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
This commit is contained in:
2026-03-12 16:13:34 +08:00
parent 7d3e3b464d
commit a2f3db8718
19 changed files with 306 additions and 137 deletions

View File

@@ -1,22 +1,13 @@
#include "ProjectPanel.h"
#include "Managers/ProjectManager.h"
#include "Core/AssetItem.h"
#include <imgui.h>
#include <imgui_internal.h>
namespace UI {
ProjectPanel::ProjectPanel() : Panel("Project") {
m_folders = {"Assets", "Scenes", "Scripts", "Materials", "Prefabs"};
m_items = {
{"Cube", "Prefab", false},
{"Sphere", "Prefab", false},
{"Player", "Prefab", false},
{"MainScript", "Script", false},
{"DefaultMat", "Material", false},
{"Scene1", "Scene", false},
{"Textures", "Folder", true},
{"Models", "Folder", true},
};
ProjectManager::Get().CreateDemoAssets();
}
void ProjectPanel::Render() {
@@ -37,11 +28,12 @@ void ProjectPanel::Render() {
int columns = (int)(panelWidth / (buttonWidth + padding));
if (columns < 1) columns = 1;
for (int i = 0; i < m_items.size(); i++) {
auto& items = ProjectManager::Get().GetItems();
for (int i = 0; i < items.size(); i++) {
if (i > 0 && i % columns != 0) {
ImGui::SameLine();
}
RenderAssetItem(m_items[i], i);
RenderAssetItem(items[i], i);
}
ImGui::EndChild();
@@ -51,14 +43,14 @@ void ProjectPanel::Render() {
void ProjectPanel::RenderAssetItem(const AssetItem& item, int index) {
ImGui::PushID(index);
bool isSelected = (m_selectedIndex == index);
bool isSelected = (ProjectManager::Get().GetSelectedIndex() == index);
if (isSelected) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.26f, 0.59f, 0.98f, 0.40f));
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.40f, 0.40f, 0.40f, 0.50f));
}
ImVec2 buttonSize(80.0f, 90.0f);
if (ImGui::Button("##Asset", buttonSize)) {
m_selectedIndex = index;
ProjectManager::Get().SetSelectedIndex(index);
}
if (isSelected) {