238 lines
8.0 KiB
C++
238 lines
8.0 KiB
C++
#include "Features/Inspector/InspectorPresentationModel.h"
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#include "Features/Inspector/Components/IInspectorComponentEditor.h"
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#include "Features/Inspector/Components/InspectorComponentEditorRegistry.h"
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#include "Scene/EditorSceneRuntime.h"
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#include <XCEngine/Components/GameObject.h>
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#include <filesystem>
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namespace XCEngine::UI::Editor::App {
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namespace {
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using ::XCEngine::Components::GameObject;
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using Widgets::UIEditorPropertyGridField;
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using Widgets::UIEditorPropertyGridFieldKind;
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using Widgets::UIEditorPropertyGridSection;
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std::string PathToUtf8String(const std::filesystem::path& path) {
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const std::u8string value = path.u8string();
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return std::string(value.begin(), value.end());
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}
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std::string ResolveSceneObjectDisplayName(
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const InspectorSceneObjectSubject& sceneObject) {
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return sceneObject.displayName.empty()
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? std::string("GameObject")
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: sceneObject.displayName;
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}
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std::string ResolveProjectSelectionTitle(
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const EditorSelectionState& selection) {
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if (!selection.displayName.empty()) {
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return selection.displayName;
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}
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return selection.directory
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? std::string("Folder")
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: std::string("Asset");
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}
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UIEditorPropertyGridField BuildReadOnlyTextField(
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std::string fieldId,
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std::string label,
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std::string value) {
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UIEditorPropertyGridField field = {};
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field.fieldId = std::move(fieldId);
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field.label = std::move(label);
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field.kind = UIEditorPropertyGridFieldKind::Text;
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field.valueText = std::move(value);
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field.readOnly = true;
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return field;
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}
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void AppendReadOnlySection(
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InspectorPresentationModel& model,
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std::string sectionId,
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std::string title,
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std::vector<UIEditorPropertyGridField> fields) {
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UIEditorPropertyGridSection section = {};
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section.sectionId = std::move(sectionId);
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section.title = std::move(title);
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section.fields = std::move(fields);
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model.sections.push_back(std::move(section));
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}
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void AppendFallbackComponentSection(
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InspectorPresentationModel& model,
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const EditorSceneComponentDescriptor& descriptor) {
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std::vector<UIEditorPropertyGridField> fields = {};
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fields.push_back(BuildReadOnlyTextField(
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"component." + descriptor.componentId + ".type",
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"Type",
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descriptor.typeName));
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fields.push_back(BuildReadOnlyTextField(
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"component." + descriptor.componentId + ".status",
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"Status",
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"Inspector not implemented"));
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AppendReadOnlySection(
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model,
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"component." + descriptor.componentId,
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descriptor.typeName,
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std::move(fields));
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}
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void AppendComponentPresentation(
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InspectorPresentationModel& model,
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const EditorSceneComponentDescriptor& descriptor,
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const GameObject* gameObject,
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const InspectorComponentEditorRegistry& componentEditorRegistry) {
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InspectorPresentationComponentBinding binding = {};
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binding.componentId = descriptor.componentId;
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binding.typeName = descriptor.typeName;
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binding.removable = descriptor.removable;
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InspectorComponentEditorContext context = {};
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context.gameObject = gameObject;
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context.component = descriptor.component;
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context.componentId = descriptor.componentId;
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context.typeName = descriptor.typeName;
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context.removable = descriptor.removable;
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const IInspectorComponentEditor* editor =
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componentEditorRegistry.FindEditor(descriptor.typeName);
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if (editor != nullptr) {
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context.displayName = std::string(editor->GetDisplayName());
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binding.displayName = context.displayName;
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const std::size_t sectionCountBefore = model.sections.size();
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editor->BuildSections(context, model.sections);
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for (std::size_t sectionIndex = sectionCountBefore;
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sectionIndex < model.sections.size();
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++sectionIndex) {
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for (const UIEditorPropertyGridField& field :
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model.sections[sectionIndex].fields) {
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binding.fieldIds.push_back(field.fieldId);
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}
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}
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} else {
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context.displayName = descriptor.typeName;
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binding.displayName = descriptor.typeName;
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AppendFallbackComponentSection(model, descriptor);
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if (!model.sections.empty()) {
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for (const UIEditorPropertyGridField& field :
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model.sections.back().fields) {
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binding.fieldIds.push_back(field.fieldId);
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}
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}
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}
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model.componentBindings.push_back(std::move(binding));
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}
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} // namespace
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InspectorPresentationModel BuildInspectorPresentationModel(
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const InspectorSubject& subject,
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const EditorSceneRuntime& sceneRuntime,
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const InspectorComponentEditorRegistry& componentEditorRegistry) {
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InspectorPresentationModel model = {};
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model.hasSelection = subject.HasSelection();
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switch (subject.kind) {
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case InspectorSubjectKind::ProjectAsset: {
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const EditorSelectionState& selection = subject.projectAsset.selection;
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const std::string title = ResolveProjectSelectionTitle(selection);
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const std::string typeLabel =
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selection.directory ? std::string("Folder") : std::string("Asset");
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model.title = title;
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model.subtitle = typeLabel;
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AppendReadOnlySection(
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model,
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"project.identity",
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"Identity",
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{
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BuildReadOnlyTextField("project.identity.type", "Type", typeLabel),
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BuildReadOnlyTextField("project.identity.name", "Name", title),
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BuildReadOnlyTextField("project.identity.id", "Id", selection.itemId)
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});
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AppendReadOnlySection(
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model,
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"project.location",
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"Location",
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{
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BuildReadOnlyTextField(
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"project.location.path",
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"Path",
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PathToUtf8String(selection.absolutePath))
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});
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return model;
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}
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case InspectorSubjectKind::SceneObject: {
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const InspectorSceneObjectSubject& sceneObject = subject.sceneObject;
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const std::string title = ResolveSceneObjectDisplayName(sceneObject);
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model.title = title;
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model.subtitle = "GameObject";
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AppendReadOnlySection(
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model,
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"scene.identity",
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"Identity",
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{
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BuildReadOnlyTextField("scene.identity.type", "Type", "GameObject"),
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BuildReadOnlyTextField("scene.identity.name", "Name", title),
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BuildReadOnlyTextField("scene.identity.id", "Id", sceneObject.itemId)
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});
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if (sceneObject.gameObject != nullptr) {
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const GameObject* parent = sceneObject.gameObject->GetParent();
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const std::string parentName =
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parent != nullptr
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? (parent->GetName().empty()
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? std::string("GameObject")
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: parent->GetName())
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: std::string("Scene Root");
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AppendReadOnlySection(
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model,
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"scene.hierarchy",
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"Hierarchy",
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{
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BuildReadOnlyTextField(
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"scene.hierarchy.children",
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"Children",
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std::to_string(sceneObject.gameObject->GetChildCount())),
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BuildReadOnlyTextField(
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"scene.hierarchy.parent",
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"Parent",
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parentName)
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});
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}
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for (const EditorSceneComponentDescriptor& descriptor :
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sceneRuntime.GetSelectedComponents()) {
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AppendComponentPresentation(
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model,
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descriptor,
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sceneObject.gameObject,
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componentEditorRegistry);
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}
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return model;
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}
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case InspectorSubjectKind::None:
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default:
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model.title = "Nothing selected";
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model.subtitle = "Select a hierarchy item or project asset.";
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return model;
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}
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}
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} // namespace XCEngine::UI::Editor::App
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