feat(studio): ImGui inspector — canvas FBO, element tree, props, click-to-inspect
Task 3 of the acdream UI Studio plan. The studio previously drew the panel straight to the window; it now renders the panel into an off-screen FBO (PanelFbo) and displays it in an ImGui Canvas pane alongside a Tree pane (recursive element hierarchy, click-to-select) and a Properties pane (EventId/type/rect/anchors/ZOrder/flags of the selected element). Click-to-inspect: a left-click inside the Canvas calls UiElement.HitTest on the panel root (same-assembly internal access) and selects the topmost element at the cursor, wiring the canvas directly to the tree selection. PanelFbo lifecycle mirrors PaperdollViewportRenderer (RGBA8 color + Depth24Stencil8 renderbuffer, GLStateScope-sealed, lazy resize on size change). V-flip in DrawCanvas (uv0=(0,1)/uv1=(1,0)) corrects GL's bottom-left FBO origin to ImGui's top-left convention so click Y maps directly to panel-local Y without inversion. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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158
src/AcDream.App/Studio/StudioInspector.cs
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src/AcDream.App/Studio/StudioInspector.cs
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using System.Numerics;
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using AcDream.App.UI;
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using ImGuiNET;
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namespace AcDream.App.Studio;
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/// <summary>
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/// Three-pane ImGui IDE for the acdream UI Studio:
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/// <list type="bullet">
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/// <item><b>Canvas</b> — shows the panel FBO texture; click-to-inspect returns the
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/// panel-local pixel coordinate of the click.</item>
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/// <item><b>Tree</b> — recursive ImGui tree of the element hierarchy; clicking a node
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/// sets <see cref="Selected"/>.</item>
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/// <item><b>Properties</b> — shows the <see cref="Selected"/> element's geometry,
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/// anchors, and z-order.</item>
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/// </list>
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///
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/// <para>Coordinate mapping for the canvas:
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/// The FBO is rendered at the same logical size as the window, so a click at image-local
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/// pixel (ix, iy) maps directly to panel coord (ix, iy) — no scale factor needed when
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/// the image is drawn 1:1. We draw it 1:1 if it fits; if the Canvas ImGui window is
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/// smaller we let ImGui clip it (the click coordinates are still image-local pixels so
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/// no scale correction is needed in v1).</para>
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///
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/// <para>V-flip: the FBO origin is bottom-left (GL convention), but ImGui images use
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/// top-left. We pass uv0=(0,1), uv1=(1,0) to <c>ImGui.Image</c>, which flips V so
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/// the panel renders right-side-up in the canvas. Because V is flipped, image-local
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/// pixel y = 0 is the TOP of the panel, matching the UiRoot's top-left origin — so
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/// click y maps directly without further inversion.</para>
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/// </summary>
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public sealed class StudioInspector
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{
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/// <summary>Currently selected element (set by tree-click or canvas-click).</summary>
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public UiElement? Selected { get; set; }
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// ── Canvas ────────────────────────────────────────────────────────────────────
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/// <summary>
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/// Draw the "Canvas" ImGui window containing the panel FBO texture.
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/// If the user left-clicks inside the image, returns the panel-local pixel
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/// coordinate of the click (origin top-left, matching UiRoot's space); else null.
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///
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/// <para>The texture is drawn with uv0=(0,1) / uv1=(1,0) to flip V, correcting
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/// the GL bottom-left FBO origin to the ImGui top-left convention.</para>
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/// </summary>
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public (int x, int y)? DrawCanvas(nint panelTex, int width, int height)
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{
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ImGui.Begin("Canvas");
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var imageSize = new Vector2(width, height);
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// V-flip: FBO origin is bottom-left; ImGui images expect top-left.
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// uv0 = bottom-left of texture = top of the panel in screen space.
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// uv1 = top-right of texture = bottom of the panel in screen space.
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var uv0 = new Vector2(0f, 1f);
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var uv1 = new Vector2(1f, 0f);
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ImGui.Image(panelTex, imageSize, uv0, uv1);
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(int x, int y)? result = null;
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// Detect a left-click on the image.
