feat(editor): unify component registration pipeline

This commit is contained in:
2026-03-26 02:24:11 +08:00
parent 1ef3048da1
commit d018a4c82c
17 changed files with 268 additions and 116 deletions

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@@ -33,6 +33,7 @@ add_executable(${PROJECT_NAME} WIN32
src/Application.cpp
src/Theme.cpp
src/Core/UndoManager.cpp
src/ComponentEditors/ComponentEditorRegistry.cpp
src/Managers/SceneManager.cpp
src/Managers/ProjectManager.cpp
src/Core/EditorConsoleSink.cpp

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@@ -1,6 +1,7 @@
#pragma once
#include "IComponentEditor.h"
#include "Core/IUndoManager.h"
#include "UI/UI.h"
#include <XCEngine/Components/CameraComponent.h>
@@ -10,12 +11,12 @@ namespace Editor {
class CameraComponentEditor : public IComponentEditor {
public:
const char* GetDisplayName() const override {
const char* GetComponentTypeName() const override {
return "Camera";
}
bool CanEdit(::XCEngine::Components::Component* component) const override {
return dynamic_cast<::XCEngine::Components::CameraComponent*>(component) != nullptr;
const char* GetDisplayName() const override {
return "Camera";
}
bool Render(::XCEngine::Components::Component* component, IUndoManager* undoManager) override {
@@ -119,10 +120,6 @@ public:
return gameObject->GetComponent<::XCEngine::Components::CameraComponent>() ? "Already Added" : nullptr;
}
::XCEngine::Components::Component* AddTo(::XCEngine::Components::GameObject* gameObject) const override {
return gameObject ? gameObject->AddComponent<::XCEngine::Components::CameraComponent>() : nullptr;
}
bool CanRemove(::XCEngine::Components::Component* component) const override {
return CanEdit(component);
}

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@@ -0,0 +1,45 @@
#include "ComponentEditors/ComponentEditorRegistry.h"
#include "ComponentEditors/CameraComponentEditor.h"
#include "ComponentEditors/LightComponentEditor.h"
#include "ComponentEditors/TransformComponentEditor.h"
namespace XCEngine {
namespace Editor {
ComponentEditorRegistry& ComponentEditorRegistry::Get() {
static ComponentEditorRegistry registry;
return registry;
}
ComponentEditorRegistry::ComponentEditorRegistry() {
RegisterEditor(std::make_unique<TransformComponentEditor>());
RegisterEditor(std::make_unique<CameraComponentEditor>());
RegisterEditor(std::make_unique<LightComponentEditor>());
}
void ComponentEditorRegistry::RegisterEditor(std::unique_ptr<IComponentEditor> editor) {
if (!editor) {
return;
}
IComponentEditor* editorPtr = editor.get();
m_editorsByType[editor->GetComponentTypeName()] = editorPtr;
m_editors.push_back(std::move(editor));
}
IComponentEditor* ComponentEditorRegistry::FindEditor(::XCEngine::Components::Component* component) const {
return component ? FindEditorByTypeName(component->GetName()) : nullptr;
}
IComponentEditor* ComponentEditorRegistry::FindEditorByTypeName(const std::string& componentTypeName) const {
const auto it = m_editorsByType.find(componentTypeName);
return it != m_editorsByType.end() ? it->second : nullptr;
}
const std::vector<std::unique_ptr<IComponentEditor>>& ComponentEditorRegistry::GetEditors() const {
return m_editors;
}
} // namespace Editor
} // namespace XCEngine

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@@ -0,0 +1,30 @@
#pragma once
#include "IComponentEditor.h"
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
namespace XCEngine {
namespace Editor {
class ComponentEditorRegistry {
public:
static ComponentEditorRegistry& Get();
void RegisterEditor(std::unique_ptr<IComponentEditor> editor);
IComponentEditor* FindEditor(::XCEngine::Components::Component* component) const;
IComponentEditor* FindEditorByTypeName(const std::string& componentTypeName) const;
const std::vector<std::unique_ptr<IComponentEditor>>& GetEditors() const;
private:
ComponentEditorRegistry();
std::vector<std::unique_ptr<IComponentEditor>> m_editors;
std::unordered_map<std::string, IComponentEditor*> m_editorsByType;
};
} // namespace Editor
} // namespace XCEngine

