2026-03-20 17:08:06 +08:00
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#include "InspectorPanel.h"
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#include "Managers/SceneManager.h"
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#include "Managers/SelectionManager.h"
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#include <imgui.h>
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#include <string>
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namespace UI {
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InspectorPanel::InspectorPanel() : Panel("Inspector") {
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m_selectionHandlerId = SelectionManager::Get().OnSelectionChanged.Subscribe([this](EntityID) {
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});
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}
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InspectorPanel::~InspectorPanel() {
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SelectionManager::Get().OnSelectionChanged.Unsubscribe(m_selectionHandlerId);
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}
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void InspectorPanel::Render() {
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ImGui::Begin(m_name.c_str(), nullptr, ImGuiWindowFlags_None);
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EntityID selectedId = SelectionManager::Get().GetSelectedEntity();
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2026-03-20 19:43:17 +08:00
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GameObject* entity = SceneManager::Get().GetEntity(selectedId);
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2026-03-20 17:08:06 +08:00
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if (entity) {
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RenderEntity(entity);
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} else {
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ImGui::Text("No object selected");
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ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Select an object in Hierarchy");
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}
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ImGui::End();
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}
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2026-03-20 19:43:17 +08:00
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void InspectorPanel::RenderEntity(GameObject* entity) {
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2026-03-20 17:08:06 +08:00
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ImGui::Text("%s", entity->name.c_str());
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ImGui::Separator();
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for (auto& component : entity->components) {
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RenderComponent(component.get());
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ImGui::Separator();
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}
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}
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void InspectorPanel::RenderComponent(Component* component) {
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if (!component) return;
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const char* name = component->GetName().c_str();
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std::string headerId = name + std::string("##") + std::to_string(reinterpret_cast<uintptr_t>(component));
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if (ImGui::CollapsingHeader(headerId.c_str(), ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::Indent(10.0f);
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if (auto* transform = dynamic_cast<TransformComponent*>(component)) {
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ImGui::Text("Position");
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ImGui::SameLine(80);
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ImGui::SetNextItemWidth(180);
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ImGui::DragFloat3("##Position", transform->position, 0.1f);
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ImGui::Text("Rotation");
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ImGui::SameLine(80);
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ImGui::SetNextItemWidth(180);
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ImGui::DragFloat3("##Rotation", transform->rotation, 1.0f);
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ImGui::Text("Scale");
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ImGui::SameLine(80);
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ImGui::SetNextItemWidth(180);
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ImGui::DragFloat3("##Scale", transform->scale, 0.1f);
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}
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else if (auto* meshRenderer = dynamic_cast<MeshRendererComponent*>(component)) {
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char materialBuffer[256] = {};
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strncpy_s(materialBuffer, meshRenderer->materialName.c_str(), sizeof(materialBuffer) - 1);
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ImGui::Text("Material");
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ImGui::SameLine(80);
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ImGui::SetNextItemWidth(180);
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if (ImGui::InputText("##Material", materialBuffer, sizeof(materialBuffer))) {
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meshRenderer->materialName = materialBuffer;
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}
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char meshBuffer[256] = {};
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strncpy_s(meshBuffer, meshRenderer->meshName.c_str(), sizeof(meshBuffer) - 1);
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ImGui::Text("Mesh");
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ImGui::SameLine(80);
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ImGui::SetNextItemWidth(180);
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if (ImGui::InputText("##Mesh", meshBuffer, sizeof(meshBuffer))) {
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meshRenderer->meshName = meshBuffer;
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}
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}
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ImGui::Unindent(10.0f);
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}
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}
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}
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