Print nodes with single child on the same line
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@@ -47,7 +47,7 @@ void deinit(int *game) {
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bzObjectPoolDestroy(nodeStatePool);
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}
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void igRenderBTNode(const BzAIBTNode *node, const BzAIBTNodeState *state, i32 depth) {
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void igRenderBTNode(const BzAIBTNode *node, const BzAIBTNodeState *state, bool sameLine, i32 depth) {
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const BzAIBTNode *child = bzAIBTNodeChild(node);
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BzAIBTNodeType type = bzAIBTGetNodeType(node);
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char extraInfo[128];
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@@ -58,24 +58,24 @@ void igRenderBTNode(const BzAIBTNode *node, const BzAIBTNodeState *state, i32 de
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switch (type) {
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case BZ_AIBT_DECOR_REPEAT:
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if (hasState) {
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snprintf(extraInfo, sizeof(extraInfo), "(%d < %d)",
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snprintf(extraInfo, sizeof(extraInfo), " (%d < %d)",
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bzAIBTRepeatStateGetIter(state),
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bzAIBTDecorGetRepeat(node));
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} else {
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snprintf(extraInfo, sizeof(extraInfo), "(%d)", bzAIBTDecorGetRepeat(node));
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snprintf(extraInfo, sizeof(extraInfo), " (%d)", bzAIBTDecorGetRepeat(node));
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}
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break;
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case BZ_AIBT_DECOR_DELAY:
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if (hasState) {
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snprintf(extraInfo, sizeof(extraInfo), "(%.2f < %.2fms)",
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snprintf(extraInfo, sizeof(extraInfo), " (%.2f < %.2fms)",
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bzAIBTDelayStateGetElapsed(state),
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bzAIBTDecorGetDelay(node));
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} else {
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snprintf(extraInfo, sizeof(extraInfo), "(%.2fms)", bzAIBTDecorGetDelay(node));
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snprintf(extraInfo, sizeof(extraInfo), " (%.2fms)", bzAIBTDecorGetDelay(node));
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}
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break;
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case BZ_AIBT_ACTION:
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snprintf(extraInfo, sizeof(extraInfo), "(%s:%p)",
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snprintf(extraInfo, sizeof(extraInfo), " (%s:%p)",
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bzAIBTActionGetName(node),
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bzAIBTActionGetFn(node));
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break;
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@@ -89,10 +89,26 @@ void igRenderBTNode(const BzAIBTNode *node, const BzAIBTNodeState *state, i32 de
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if (hasState)
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color = (ImVec4) {1.0f, 1.0f, 0.5f, 1.0f};
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igTextColored(color, "%*s%s %s", depth * 2, "",
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bzAIBTNodeTypeToStr(type), extraInfo);
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bool hasSingleChild = false;
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if (child && bzAIBTNodeNext(child) == NULL) hasSingleChild = true;
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const char *suffix = hasSingleChild ? " > " : ": ";
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if (sameLine) {
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igTextColored(color, "%s%s%s", bzAIBTNodeTypeToStr(type),
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extraInfo, suffix);
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} else {
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igTextColored(color, "%*s%s %s",
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depth * 2, "",
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bzAIBTNodeTypeToStr(type), extraInfo, suffix);
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depth++;
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}
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while (child) {
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igRenderBTNode(child, state, depth + 1);
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if (hasSingleChild) igSameLine(0, 0);
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igRenderBTNode(child, state, hasSingleChild, depth);
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child = bzAIBTNodeNext(child);
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}
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}
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@@ -100,7 +116,7 @@ void igRenderBTNode(const BzAIBTNode *node, const BzAIBTNodeState *state, i32 de
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void igRenderBT(BzAIBTState *state) {
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const BzAIBTNode *root = state->root;
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if (igBegin("BehaviourTree", NULL, 0)) {
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igRenderBTNode(root, state->first, 0);
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igRenderBTNode(root, state->first, false, 0);
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}
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igEnd();
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}
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