Implementing layer visibility, layer view controls.

This commit is contained in:
2025-06-18 02:26:09 -05:00
parent e4ef5c8f6a
commit 338429980f
8 changed files with 121 additions and 19 deletions

View File

@@ -176,6 +176,8 @@ public:
/// Toggles the level grid.
void ToggleGrid();
int GetLayerIndexFromName(const std::string &name);
bool Open() override;
Vector2i GetTilesetCellFromMouse();

View File

@@ -8,17 +8,22 @@
#include <Data/Level.hpp>
using namespace JUI::UDimLiterals;
class LayerView : public JUI::Window
{
public:
Event<std::string, bool> LayerVisibilityToggled;
Event<std::string> ActiveLayerSelected;
LayerView() : JUI::Window()
{
this->Title("Layers");
Name("LayerView");
scroller = new JUI::ScrollingRect(this->Content());
scroller->Size({100_percent, 100_percent});
layout = new JUI::VerticalListLayout(scroller);
layout = new JUI::VerticalListLayout(this->Content());
}
explicit LayerView(Widget* parent) : LayerView()
@@ -37,12 +42,30 @@ public:
for (auto layer : level->layers)
{
auto* rect = new JUI::Rect(layout);
auto* label = new JUI::Text(rect);
label->Content(layer->name);
rect->Size({100_percent, 20_px});
auto* vis_chk = new JUI::Checkbox(rect);
vis_chk->Size({20_px, 20_px});
auto* label = new JUI::TextButton(rect);
label->Name("Label");
label->Position({20_px, 0_px});
label->Size({100_percent-20_px, 20_px});
label->Content(layer->name);
label->TextColor(Colors::Black);
label->OnReleaseEvent += [this, label, layer] (auto a, auto b, auto c) mutable {
ActiveLayerSelected.Invoke(layer->name);
label->BaseBGColor(Colors::Gray);
};
vis_chk->OnReleaseEvent += [this, layer](auto a, auto b, auto c) mutable {
LayerVisibilityToggled.Invoke(layer->name, !layer->visible);
};
entry_elements.push_back(rect);
}
}

View File

@@ -47,7 +47,8 @@ public:
/// The vertical parallax scrolling factor for this layer.
float parallax_y;
bool visible;
bool visible = true;
int order;
float opacity;
@@ -125,5 +126,4 @@ public:
protected:
bool grid_allocated = false;
};

View File

@@ -60,7 +60,6 @@ namespace TestGame
JUI::Scene* scene = nullptr;
Player* player = nullptr;
bool data_ready = false;