Editor: UI panels and GameObject updates

This commit is contained in:
2026-03-25 01:23:08 +08:00
parent dc970d215b
commit c9e459c179
21 changed files with 651 additions and 184 deletions

View File

@@ -10,6 +10,7 @@ namespace Editor {
InspectorPanel::InspectorPanel() : Panel("Inspector") {
m_selectionHandlerId = SelectionManager::Get().OnSelectionChanged.Subscribe([this](uint64_t) {
m_selectedGameObject = SelectionManager::Get().GetSelectedEntity();
});
}
@@ -20,10 +21,10 @@ InspectorPanel::~InspectorPanel() {
void InspectorPanel::Render() {
ImGui::Begin(m_name.c_str(), nullptr, ImGuiWindowFlags_None);
::XCEngine::Components::GameObject* entity = SelectionManager::Get().GetSelectedEntity();
m_selectedGameObject = SelectionManager::Get().GetSelectedEntity();
if (entity) {
RenderEntity(entity);
if (m_selectedGameObject) {
RenderGameObject(m_selectedGameObject);
} else {
ImGui::Text("No object selected");
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Select an object in Hierarchy");
@@ -32,27 +33,80 @@ void InspectorPanel::Render() {
ImGui::End();
}
void InspectorPanel::RenderEntity(::XCEngine::Components::GameObject* entity) {
ImGui::Text("%s", entity->GetName().c_str());
ImGui::Separator();
void InspectorPanel::RenderGameObject(::XCEngine::Components::GameObject* gameObject) {
char nameBuffer[256];
strcpy_s(nameBuffer, gameObject->GetName().c_str());
ImGui::InputText("##Name", nameBuffer, sizeof(nameBuffer));
if (ImGui::IsItemDeactivatedAfterEdit()) {
gameObject->SetName(nameBuffer);
}
auto components = entity->GetComponents<::XCEngine::Components::Component>();
ImGui::SameLine();
if (ImGui::Button("Add Component")) {
ImGui::OpenPopup("AddComponent");
}
RenderAddComponentPopup(gameObject);
auto components = gameObject->GetComponents<::XCEngine::Components::Component>();
for (auto* component : components) {
RenderComponent(component);
ImGui::Separator();
RenderComponent(component, gameObject);
}
}
void InspectorPanel::RenderComponent(::XCEngine::Components::Component* component) {
void InspectorPanel::RenderAddComponentPopup(::XCEngine::Components::GameObject* gameObject) {
if (!ImGui::BeginPopup("AddComponent")) {
return;
}
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(12.0f, 10.0f));
ImGui::SeparatorText("Components");
if (ImGui::MenuItem("Transform", nullptr, false, !gameObject->GetComponent<::XCEngine::Components::TransformComponent>())) {
gameObject->AddComponent<::XCEngine::Components::TransformComponent>();
ImGui::CloseCurrentPopup();
}
ImGui::SeparatorText("Other");
ImGui::TextDisabled("No more components available");
ImGui::PopStyleVar();
ImGui::EndPopup();
}
void InspectorPanel::RenderComponent(::XCEngine::Components::Component* component, ::XCEngine::Components::GameObject* gameObject) {
if (!component) return;
const char* name = component->GetName().c_str();
std::string headerId = std::string(name) + "##" + std::to_string(reinterpret_cast<uintptr_t>(component));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2{4, 2});
if (ImGui::CollapsingHeader(headerId.c_str(), ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Indent(10.0f);
ImGuiTreeNodeFlags flags =
ImGuiTreeNodeFlags_DefaultOpen |
ImGuiTreeNodeFlags_Framed |
ImGuiTreeNodeFlags_SpanAvailWidth |
ImGuiTreeNodeFlags_FramePadding |
ImGuiTreeNodeFlags_AllowOverlap;
bool open = ImGui::TreeNodeEx((void*)typeid(*component).hash_code(), flags, "%s", name);
ImGui::PopStyleVar();
bool removeComponent = false;
if (ImGui::BeginPopupContextItem("ComponentSettings")) {
if (ImGui::MenuItem("Remove Component")) {
removeComponent = true;
}
ImGui::EndPopup();
}
if (removeComponent) {
RemoveComponentByType(component, gameObject);
return;
}
if (open) {
if (auto* transform = dynamic_cast<::XCEngine::Components::TransformComponent*>(component)) {
::XCEngine::Math::Vector3 position = transform->GetLocalPosition();
::XCEngine::Math::Vector3 rotation = transform->GetLocalEulerAngles();
@@ -71,7 +125,23 @@ void InspectorPanel::RenderComponent(::XCEngine::Components::Component* componen
}
}
ImGui::Unindent(10.0f);
ImGui::TreePop();
}
}
void InspectorPanel::RemoveComponentByType(::XCEngine::Components::Component* component, ::XCEngine::Components::GameObject* gameObject) {
if (!component || !gameObject) return;
if (dynamic_cast<::XCEngine::Components::TransformComponent*>(component)) {
return;
}
auto components = gameObject->GetComponents<::XCEngine::Components::Component>();
for (auto* comp : components) {
if (comp == component) {
gameObject->RemoveComponent<::XCEngine::Components::Component>();
break;
}
}
}