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XCEngine/editor/src/panels/InspectorPanel.cpp

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#include "InspectorPanel.h"
#include "Managers/SceneManager.h"
#include "Managers/SelectionManager.h"
#include <imgui.h>
#include <string>
#include <glm/glm.hpp>
namespace UI {
InspectorPanel::InspectorPanel() : Panel("Inspector") {
m_selectionHandlerId = SelectionManager::Get().OnSelectionChanged.Subscribe([this](uint64_t) {
});
}
InspectorPanel::~InspectorPanel() {
SelectionManager::Get().OnSelectionChanged.Unsubscribe(m_selectionHandlerId);
}
void InspectorPanel::Render() {
ImGui::Begin(m_name.c_str(), nullptr, ImGuiWindowFlags_None);
XCEngine::Components::GameObject* entity = SelectionManager::Get().GetSelectedEntity();
if (entity) {
RenderEntity(entity);
} else {
ImGui::Text("No object selected");
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Select an object in Hierarchy");
}
ImGui::End();
}
void InspectorPanel::RenderEntity(XCEngine::Components::GameObject* entity) {
ImGui::Text("%s", entity->GetName().c_str());
ImGui::Separator();
for (auto& component : entity->m_components) {
RenderComponent(component.get());
ImGui::Separator();
}
}
void InspectorPanel::RenderComponent(XCEngine::Components::Component* component) {
if (!component) return;
const char* name = component->GetName().c_str();
std::string headerId = std::string(name) + "##" + std::to_string(reinterpret_cast<uintptr_t>(component));
if (ImGui::CollapsingHeader(headerId.c_str(), ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Indent(10.0f);
if (auto* transform = dynamic_cast<XCEngine::Components::TransformComponent*>(component)) {
glm::vec3 position = transform->GetLocalPosition();
glm::vec3 rotation = transform->GetLocalEulerAngles();
glm::vec3 scale = transform->GetLocalScale();
if (ImGui::DragFloat3("Position", &position.x, 0.1f)) {
transform->SetLocalPosition(position);
}
if (ImGui::DragFloat3("Rotation", &rotation.x, 1.0f)) {
transform->SetLocalEulerAngles(rotation);
}
if (ImGui::DragFloat3("Scale", &scale.x, 0.1f)) {
transform->SetLocalScale(scale);
}
}
ImGui::Unindent(10.0f);
}
}
}