindowDrawList();
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// bool isHovered = ImGui::IsItemHovered();
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// background
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bg->LoadImage();
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auto frameData = bg->GetFrameData(cursorPos, cursorPos + contentSize,
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model->GetDimensions());
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bg->Draw(drawList, frameData, model->GetBackgroundColor());
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// elements
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model->ForEachRoot([&](auto& rootModel) {
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frameData.DrawGroup(drawList, rootModel,
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frc::Pose2d{rootModel.GetPosition(), 0_deg});
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});
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#if 0
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if (target) {
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// show tooltip and highlight
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auto pos = frameData.GetPosFromScreen(target->poseCenter);
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ImGui::SetTooltip(
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"%s[%d]\nx: %0.3f y: %0.3f rot: %0.3f", target->name.c_str(),
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static_cast<int>(target->index), ConvertDisplayLength(pos.X()),
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ConvertDisplayLength(pos.Y()), ConvertDisplayAngle(target->rot));
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}
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#endif
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}
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void Mechanism2DView::Display() {
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if (ImGui::BeginPopupContextItem()) {
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DisplayMechanism2DSettings(m_model);
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ImGui::EndPopup();
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}
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DisplayMechanism2D(m_model, ImGui::GetWindowContentRegionMax() -
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ImGui::GetWindowContentRegionMin());
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}
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