- Replace SelectionManager::Get() singleton with m_context->GetSelectionManager() - Use EventBus for selection change events instead of direct subscription - Store entity ID (uint64_t) instead of GameObject* pointer - Resolve entity ID to GameObject* via SceneManager::GetEntity() - Remove direct includes of SelectionManager.h
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Editor 重构计划
一、当前问题总结
1.1 架构问题
| 问题 | 位置 | 严重程度 |
|---|---|---|
Panel 滥用 Core::Layer 继承 |
editor/src/panels/Panel.h |
P0 |
| 单例模式滥用 | 所有 Manager 类 | P1 |
直接使用 GameObject* 裸指针 |
各 Panel 文件 | P1 |
EditorSceneManager 职责过重 |
editor/src/Managers/SceneManager.h |
P1 |
| 无统一事件总线 | 整体架构 | P1 |
1.2 功能缺失
| 功能 | 当前状态 |
|---|---|
| Undo/Redo | 完全缺失 |
| 场景序列化/反序列化 | 完全缺失 |
| 资源引用系统 | 完全缺失 |
| Play/Edit 模式切换 | 只有框架 |
| Transform Gizmos | 完全缺失 |
| Inspector 组件扩展 | 仅支持 TransformComponent |
| 场景/游戏视图相机控制 | 完全缺失 |
1.3 代码质量
- 硬编码路径(崩溃日志路径)
- 调试日志残留(InspectorPanel 中大量无意义的 Debug 日志)
- 内存泄漏风险(raw new 无智能指针)
- 异常处理硬编码
二、重构目标
2.1 短期目标(原型验证)
- 解决 P0 级架构问题
- 实现基础 Undo/Redo
- 实现场景序列化
- 分离引擎核心与编辑器状态
2.2 中期目标(功能完善)
- 实现 Transform Gizmos
- 实现 Inspector 组件扩展机制
- 实现场景/游戏视图相机控制
- 实现 Play/Edit 模式切换
- 实现资源引用系统
2.3 长期目标(生产可用)
- 编辑器配置序列化
- 插件系统
- 多场景编辑
- 性能优化
三、重构方案
3.1 架构重构
3.1.1 Panel 独立化
现状:
class Panel : public Core::Layer { // ❌ 编辑器面板不是游戏层级
重构:
namespace XCEngine {
namespace Editor {
class Panel {
public:
Panel(const std::string& name) : m_name(name), m_isOpen(true) {}
virtual ~Panel() = default;
virtual void OnAttach() {}
virtual void OnDetach() {}
virtual void OnUpdate(float dt) {}
virtual void OnEvent(void* event) {}
virtual void Render() = 0;
bool IsOpen() const { return m_isOpen; }
void SetOpen(bool open) { m_isOpen = open; }
protected:
std::string m_name;
bool m_isOpen;
};
} // namespace Editor
} // namespace XCEngine
理由:Core::Layer 设计用于游戏层级系统(UI/World/Background),编辑器面板只是 UI 控件,不应继承它。
3.1.2 单例改造为依赖注入
现状:
class SelectionManager {
public:
static SelectionManager& Get() { ... } // ❌ 单例
};
重构:
class IEditorContext {
public:
virtual ~IEditorContext() = default;
virtual ISelectionManager& GetSelectionManager() = 0;
virtual ISceneManager& GetSceneManager() = 0;
virtual IProjectManager& GetProjectManager() = 0;
virtual IUndoRedoSystem& GetUndoRedoSystem() = 0;
};
class EditorLayer {
public:
void SetContext(std::shared_ptr<IEditorContext> context) { m_context = context; }
private:
std::shared_ptr<IEditorContext> m_context;
};
3.1.3 引入事件总线
新增 EditorEventBus:
class EditorEventBus {
public:
template<typename T>
void Subscribe(std::function<void(const T&)> handler);
template<typename T>
void Unsubscribe(uint64_t id);
template<typename T>
void Publish(const T& event);
private:
std::unordered_map<size_t, std::vector<std::function<void(void*)>>> m_handlers;
std::unordered_map<size_t, uint64_t> m_nextId;
};
定义事件类型:
struct SelectionChangedEvent {
std::vector<GameObjectID> selectedObjects;
};
struct EntityCreatedEvent {
GameObjectID entityId;
};
struct EntityDestroyedEvent {
GameObjectID entityId;
};
3.1.4 GameObject 生命周期管理
现状:
::XCEngine::Components::GameObject* m_selectedGameObject = nullptr; // ❌ 裸指针
重构:
using GameObjectHandle = ResourceHandle<GameObject>;
struct SelectionState {
std::vector<GameObjectHandle> selectedObjects;
GameObjectHandle primarySelection; // 最后选中的
};
3.2 功能重构
3.2.1 Undo/Redo 系统
Command Pattern 实现:
class ICommand {
public:
virtual ~ICommand() = default;
virtual void Execute() = 0;
virtual void Undo() = 0;
virtual std::string GetName() const = 0;
};
class CreateEntityCommand : public ICommand {
public:
CreateEntityCommand(ISceneManager& scene, GameObjectHandle parent, std::string name);
void Execute() override;
void Undo() override;
std::string GetName() const override { return "Create " + m_name; }
private:
ISceneManager& m_scene;
GameObjectHandle m_parent;
std::string m_name;
GameObjectHandle m_createdEntity;
};
class DeleteEntityCommand : public ICommand {
public:
DeleteEntityCommand(ISceneManager& scene, GameObjectHandle entity);