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if (ImGui.IsItemHovered() && ImGui.IsMouseClicked(ImGuiMouseButton.Left))
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{
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// Image item rect: top-left of the drawn image in screen (display) coords.
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var rectMin = ImGui.GetItemRectMin();
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var mousePos = ImGui.GetMousePos();
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// Panel-local pixel = mouse offset from image top-left.
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// Because we flipped V (uv0.Y=1, uv1.Y=0), image row 0 IS the top of the panel,
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// so y needs no further inversion.
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int ix = (int)(mousePos.X - rectMin.X);
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int iy = (int)(mousePos.Y - rectMin.Y);
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// Clamp to image bounds.
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if (ix >= 0 && ix < width && iy >= 0 && iy < height)
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result = (ix, iy);
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}
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ImGui.End();
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return result;
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}
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// ── Tree ──────────────────────────────────────────────────────────────────────
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/// <summary>Draw the "Tree" ImGui window. Clicking a node sets <see cref="Selected"/>.</summary>
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public void DrawTree(UiElement root)
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{
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ImGui.Begin("Tree");
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DrawTreeNode(root);
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ImGui.End();
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}
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private void DrawTreeNode(UiElement el)
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{
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// Label: EventId (hex) + C# type name, e.g. "0x10000001 [UiDatElement]"
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string label = $"0x{el.EventId:X8} [{el.GetType().Name}]";
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bool isSelected = ReferenceEquals(el, Selected);
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bool hasChildren = el.Children.Count > 0;
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ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags.OpenOnArrow
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| ImGuiTreeNodeFlags.SpanAvailWidth;
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if (!hasChildren)
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flags |= ImGuiTreeNodeFlags.Leaf;
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if (isSelected)
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flags |= ImGuiTreeNodeFlags.Selected;
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bool open = ImGui.TreeNodeEx(label, flags);
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// Click on the node label (not the arrow) selects it.
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if (ImGui.IsItemClicked(ImGuiMouseButton.Left))
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Selected = el;
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if (open)
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{
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foreach (var child in el.Children)
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DrawTreeNode(child);
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ImGui.TreePop();
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}
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}
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// ── Properties ───────────────────────────────────────────────────────────────
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/// <summary>Draw the "Properties" ImGui window for <see cref="Selected"/>.</summary>
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public void DrawProperties()
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{
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ImGui.Begin("Properties");
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var el = Selected;
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if (el is null)
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{
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ImGui.TextUnformatted("(nothing selected)");
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ImGui.End();
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return;
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}
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ImGui.TextUnformatted($"Id (EventId): 0x{el.EventId:X8}");
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ImGui.TextUnformatted($"Type: {el.GetType().Name}");
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ImGui.TextUnformatted($"Name: {el.Name ?? "(null)"}");
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ImGui.Separator();
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ImGui.TextUnformatted($"Rect: ({el.Left}, {el.Top}, {el.Width} x {el.Height})");
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ImGui.TextUnformatted($"Anchors: {el.Anchors}");
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ImGui.TextUnformatted($"ZOrder: {el.ZOrder}");
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ImGui.Separator();
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ImGui.TextUnformatted($"Visible: {el.Visible}");
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ImGui.TextUnformatted($"Enabled: {el.Enabled}");
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ImGui.TextUnformatted($"ClickThrough: {el.ClickThrough}");
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ImGui.TextUnformatted($"Draggable: {el.Draggable}");
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ImGui.TextUnformatted($"Resizable: {el.Resizable}");
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ImGui.TextUnformatted($"IsDragSource: {el.IsDragSource}");
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ImGui.TextUnformatted($"HandlesClick: {el.HandlesClick}");
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ImGui.TextUnformatted($"Opacity: {el.Opacity:F2}");
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ImGui.Separator();
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var sp = el.ScreenPosition;
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ImGui.TextUnformatted($"ScreenPos: ({sp.X:F1}, {sp.Y:F1})");
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ImGui.TextUnformatted($"Children: {el.Children.Count}");
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ImGui.End();
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}
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}
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