重构UI架构:分离数据模型和显示逻辑
- 新增 Core 模块:GameObject、LogEntry、AssetItem 数据模型 - 新增 Managers 模块:SceneManager、LogSystem、ProjectManager - Panel 层只负责显示,不再持有数据 - 解耦 HierarchyPanel 和 InspectorPanel 之间的直接依赖
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@@ -1,40 +1,42 @@
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#include "ConsolePanel.h"
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#include "Managers/LogSystem.h"
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#include "Core/LogEntry.h"
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#include <imgui.h>
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namespace UI {
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ConsolePanel::ConsolePanel() : Panel("Console") {
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m_logs.push_back({LogEntry::Level::Info, "Engine initialized successfully"});
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m_logs.push_back({LogEntry::Level::Info, "Loading default scene..."});
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m_logs.push_back({LogEntry::Level::Warning, "Missing material on object 'Cube'"});
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m_logs.push_back({LogEntry::Level::Error, "Failed to load texture: 'Assets/Textures/missing.png'"});
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m_logs.push_back({LogEntry::Level::Info, "Scene loaded successfully"});
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LogSystem::Get().AddLog(LogEntry::Level::Info, "Engine initialized successfully");
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LogSystem::Get().AddLog(LogEntry::Level::Info, "Loading default scene...");
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LogSystem::Get().AddLog(LogEntry::Level::Warning, "Missing material on object 'Cube'");
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LogSystem::Get().AddLog(LogEntry::Level::Error, "Failed to load texture: 'Assets/Textures/missing.png'");
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LogSystem::Get().AddLog(LogEntry::Level::Info, "Scene loaded successfully");
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}
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void ConsolePanel::Render() {
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ImGui::Begin(m_name.c_str(), &m_isOpen, ImGuiWindowFlags_None);
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if (ImGui::Button("Clear")) {
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Clear();
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LogSystem::Get().Clear();
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}
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ImGui::SameLine();
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if (ImGui::Button("Info")) {
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AddLog(LogEntry::Level::Info, "Test info message");
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LogSystem::Get().AddLog(LogEntry::Level::Info, "Test info message");
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}
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ImGui::SameLine();
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if (ImGui::Button("Warn")) {
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AddLog(LogEntry::Level::Warning, "Test warning message");
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LogSystem::Get().AddLog(LogEntry::Level::Warning, "Test warning message");
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}
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ImGui::SameLine();
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if (ImGui::Button("Error")) {
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AddLog(LogEntry::Level::Error, "Test error message");
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LogSystem::Get().AddLog(LogEntry::Level::Error, "Test error message");
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}
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ImGui::Separator();
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ImGui::BeginChild("LogScroll", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
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for (const auto& log : m_logs) {
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for (const auto& log : LogSystem::Get().GetLogs()) {
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ImVec4 color;
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const char* prefix;
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@@ -65,13 +67,4 @@ void ConsolePanel::Render() {
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ImGui::End();
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}
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void ConsolePanel::AddLog(LogEntry::Level level, const std::string& message) {
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m_logs.push_back({level, message});
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m_scrollToBottom = true;
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}
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void ConsolePanel::Clear() {
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m_logs.clear();
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}
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}
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