2026-03-25 15:35:00 +08:00
|
|
|
|
# Editor 重构计划
|
|
|
|
|
|
|
|
|
|
|
|
## 一、当前问题总结
|
|
|
|
|
|
|
|
|
|
|
|
### 1.1 架构问题
|
|
|
|
|
|
|
|
|
|
|
|
| 问题 | 位置 | 严重程度 |
|
|
|
|
|
|
|------|------|----------|
|
|
|
|
|
|
| `Panel` 滥用 `Core::Layer` 继承 | `editor/src/panels/Panel.h` | P0 |
|
|
|
|
|
|
| 单例模式滥用 | 所有 Manager 类 | P1 |
|
|
|
|
|
|
| 直接使用 `GameObject*` 裸指针 | 各 Panel 文件 | P1 |
|
|
|
|
|
|
| `EditorSceneManager` 职责过重 | `editor/src/Managers/SceneManager.h` | P1 |
|
|
|
|
|
|
| 无统一事件总线 | 整体架构 | P1 |
|
|
|
|
|
|
|
|
|
|
|
|
### 1.2 功能缺失
|
|
|
|
|
|
|
|
|
|
|
|
| 功能 | 当前状态 |
|
|
|
|
|
|
|------|----------|
|
|
|
|
|
|
| Undo/Redo | 完全缺失 |
|
|
|
|
|
|
| 场景序列化/反序列化 | 完全缺失 |
|
|
|
|
|
|
| 资源引用系统 | 完全缺失 |
|
|
|
|
|
|
| Play/Edit 模式切换 | 只有框架 |
|
|
|
|
|
|
| Transform Gizmos | 完全缺失 |
|
|
|
|
|
|
| Inspector 组件扩展 | 仅支持 TransformComponent |
|
|
|
|
|
|
| 场景/游戏视图相机控制 | 完全缺失 |
|
|
|
|
|
|
|
|
|
|
|
|
### 1.3 代码质量
|
|
|
|
|
|
|
|
|
|
|
|
- 硬编码路径(崩溃日志路径)
|
|
|
|
|
|
- 调试日志残留(InspectorPanel 中大量无意义的 Debug 日志)
|
|
|
|
|
|
- 内存泄漏风险(raw new 无智能指针)
|
|
|
|
|
|
- 异常处理硬编码
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## 二、重构目标
|
|
|
|
|
|
|
|
|
|
|
|
### 2.1 短期目标(原型验证)
|
|
|
|
|
|
|
|
|
|
|
|
- [ ] 解决 P0 级架构问题
|
|
|
|
|
|
- [ ] 实现基础 Undo/Redo
|
|
|
|
|
|
- [ ] 实现场景序列化
|
|
|
|
|
|
- [ ] 分离引擎核心与编辑器状态
|
|
|
|
|
|
|
|
|
|
|
|
### 2.2 中期目标(功能完善)
|
|
|
|
|
|
|
|
|
|
|
|
- [ ] 实现 Transform Gizmos
|
|
|
|
|
|
- [ ] 实现 Inspector 组件扩展机制
|
|
|
|
|
|
- [ ] 实现场景/游戏视图相机控制
|
|
|
|
|
|
- [ ] 实现 Play/Edit 模式切换
|
|
|
|
|
|
- [ ] 实现资源引用系统
|
|
|
|
|
|
|
|
|
|
|
|
### 2.3 长期目标(生产可用)
|
|
|
|
|
|
|
|
|
|
|
|
- [ ] 编辑器配置序列化
|
|
|
|
|
|
- [ ] 插件系统
|
|
|
|
|
|
- [ ] 多场景编辑
|
|
|
|
|
|
- [ ] 性能优化
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## 三、重构方案
|
|
|
|
|
|
|
|
|
|
|
|
### 3.1 架构重构
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.1.1 Panel 独立化
|
|
|
|
|
|
|
|
|
|
|
|
**现状**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class Panel : public Core::Layer { // ❌ 编辑器面板不是游戏层级
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**重构**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
namespace XCEngine {
|
|
|
|
|
|
namespace Editor {
|
|
|
|
|
|
|
|
|
|
|
|
class Panel {
|
|
|
|
|
|
public:
|
|
|
|
|
|
Panel(const std::string& name) : m_name(name), m_isOpen(true) {}
|
|
|
|
|
|
virtual ~Panel() = default;
|
|
|
|
|
|
|
|
|
|
|
|
virtual void OnAttach() {}
|
|
|
|
|
|
virtual void OnDetach() {}
|
|
|
|
|
|
virtual void OnUpdate(float dt) {}
|
|
|
|
|
|
virtual void OnEvent(void* event) {}
|
|
|
|
|
|
virtual void Render() = 0;
|
|
|
|
|
|
|
|
|
|
|
|
bool IsOpen() const { return m_isOpen; }
|
|
|
|
|
|
void SetOpen(bool open) { m_isOpen = open; }
|
|
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
|
std::string m_name;