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@@ -1,5 +1,6 @@
#pragma once
#include <XCEngine/Components/ComponentFactoryRegistry.h>
#include <XCEngine/Components/Component.h>
#include <XCEngine/Components/GameObject.h>
@@ -12,8 +13,11 @@ class IComponentEditor {
public:
virtual ~IComponentEditor() = default;
virtual const char* GetComponentTypeName() const = 0;
virtual const char* GetDisplayName() const = 0;
virtual bool CanEdit(::XCEngine::Components::Component* component) const = 0;
virtual bool CanEdit(::XCEngine::Components::Component* component) const {
return component && component->GetName() == GetComponentTypeName();
}
virtual bool Render(::XCEngine::Components::Component* component, IUndoManager* undoManager) = 0;
virtual bool ShowInAddComponentMenu() const { return true; }
@@ -23,8 +27,9 @@ public:
return nullptr;
}
virtual ::XCEngine::Components::Component* AddTo(::XCEngine::Components::GameObject* gameObject) const {
(void)gameObject;
return nullptr;
return gameObject
? ::XCEngine::Components::ComponentFactoryRegistry::Get().CreateComponent(gameObject, GetComponentTypeName())
: nullptr;
}
virtual bool CanRemove(::XCEngine::Components::Component* component) const {

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@@ -1,6 +1,7 @@
#pragma once
#include "IComponentEditor.h"
#include "Core/IUndoManager.h"
#include "UI/UI.h"
#include <XCEngine/Components/LightComponent.h>
@@ -10,12 +11,12 @@ namespace Editor {
class LightComponentEditor : public IComponentEditor {
public:
const char* GetDisplayName() const override {
const char* GetComponentTypeName() const override {
return "Light";
}
bool CanEdit(::XCEngine::Components::Component* component) const override {
return dynamic_cast<::XCEngine::Components::LightComponent*>(component) != nullptr;
const char* GetDisplayName() const override {
return "Light";
}
bool Render(::XCEngine::Components::Component* component, IUndoManager* undoManager) override {
@@ -103,10 +104,6 @@ public:
return gameObject->GetComponent<::XCEngine::Components::LightComponent>() ? "Already Added" : nullptr;
}
::XCEngine::Components::Component* AddTo(::XCEngine::Components::GameObject* gameObject) const override {
return gameObject ? gameObject->AddComponent<::XCEngine::Components::LightComponent>() : nullptr;
}
bool CanRemove(::XCEngine::Components::Component* component) const override {
return CanEdit(component);
}

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@@ -1,6 +1,7 @@
#pragma once
#include "IComponentEditor.h"
#include "Core/IUndoManager.h"
#include "UI/UI.h"
#include <XCEngine/Components/TransformComponent.h>
@@ -10,12 +11,12 @@ namespace Editor {
class TransformComponentEditor : public IComponentEditor {
public:
const char* GetDisplayName() const override {
const char* GetComponentTypeName() const override {
return "Transform";
}
bool CanEdit(::XCEngine::Components::Component* component) const override {
return dynamic_cast<::XCEngine::Components::TransformComponent*>(component) != nullptr;
const char* GetDisplayName() const override {
return "Transform";
}
bool Render(::XCEngine::Components::Component* component, IUndoManager* undoManager) override {

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@@ -1,10 +1,9 @@
#include "SceneManager.h"
#include "Core/EventBus.h"
#include "Core/EditorEvents.h"
#include <XCEngine/Components/ComponentFactoryRegistry.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Components/AudioSourceComponent.h>
#include <XCEngine/Components/AudioListenerComponent.h>
#include <algorithm>
#include <filesystem>
#include <fstream>
@@ -21,29 +20,6 @@ std::pair<std::string, std::string> SerializeComponent(const ::XCEngine::Compone
return { component->GetName(), payload.str() };
}
::XCEngine::Components::Component* CreateComponentByName(
::XCEngine::Components::GameObject* gameObject,
const std::string& componentName) {
if (!gameObject) {
return nullptr;
}
if (componentName == "Camera") {
return gameObject->AddComponent<::XCEngine::Components::CameraComponent>();
}
if (componentName == "Light") {
return gameObject->AddComponent<::XCEngine::Components::LightComponent>();
}
if (componentName == "AudioSource") {
return gameObject->AddComponent<::XCEngine::Components::AudioSourceComponent>();
}
if (componentName == "AudioListener") {
return gameObject->AddComponent<::XCEngine::Components::AudioListenerComponent>();
}
return nullptr;
}
} // namespace
SceneManager::SceneManager(EventBus* eventBus)
@@ -152,7 +128,7 @@ void SceneManager::CopyEntity(::XCEngine::Components::GameObject::ID id) {
}
for (const auto& componentData : data.components) {
if (auto* component = CreateComponentByName(newEntity, componentData.first)) {
if (auto* component = ::XCEngine::Components::ComponentFactoryRegistry::Get().CreateComponent(newEntity, componentData.first)) {
if (!componentData.second.empty()) {
std::istringstream payloadStream(componentData.second);
component->Deserialize(payloadStream);

