Editor: UI panels and GameObject updates
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@@ -1,4 +1,5 @@
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#include "Application.h"
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#include "Layers/EditorLayer.h"
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#include <imgui_impl_win32.h>
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#include <imgui_impl_dx12.h>
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#include <imgui_internal.h>
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@@ -45,14 +46,6 @@ bool Application::Initialize(HWND hwnd) {
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m_srvHeap->GetCPUDescriptorHandleForHeapStart(),
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m_srvHeap->GetGPUDescriptorHandleForHeapStart());
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m_menuBar = std::make_unique<MenuBar>();
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m_hierarchyPanel = std::make_unique<HierarchyPanel>();
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m_sceneViewPanel = std::make_unique<SceneViewPanel>();
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m_gameViewPanel = std::make_unique<GameViewPanel>();
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m_inspectorPanel = std::make_unique<InspectorPanel>();
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m_consolePanel = std::make_unique<ConsolePanel>();
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m_projectPanel = std::make_unique<ProjectPanel>();
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wchar_t exePath[MAX_PATH];
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GetModuleFileNameW(nullptr, exePath, MAX_PATH);
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std::wstring exeDirW(exePath);
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@@ -66,12 +59,18 @@ bool Application::Initialize(HWND hwnd) {
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exeDir.resize(len - 1);
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WideCharToMultiByte(CP_UTF8, 0, exeDirW.c_str(), -1, &exeDir[0], len, nullptr, nullptr);
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}
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m_projectPanel->Initialize(exeDir);
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m_editorLayer = new EditorLayer();
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m_editorLayer->SetProjectPath(exeDir);
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m_layerStack.pushLayer(std::unique_ptr<Core::Layer>(m_editorLayer));
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m_layerStack.onAttach();
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return true;
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}
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void Application::Shutdown() {
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m_layerStack.onDetach();
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ImGui_ImplDX12_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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@@ -93,8 +92,7 @@ void Application::Render() {
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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SetupDockspace();
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RenderUI();
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m_layerStack.onImGuiRender();
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ImGui::Render();
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@@ -243,63 +241,5 @@ void Application::CleanupRenderTarget() {
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}
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}
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void Application::SetupDockspace() {
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static ImGuiDockNodeFlags dockspaceFlags = ImGuiDockNodeFlags_NoWindowMenuButton;
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ImGuiWindowFlags windowFlags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->Pos);
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ImGui::SetNextWindowSize(viewport->Size);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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windowFlags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
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windowFlags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::Begin("MainDockspace", nullptr, windowFlags);
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ImGui::PopStyleVar();
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ImGui::PopStyleVar(2);
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ImGuiID dockspaceId = ImGui::GetID("MyDockspace");
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ImGui::DockSpace(dockspaceId, ImVec2(0.0f, 0.0f), dockspaceFlags);
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static bool firstTime = true;
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if (firstTime) {
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firstTime = false;
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ImGui::DockBuilderRemoveNode(dockspaceId);
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ImGui::DockBuilderAddNode(dockspaceId, dockspaceFlags | ImGuiDockNodeFlags_DockSpace);
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ImGui::DockBuilderSetNodeSize(dockspaceId, viewport->Size);
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ImGuiID dockMain = dockspaceId;
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ImGuiID dockBottom = ImGui::DockBuilderSplitNode(dockMain, ImGuiDir_Down, 0.25f, nullptr, &dockMain);
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ImGuiID dockLeft = ImGui::DockBuilderSplitNode(dockMain, ImGuiDir_Left, 0.15f, nullptr, &dockMain);
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ImGuiID dockRight = ImGui::DockBuilderSplitNode(dockMain, ImGuiDir_Right, 0.25f, nullptr, &dockMain);
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ImGui::DockBuilderDockWindow("Hierarchy", dockLeft);
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ImGui::DockBuilderDockWindow("Scene", dockMain);
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ImGui::DockBuilderDockWindow("Game", dockMain);
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ImGui::DockBuilderDockWindow("Inspector", dockRight);
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ImGui::DockBuilderDockWindow("Console", dockBottom);
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ImGui::DockBuilderDockWindow("Project", dockBottom);
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ImGui::DockBuilderFinish(dockspaceId);
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}
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ImGui::End();
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}
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void Application::RenderUI() {
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m_menuBar->Render();
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m_hierarchyPanel->Render();
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m_sceneViewPanel->Render();
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m_gameViewPanel->Render();
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m_inspectorPanel->Render();
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m_consolePanel->Render();
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m_projectPanel->Render();
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}
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}
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}
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