|
|
|
|
|
|
bool m_isOpen;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
} // namespace Editor
|
|
|
|
|
|
} // namespace XCEngine
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**理由**:`Core::Layer` 设计用于游戏层级系统(UI/World/Background),编辑器面板只是 UI 控件,不应继承它。
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.1.2 单例改造为依赖注入
|
|
|
|
|
|
|
|
|
|
|
|
**现状**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class SelectionManager {
|
|
|
|
|
|
public:
|
|
|
|
|
|
static SelectionManager& Get() { ... } // ❌ 单例
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**重构**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class IEditorContext {
|
|
|
|
|
|
public:
|
|
|
|
|
|
virtual ~IEditorContext() = default;
|
|
|
|
|
|
virtual ISelectionManager& GetSelectionManager() = 0;
|
|
|
|
|
|
virtual ISceneManager& GetSceneManager() = 0;
|
|
|
|
|
|
virtual IProjectManager& GetProjectManager() = 0;
|
|
|
|
|
|
virtual IUndoRedoSystem& GetUndoRedoSystem() = 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class EditorLayer {
|
|
|
|
|
|
public:
|
|
|
|
|
|
void SetContext(std::shared_ptr<IEditorContext> context) { m_context = context; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
std::shared_ptr<IEditorContext> m_context;
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.1.3 引入事件总线
|
|
|
|
|
|
|
|
|
|
|
|
**新增 `EditorEventBus`**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class EditorEventBus {
|
|
|
|
|
|
public:
|
|
|
|
|
|
template<typename T>
|
|
|
|
|
|
void Subscribe(std::function<void(const T&)> handler);
|
|
|
|
|
|
template<typename T>
|
|
|
|
|
|
void Unsubscribe(uint64_t id);
|
|
|
|
|
|
template<typename T>
|
|
|
|
|
|
void Publish(const T& event);
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
std::unordered_map<size_t, std::vector<std::function<void(void*)>>> m_handlers;
|
|
|
|
|
|
std::unordered_map<size_t, uint64_t> m_nextId;
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**定义事件类型**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
struct SelectionChangedEvent {
|
|
|
|
|
|
std::vector<GameObjectID> selectedObjects;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
struct EntityCreatedEvent {
|
|
|
|
|
|
GameObjectID entityId;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
struct EntityDestroyedEvent {
|
|
|
|
|
|
GameObjectID entityId;
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.1.4 GameObject 生命周期管理
|
|
|
|
|
|
|
|
|
|
|
|
**现状**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
::XCEngine::Components::GameObject* m_selectedGameObject = nullptr; // ❌ 裸指针
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**重构**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
using GameObjectHandle = ResourceHandle<GameObject>;