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@@ -5,10 +5,8 @@
#include "Core/IUndoManager.h"
#include "Core/EventBus.h"
#include "Core/EditorEvents.h"
#include "ComponentEditors/CameraComponentEditor.h"
#include "ComponentEditors/ComponentEditorRegistry.h"
#include "ComponentEditors/IComponentEditor.h"
#include "ComponentEditors/LightComponentEditor.h"
#include "ComponentEditors/TransformComponentEditor.h"
#include "Utils/UndoUtils.h"
#include <imgui.h>
#include <string>
@@ -16,9 +14,7 @@
namespace XCEngine {
namespace Editor {
InspectorPanel::InspectorPanel() : Panel("Inspector") {
RegisterDefaultComponentEditors();
}
InspectorPanel::InspectorPanel() : Panel("Inspector") {}
InspectorPanel::~InspectorPanel() {
if (m_context) {
@@ -33,34 +29,6 @@ void InspectorPanel::OnSelectionChanged(const SelectionChangedEvent& event) {
m_selectedEntityId = event.primarySelection;
}
void InspectorPanel::RegisterDefaultComponentEditors() {
RegisterComponentEditor(std::make_unique<TransformComponentEditor>());
RegisterComponentEditor(std::make_unique<CameraComponentEditor>());
RegisterComponentEditor(std::make_unique<LightComponentEditor>());
}
void InspectorPanel::RegisterComponentEditor(std::unique_ptr<IComponentEditor> editor) {
if (!editor) {
return;
}
m_componentEditors.push_back(std::move(editor));
}
IComponentEditor* InspectorPanel::GetEditorFor(::XCEngine::Components::Component* component) const {
if (!component) {
return nullptr;
}
for (const auto& editor : m_componentEditors) {
if (editor && editor->CanEdit(component)) {
return editor.get();
}
}
return nullptr;
}
void InspectorPanel::Render() {
ImGui::Begin(m_name.c_str(), nullptr, ImGuiWindowFlags_None);
@@ -126,7 +94,7 @@ void InspectorPanel::RenderAddComponentPopup(::XCEngine::Components::GameObject*
ImGui::Separator();
bool drewAnyEntry = false;
for (const auto& editor : m_componentEditors) {
for (const auto& editor : ComponentEditorRegistry::Get().GetEditors()) {
if (!editor || !editor->ShowInAddComponentMenu()) {
continue;
}
@@ -167,7 +135,7 @@ void InspectorPanel::RenderAddComponentPopup(::XCEngine::Components::GameObject*
void InspectorPanel::RenderComponent(::XCEngine::Components::Component* component, ::XCEngine::Components::GameObject* gameObject) {
if (!component) return;
IComponentEditor* editor = GetEditorFor(component);
IComponentEditor* editor = ComponentEditorRegistry::Get().FindEditor(component);
const char* name = component->GetName().c_str();

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@@ -3,8 +3,6 @@
#include "Panel.h"
#include <cstdint>
#include <memory>
#include <vector>
namespace XCEngine {
namespace Components {
@@ -14,8 +12,6 @@ class GameObject;
namespace Editor {
class IComponentEditor;
class InspectorPanel : public Panel {
public:
InspectorPanel();
@@ -24,9 +20,6 @@ public:
void Render() override;
private:
void RegisterDefaultComponentEditors();
void RegisterComponentEditor(std::unique_ptr<IComponentEditor> editor);
IComponentEditor* GetEditorFor(::XCEngine::Components::Component* component) const;
void RenderGameObject(::XCEngine::Components::GameObject* gameObject);
void RenderAddComponentPopup(::XCEngine::Components::GameObject* gameObject);
void RenderComponent(::XCEngine::Components::Component* component, ::XCEngine::Components::GameObject* gameObject);
@@ -35,7 +28,6 @@ private:
uint64_t m_selectionHandlerId = 0;
uint64_t m_selectedEntityId = 0;
std::vector<std::unique_ptr<IComponentEditor>> m_componentEditors;
};
}