|
|
|
|
|
|
|
|
|
|
|
|
struct SelectionState {
|
|
|
|
|
|
std::vector<GameObjectHandle> selectedObjects;
|
|
|
|
|
|
GameObjectHandle primarySelection; // 最后选中的
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
### 3.2 功能重构
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.2.1 Undo/Redo 系统
|
|
|
|
|
|
|
|
|
|
|
|
**Command Pattern 实现**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class ICommand {
|
|
|
|
|
|
public:
|
|
|
|
|
|
virtual ~ICommand() = default;
|
|
|
|
|
|
virtual void Execute() = 0;
|
|
|
|
|
|
virtual void Undo() = 0;
|
|
|
|
|
|
virtual std::string GetName() const = 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class CreateEntityCommand : public ICommand {
|
|
|
|
|
|
public:
|
|
|
|
|
|
CreateEntityCommand(ISceneManager& scene, GameObjectHandle parent, std::string name);
|
|
|
|
|
|
void Execute() override;
|
|
|
|
|
|
void Undo() override;
|
|
|
|
|
|
std::string GetName() const override { return "Create " + m_name; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
ISceneManager& m_scene;
|
|
|
|
|
|
GameObjectHandle m_parent;
|
|
|
|
|
|
std::string m_name;
|
|
|
|
|
|
GameObjectHandle m_createdEntity;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class DeleteEntityCommand : public ICommand {
|
|
|
|
|
|
public:
|
|
|
|
|
|
DeleteEntityCommand(ISceneManager& scene, GameObjectHandle entity);
|
|
|
|
|
|
void Execute() override;
|
|
|
|
|
|
void Undo() override;
|
|
|
|
|
|
std::string GetName() const override { return "Delete " + m_entityName; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
ISceneManager& m_scene;
|
|
|
|
|
|
GameObjectHandle m_entity;
|
|
|
|
|
|
std::string m_entityName;
|
|
|
|
|
|
std::vector<GameObjectHandle> m_children;
|
|
|
|
|
|
GameObjectHandle m_parent;
|
|
|
|
|
|
// 存储删除前的完整状态用于恢复
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class TransformCommand : public ICommand {
|
|
|
|
|
|
public:
|
|
|
|
|
|
TransformCommand(GameObjectHandle entity, const Transform& oldState, const Transform& newState);
|
|
|
|
|
|
void Execute() override { Apply(m_newState); }
|
|
|
|
|
|
void Undo() override { Apply(m_oldState); }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
void Apply(const Transform& t);
|
|
|
|
|
|
GameObjectHandle m_entity;
|
|
|
|
|
|
Transform m_oldState;
|
|
|
|
|
|
Transform m_newState;
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**Undo/Redo Manager**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class UndoRedoSystem {
|
|
|
|
|
|
public:
|
|
|
|
|
|
void Execute(std::unique_ptr<ICommand> command);
|
|
|
|
|
|
void Undo();
|
|
|
|
|
|
void Redo();
|
|
|
|
|
|
bool CanUndo() const { return m_undoStack.size() > m_historyIndex + 1; }
|
|
|
|
|
|
bool CanRedo() const { return m_historyIndex >= 0; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
std::vector<std::unique_ptr<ICommand>> m_undoStack;
|
|
|
|
|
|
int m_historyIndex = -1;
|
|
|
|
|
|
static constexpr size_t MAX_HISTORY = 100;
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.2.2 场景序列化
|
|
|
|
|
|
|
|
|
|
|
|
**Scene 序列化接口**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class ISceneSerializer {
|
|
|
|
|
|
public:
|
|
|
|
|
|
virtual ~ISceneSerializer() = default;
|
|
|
|
|
|
virtual bool Serialize(IScene* scene, const std::string& path) = 0;
|
|
|
|
|
|
virtual bool Deserialize(IScene* scene, const std::string& path) = 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class JsonSceneSerializer : public ISceneSerializer {
|
|
|
|
|
|
public:
|
|
|
|
|
|
bool Serialize(IScene* scene, const std::string& path) override;
|
|
|
|
|
|
bool Deserialize(IScene* scene, const std::string& path) override;
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
nlohmann::json GameObjectToJson(GameObject* go);
|
|
|
|
|
|
GameObject* JsonToGameObject(const nlohmann::json& j, GameObject* parent);
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**序列化格式(JSON)**:
|
|
|
|
|
|
```json
|
|
|
|
|
|
{
|
|
|
|
|
|
"version": "1.0",
|
|
|
|
|
|
"name": "MainScene",
|
|
|
|
|
|
"entities": [
|
|
|
|
|
|
{
|
|
|
|
|
|
"id": "1234567890",
|
|
|
|
|
|
"name": "Player",
|
|
|
|
|
|
"components": [
|
|
|
|
|
|
{
|
|
|
|
|
|
"type": "TransformComponent",
|
|
|
|
|
|
"position": [0, 0, 0],
|
|
|
|
|
|
"rotation": [0, 0, 0],
|
|
|
|
|
|
"scale": [1, 1, 1]
|
|
|
|
|
|
},
|
|
|
|
|
|
{
|
|
|
|
|
|
"type": "MeshRendererComponent",
|
|
|
|
|
|
"mesh": "Assets/Meshes/cube.mesh",
|
|
|
|
|
|
"material": "Assets/Materials/default.mat"
|
|
|
|
|
|
}
|
|
|
|
|
|
],
|
|
|
|
|
|
"children": [
|
|
|
|
|
|
{
|
|
|
|
|
|
"id": "9876543210",
|
|
|
|
|
|
"name": "Weapon",
|
|
|
|
|
|
"components": [...]
|
|
|
|
|
|
}
|
|
|
|
|
|
]
|
|
|
|
|
|
}
|
|
|
|
|
|
]
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.2.3 Inspector 组件扩展机制
|
|
|
|
|
|
|
|
|
|
|
|
**抽象 Component 编辑器**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class IComponentEditor {
|
|
|
|
|
|
public:
|
|
|
|
|
|
virtual ~IComponentEditor() = default;
|
|
|
|
|
|
virtual std::string GetComponentTypeName() const = 0;
|
|
|
|
|
|
virtual bool CanEdit(Component* component) const = 0;
|
|
|
|
|
|
virtual void Render(Component* component) = 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class TransformComponentEditor : public IComponentEditor {
|
|
|
|
|
|
public:
|
|
|
|
|
|
std::string GetComponentTypeName() const override { return "TransformComponent"; }
|
|
|
|
|
|
bool CanEdit(Component* component) const override {
|
|
|
|
|
|
return dynamic_cast<TransformComponent*>(component) != nullptr;