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@@ -247,6 +247,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/LightComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/AudioSourceComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/AudioListenerComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/ComponentFactoryRegistry.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/Component.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/TransformComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/GameObject.cpp
@@ -254,6 +255,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/LightComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/AudioSourceComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/AudioListenerComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/ComponentFactoryRegistry.cpp
# Scene
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Scene/Scene.h

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@@ -0,0 +1,32 @@
#pragma once
#include <string>
#include <unordered_map>
#include <vector>
namespace XCEngine {
namespace Components {
class Component;
class GameObject;
class ComponentFactoryRegistry {
public:
using CreateComponentFn = Component* (*)(GameObject* gameObject);
static ComponentFactoryRegistry& Get();
void RegisterFactory(const std::string& typeName, CreateComponentFn createFn);
Component* CreateComponent(GameObject* gameObject, const std::string& typeName) const;
bool IsRegistered(const std::string& typeName) const;
const std::vector<std::string>& GetRegisteredTypes() const;
private:
ComponentFactoryRegistry();
std::unordered_map<std::string, CreateComponentFn> m_factories;
std::vector<std::string> m_registrationOrder;
};
} // namespace Components
} // namespace XCEngine

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@@ -0,0 +1,67 @@
#include "Components/ComponentFactoryRegistry.h"
#include "Components/AudioListenerComponent.h"
#include "Components/AudioSourceComponent.h"
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/LightComponent.h"
namespace XCEngine {
namespace Components {
namespace {
template<typename T>
Component* CreateBuiltInComponent(GameObject* gameObject) {
return gameObject ? gameObject->AddComponent<T>() : nullptr;
}
} // namespace
ComponentFactoryRegistry& ComponentFactoryRegistry::Get() {
static ComponentFactoryRegistry registry;
return registry;
}
ComponentFactoryRegistry::ComponentFactoryRegistry() {
RegisterFactory("Camera", &CreateBuiltInComponent<CameraComponent>);
RegisterFactory("Light", &CreateBuiltInComponent<LightComponent>);
RegisterFactory("AudioSource", &CreateBuiltInComponent<AudioSourceComponent>);
RegisterFactory("AudioListener", &CreateBuiltInComponent<AudioListenerComponent>);
}
void ComponentFactoryRegistry::RegisterFactory(const std::string& typeName, CreateComponentFn createFn) {
if (typeName.empty() || !createFn) {
return;
}
const auto [it, inserted] = m_factories.insert_or_assign(typeName, createFn);
(void)it;
if (inserted) {
m_registrationOrder.push_back(typeName);
}
}
Component* ComponentFactoryRegistry::CreateComponent(GameObject* gameObject, const std::string& typeName) const {
if (!gameObject) {
return nullptr;
}
const auto it = m_factories.find(typeName);
if (it == m_factories.end() || !it->second) {
return nullptr;
}
return it->second(gameObject);
}
bool ComponentFactoryRegistry::IsRegistered(const std::string& typeName) const {
return m_factories.find(typeName) != m_factories.end();
}
const std::vector<std::string>& ComponentFactoryRegistry::GetRegisteredTypes() const {
return m_registrationOrder;
}
} // namespace Components
} // namespace XCEngine

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@@ -1,10 +1,7 @@
#include "Scene/Scene.h"
#include "Components/ComponentFactoryRegistry.h"
#include "Components/GameObject.h"
#include "Components/TransformComponent.h"
#include "Components/CameraComponent.h"
#include "Components/LightComponent.h"
#include "Components/AudioSourceComponent.h"
#include "Components/AudioListenerComponent.h"
#include <sstream>
#include <algorithm>
#include <unordered_map>
@@ -66,27 +63,6 @@ std::string UnescapeString(const std::string& value) {
return unescaped;
}
Component* CreateComponentByType(GameObject* gameObject, const std::string& type) {
if (!gameObject) {
return nullptr;
}
if (type == "Camera") {
return gameObject->AddComponent<CameraComponent>();
}
if (type == "Light") {
return gameObject->AddComponent<LightComponent>();
}
if (type == "AudioSource") {
return gameObject->AddComponent<AudioSourceComponent>();
}
if (type == "AudioListener") {
return gameObject->AddComponent<AudioListenerComponent>();
}
return nullptr;
}
void SerializeGameObjectRecursive(std::ostream& os, GameObject* gameObject) {
if (!gameObject) {
return;
@@ -345,7 +321,7 @@ void Scene::DeserializeFromString(const std::string& data) {
}
for (const PendingComponentData& componentData : pending.components) {
if (Component* component = CreateComponentByType(go.get(), componentData.type)) {
if (Component* component = ComponentFactoryRegistry::Get().CreateComponent(go.get(), componentData.type)) {
if (!componentData.payload.empty()) {
std::istringstream componentStream(componentData.payload);
component->Deserialize(componentStream);