|
|
|
|
|
|
}
|
|
|
|
|
|
void Render(Component* component) override;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class InspectorPanel {
|
|
|
|
|
|
public:
|
|
|
|
|
|
void RegisterComponentEditor(std::unique_ptr<IComponentEditor> editor);
|
|
|
|
|
|
void RenderGameObject(GameObject* gameObject);
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
std::vector<std::unique_ptr<IComponentEditor>> m_editors;
|
|
|
|
|
|
std::unique_ptr<IComponentEditor> GetEditorFor(Component* component);
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**注册默认编辑器**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
void InspectorPanel::Initialize() {
|
|
|
|
|
|
RegisterComponentEditor(std::make_unique<TransformComponentEditor>());
|
|
|
|
|
|
// 后续添加更多编辑器
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.2.4 资源引用系统
|
|
|
|
|
|
|
|
|
|
|
|
**AssetHandle**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
template<typename T>
|
|
|
|
|
|
class AssetHandle {
|
|
|
|
|
|
public:
|
|
|
|
|
|
AssetHandle() = default;
|
|
|
|
|
|
explicit AssetHandle(AssetID id, std::shared_ptr<T> asset = nullptr);
|
|
|
|
|
|
|
|
|
|
|
|
AssetID GetID() const { return m_id; }
|
|
|
|
|
|
T* Get() const { return m_asset.get(); }
|
|
|
|
|
|
T* operator->() const { return m_asset.get(); }
|
|
|
|
|
|
explicit operator bool() const { return m_asset != nullptr; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
AssetID m_id;
|
|
|
|
|
|
std::shared_ptr<T> m_asset;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class MeshRendererComponent {
|
|
|
|
|
|
public:
|
|
|
|
|
|
AssetHandle<Mesh> GetMesh() const { return m_mesh; }
|
|
|
|
|
|
void SetMesh(AssetHandle<Mesh> mesh) { m_mesh = mesh; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
AssetHandle<Mesh> m_mesh;
|
|
|
|
|
|
AssetHandle<Material> m_material;
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
### 3.3 界面重构
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.3.1 SceneView 实现
|
|
|
|
|
|
|
|
|
|
|
|
**相机控制器**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class SceneViewCameraController {
|
|
|
|
|
|
public:
|
|
|
|
|
|
enum class Mode { Pan, Orbit, Zoom };
|
|
|
|
|
|
|
|
|
|
|
|
void OnUpdate(float dt);
|
|
|
|
|
|
void OnMouseMove(int x, int y);
|
|
|
|
|
|
void OnMouseWheel(int delta);
|
|
|
|
|
|
|
|
|
|
|
|
Matrix4 GetViewMatrix() const;
|
|
|
|
|
|
Matrix4 GetProjectionMatrix() const;
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
Mode m_mode = Mode::Orbit;
|
|
|
|
|
|
Vector3 m_target = Vector3::Zero();
|
|
|
|
|
|
float m_distance = 10.0f;
|
|
|
|
|
|
float m_pitch = 0.0f;
|
|
|
|
|
|
float m_yaw = 0.0f;
|
|
|
|
|
|
|
|
|
|
|
|
bool m_isDragging = false;
|
|
|
|
|
|
ImVec2 m_lastMousePos;
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**Gizmos 渲染**:
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
class GizmosRenderer {
|
|
|
|
|
|
public:
|
|
|
|
|
|
void DrawTranslateGizmo(GameObjectHandle target);
|
|
|
|
|
|
void DrawRotateGizmo(GameObjectHandle target);
|
|
|
|
|
|
void DrawScaleGizmo(GameObjectHandle target);
|
|
|
|
|
|
|
|
|
|
|
|
enum class Axis { X, Y, Z, XY, XZ, YZ, XYZ };
|
|
|
|
|
|
std::optional<Axis> HandleInput(const Ray& ray);
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### 3.3.2 Editor 模式状态机
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
enum class EditorMode { Edit, Play, Paused };
|
|
|
|
|
|
|
|
|
|
|
|
class EditorStateMachine {
|
|
|
|
|
|
public:
|
|
|
|
|
|
void SetMode(EditorMode mode);
|
|
|
|
|
|
EditorMode GetMode() const { return m_mode; }
|
|
|
|
|
|
|
|
|
|
|
|
void Update(float dt);
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
EditorMode m_mode = EditorMode::Edit;
|
|
|
|
|
|
|
|
|
|
|
|
void EnterEditMode();
|
|
|
|
|
|
void ExitEditMode();
|
|
|
|
|
|
void EnterPlayMode();
|
|
|
|
|
|
void ExitPlayMode();
|
|
|
|
|
|
};
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## 四、重构实施计划
|
|
|
|
|
|
|
|
|
|
|
|
### 阶段一:架构重构(第 1-2 周)
|
|
|
|
|
|
|
|
|
|
|
|
| 任务 | 依赖 | 状态 |
|
|
|
|
|
|
|------|------|------|
|
|
|
|
|
|
| Panel 类独立化 | - | ✅ 完成 |
|
|
|
|
|
|
| 引入事件总线 | - | ✅ 完成 |
|
|
|
|
|
|
| EditorContext 接口定义 | Panel 独立化 | ✅ 完成 |
|
|
|
|
|
|
| SelectionManager 改造 | 事件总线 | ✅ 完成 |
|
|
|
|
|
|
| EditorLayer 重构 | 上述全部 | ✅ 完成 |
|
|
|
|
|
|
|
|
|
|
|
|
**已完成的文件**:
|
|
|
|
|
|
- `editor/src/panels/Panel.h/cpp` - 独立的 Panel 基类
|
|
|
|
|
|
- `editor/src/Core/EventBus.h` - 类型安全事件总线
|
|
|
|
|
|
- `editor/src/Core/EditorEvents.h` - 编辑器事件类型定义
|
|
|
|
|
|
- `editor/src/Core/ISelectionManager.h` - 选择管理器接口
|
|
|
|
|
|
- `editor/src/Core/SelectionManagerImpl.h` - 选择管理器实现
|
|
|
|
|
|
- `editor/src/Core/IEditorContext.h` - 编辑器上下文接口
|
|
|
|
|
|
- `editor/src/Core/EditorContextImpl.h` - 编辑器上下文实现
|
|
|
|
|
|
|
2026-03-25 15:54:22 +08:00
|
|
|
|
**2026-03-25 更新**:
|
|
|
|
|
|
- `editor/src/panels/HierarchyPanel.h/cpp` - 已迁移至 IEditorContext
|
|
|
|
|
|
- `editor/src/panels/InspectorPanel.h/cpp` - 已迁移至 IEditorContext + EventBus
|
|
|
|
|
|
- 移除了所有 Panel 中的 `SelectionManager::Get()` 和 `EditorSceneManager::Get()` 单例调用
|
|
|
|
|
|
- SceneManager::RenameEntity 实现已添加
|
|
|
|
|
|
|
2026-03-25 15:35:00 +08:00
|
|
|
|
### 阶段二:核心功能(第 3-4 周)
|
|
|
|
|
|
|
|
|
|
|
|
| 任务 | 依赖 | 状态 |
|
|
|
|
|
|
|------|------|------|
|
|
|
|
|
|
| Undo/Redo 系统 | 事件总线 | TODO |
|
|
|
|
|
|
| Command 基类 | - | TODO |
|
|
|
|
|
|
| 常用 Command 实现 | Undo/Redo 系统 | TODO |
|
|
|
|
|
|
| 场景序列化 | Command 基类 | TODO |
|
|
|
|
|
|
| SceneManager 重构 | 事件总线、Command | TODO |
|
|
|
|
|
|
|
|
|
|
|