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@@ -4,6 +4,7 @@ project(XCEngine_ComponentsTests)
set(COMPONENTS_TEST_SOURCES
test_component.cpp
test_component_factory_registry.cpp
test_transform_component.cpp
test_game_object.cpp
test_camera_light_component.cpp

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@@ -0,0 +1,36 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/AudioListenerComponent.h>
#include <XCEngine/Components/AudioSourceComponent.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/ComponentFactoryRegistry.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/LightComponent.h>
using namespace XCEngine::Components;
namespace {
TEST(ComponentFactoryRegistry_Test, BuiltInTypesAreRegistered) {
auto& registry = ComponentFactoryRegistry::Get();
EXPECT_TRUE(registry.IsRegistered("Camera"));
EXPECT_TRUE(registry.IsRegistered("Light"));
EXPECT_TRUE(registry.IsRegistered("AudioSource"));
EXPECT_TRUE(registry.IsRegistered("AudioListener"));
EXPECT_FALSE(registry.IsRegistered("Transform"));
EXPECT_FALSE(registry.IsRegistered("MissingComponent"));
}
TEST(ComponentFactoryRegistry_Test, CreateBuiltInComponentsByTypeName) {
GameObject gameObject("FactoryTarget");
auto& registry = ComponentFactoryRegistry::Get();
EXPECT_NE(dynamic_cast<CameraComponent*>(registry.CreateComponent(&gameObject, "Camera")), nullptr);
EXPECT_NE(dynamic_cast<LightComponent*>(registry.CreateComponent(&gameObject, "Light")), nullptr);
EXPECT_NE(dynamic_cast<AudioSourceComponent*>(registry.CreateComponent(&gameObject, "AudioSource")), nullptr);
EXPECT_NE(dynamic_cast<AudioListenerComponent*>(registry.CreateComponent(&gameObject, "AudioListener")), nullptr);
EXPECT_EQ(registry.CreateComponent(&gameObject, "MissingComponent"), nullptr);
}
} // namespace

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@@ -1,4 +1,6 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/AudioListenerComponent.h>
#include <XCEngine/Components/AudioSourceComponent.h>
#include <XCEngine/Scene/Scene.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
@@ -262,6 +264,30 @@ TEST_F(SceneTest, Save_ContainsGameObjectData) {
std::filesystem::remove(scenePath);
}
TEST_F(SceneTest, Save_And_Load_PreservesAudioComponents) {
GameObject* listenerObject = testScene->CreateGameObject("Listener");
GameObject* sourceObject = testScene->CreateGameObject("Source");
listenerObject->AddComponent<AudioListenerComponent>();
sourceObject->AddComponent<AudioSourceComponent>();
const std::filesystem::path scenePath = GetTempScenePath("test_scene_audio_components.xc");
testScene->Save(scenePath.string());
Scene loadedScene;
loadedScene.Load(scenePath.string());
GameObject* loadedListenerObject = loadedScene.Find("Listener");
GameObject* loadedSourceObject = loadedScene.Find("Source");
ASSERT_NE(loadedListenerObject, nullptr);
ASSERT_NE(loadedSourceObject, nullptr);
EXPECT_NE(loadedListenerObject->GetComponent<AudioListenerComponent>(), nullptr);
EXPECT_NE(loadedSourceObject->GetComponent<AudioSourceComponent>(), nullptr);
std::filesystem::remove(scenePath);
}
TEST_F(SceneTest, Save_And_Load_PreservesHierarchyAndComponents) {
testScene->SetName("Serialized Scene");
testScene->SetActive(false);