|
### 阶段三:Inspector 改进(第 5-6 周)
|
|
|
|
|
|
|
|
|
|
|
|
| 任务 | 依赖 | 状态 |
|
|
|
|
|
|
|------|------|------|
|
|
|
|
|
|
| ComponentEditor 接口 | 阶段一完成 | TODO |
|
|
|
|
|
|
| TransformComponentEditor | ComponentEditor 接口 | TODO |
|
|
|
|
|
|
| MeshRendererComponentEditor | AssetHandle 系统 | TODO |
|
|
|
|
|
|
| 动态添加组件 UI | ComponentEditor 接口 | TODO |
|
|
|
|
|
|
|
|
|
|
|
|
### 阶段四:SceneView 实现(第 7-8 周)
|
|
|
|
|
|
|
|
|
|
|
|
| 任务 | 依赖 | 状态 |
|
|
|
|
|
|
|------|------|------|
|
|
|
|
|
|
| CameraController | - | TODO |
|
|
|
|
|
|
| GizmosRenderer | CameraController | TODO |
|
|
|
|
|
|
| Selection Outline | GizmosRenderer | TODO |
|
|
|
|
|
|
| Grid Renderer | - | TODO |
|
|
|
|
|
|
|
|
|
|
|
|
### 阶段五:Play/Edit 模式(第 9-10 周)
|
|
|
|
|
|
|
|
|
|
|
|
| 任务 | 依赖 | 状态 |
|
|
|
|
|
|
|------|------|------|
|
|
|
|
|
|
| EditorStateMachine | 阶段一完成 | TODO |
|
|
|
|
|
|
| 场景状态保存/恢复 | 序列化 | TODO |
|
|
|
|
|
|
| GameView 集成 | StateMachine | TODO |
|
|
|
|
|
|
| 工具栏 UI | GizmosRenderer | TODO |
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## 五、注意事项
|
|
|
|
|
|
|
|
|
|
|
|
### 5.1 向后兼容
|
|
|
|
|
|
|
|
|
|
|
|
- 保持 `GameObject`、`Component` 等核心类接口不变
|
|
|
|
|
|
- 新增接口使用 `virtual` 或默认实现
|
|
|
|
|
|
- 序列化格式预留 `version` 字段
|
|
|
|
|
|
|
|
|
|
|
|
### 5.2 性能考虑
|
|
|
|
|
|
|
|
|
|
|
|
- Undo/Redo 栈限制最大容量
|
|
|
|
|
|
- 事件总线使用 `std::function` 的 `std::any` 存储避免类型擦除开销
|
|
|
|
|
|
- Inspector 使用 `std::unordered_map` 加速组件编辑器查找
|
|
|
|
|
|
|
|
|
|
|
|
### 5.3 测试计划
|
|
|
|
|
|
|
|
|
|
|
|
- 单元测试:Command、Serializer、EventBus
|
|
|
|
|
|
- 集成测试:Undo/Redo 完整流程
|
|
|
|
|
|
- UI 测试:手动测试为主
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## 六、代码规范
|
|
|
|
|
|
|
|
|
|
|
|
### 6.1 命名规范
|
|
|
|
|
|
|
|
|
|
|
|
- Editor 相关类放在 `XCEngine::Editor` 命名空间
|
|
|
|
|
|
- 接口类前缀 `I`(如 `ISelectionManager`)
|
|
|
|
|
|
- Editor 内部实现后缀 `Impl`(如 `SelectionManagerImpl`)
|
|
|
|
|
|
|
|
|
|
|
|
### 6.2 文件组织
|
|
|
|
|
|
|
|
|
|
|
|
```
|
|
|
|
|
|
editor/src/
|
|
|
|
|
|
├── Core/
|
|
|
|
|
|
│ ├── EditorContext.h/cpp
|
|
|
|
|
|
│ ├── EventBus.h/cpp
|
|
|
|
|
|
│ └── UndoRedo.h/cpp
|
|
|
|
|
|
├── Commands/
|
|
|
|
|
|
│ ├── Command.h
|
|
|
|
|
|
│ ├── CreateEntityCommand.h/cpp
|
|
|
|
|
|
│ ├── DeleteEntityCommand.h/cpp
|
|
|
|
|
|
│ └── TransformCommand.h/cpp
|
|
|
|
|
|
├── Panels/
|
|
|
|
|
|
│ ├── Panel.h # 基础类
|
|
|
|
|
|
│ ├── HierarchyPanel.h/cpp
|
|
|
|
|
|
│ ├── InspectorPanel.h/cpp
|
|
|
|
|
|
│ └── ...
|
|
|
|
|
|
└── UI/
|
|
|
|
|
|
├── Gizmos.h/cpp
|
|
|
|
|
|
└── CameraController.h/cpp
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
### 6.3 禁止事项
|
|
|
|
|
|
|
|
|
|
|
|
- ❌ 禁止在 Editor 代码中使用 `static` 单例模式
|
|
|
|
|
|
- ❌ 禁止直接持有 `GameObject*` 裸指针
|
|
|
|
|
|
- ❌ 禁止在 Release 版本保留 `Debug::Logger` 调用
|
|
|
|
|
|
- ❌ 禁止硬编码任何路径
|