void Execute() override;
void Undo() override;
std::string GetName() const override { return "Delete " + m_entityName; }
private:
ISceneManager& m_scene;
GameObjectHandle m_entity;
std::string m_entityName;
std::vector<GameObjectHandle> m_children;
GameObjectHandle m_parent;
// 存储删除前的完整状态用于恢复
};
class TransformCommand : public ICommand {
public:
TransformCommand(GameObjectHandle entity, const Transform& oldState, const Transform& newState);
void Execute() override { Apply(m_newState); }
void Undo() override { Apply(m_oldState); }
private:
void Apply(const Transform& t);
GameObjectHandle m_entity;
Transform m_oldState;
Transform m_newState;
};
Undo/Redo Manager:
class UndoRedoSystem {
public:
void Execute(std::unique_ptr<ICommand> command);
void Undo();
void Redo();
bool CanUndo() const { return m_undoStack.size() > m_historyIndex + 1; }
bool CanRedo() const { return m_historyIndex >= 0; }
private:
std::vector<std::unique_ptr<ICommand>> m_undoStack;
int m_historyIndex = -1;
static constexpr size_t MAX_HISTORY = 100;
};
3.2.2 场景序列化
Scene 序列化接口:
class ISceneSerializer {
public:
virtual ~ISceneSerializer() = default;
virtual bool Serialize(IScene* scene, const std::string& path) = 0;
virtual bool Deserialize(IScene* scene, const std::string& path) = 0;
};
class JsonSceneSerializer : public ISceneSerializer {
public:
bool Serialize(IScene* scene, const std::string& path) override;
bool Deserialize(IScene* scene, const std::string& path) override;
private:
nlohmann::json GameObjectToJson(GameObject* go);
GameObject* JsonToGameObject(const nlohmann::json& j, GameObject* parent);
};
序列化格式(JSON):
{
"version": "1.0",
"name": "MainScene",
"entities": [
{
"id": "1234567890",
"name": "Player",
"components": [
{
"type": "TransformComponent",
"position": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
},
{
"type": "MeshRendererComponent",
"mesh": "Assets/Meshes/cube.mesh",
"material": "Assets/Materials/default.mat"
}
],
"children": [
{
"id": "9876543210",
"name": "Weapon",
"components": [...]
}
]
}
]
}
3.2.3 Inspector 组件扩展机制
抽象 Component 编辑器:
class IComponentEditor {
public:
virtual ~IComponentEditor() = default;
virtual std::string GetComponentTypeName() const = 0;
virtual bool CanEdit(Component* component) const = 0;
virtual void Render(Component* component) = 0;
};
class TransformComponentEditor : public IComponentEditor {
public:
std::string GetComponentTypeName() const override { return "TransformComponent"; }
bool CanEdit(Component* component) const override {
return dynamic_cast<TransformComponent*>(component) != nullptr;
}
void Render(Component* component) override;
};
class InspectorPanel {
public:
void RegisterComponentEditor(std::unique_ptr<IComponentEditor> editor);
void RenderGameObject(GameObject* gameObject);
private:
std::vector<std::unique_ptr<IComponentEditor>> m_editors;
std::unique_ptr<IComponentEditor> GetEditorFor(Component* component);
};
注册默认编辑器:
void InspectorPanel::Initialize() {
RegisterComponentEditor(std::make_unique<TransformComponentEditor>());
// 后续添加更多编辑器
}
3.2.4 资源引用系统
AssetHandle:
template<typename T>
class AssetHandle {
public:
AssetHandle() = default;
explicit AssetHandle(AssetID id, std::shared_ptr<T> asset = nullptr);
AssetID GetID() const { return m_id; }
T* Get() const { return m_asset.get(); }
T* operator->() const { return m_asset.get(); }
explicit operator bool() const { return m_asset != nullptr; }
private:
AssetID m_id;
std::shared_ptr<T> m_asset;
};
class MeshRendererComponent {
public:
AssetHandle<Mesh> GetMesh() const { return m_mesh; }
void SetMesh(AssetHandle<Mesh> mesh) { m_mesh = mesh; }
private:
AssetHandle<Mesh> m_mesh;
AssetHandle<Material> m_material;
};
3.3 界面重构
3.3.1 SceneView 实现
相机控制器:
class SceneViewCameraController {
public:
enum class Mode { Pan, Orbit, Zoom };
void OnUpdate(float dt);
void OnMouseMove(int x, int y);
void OnMouseWheel(int delta);
Matrix4 GetViewMatrix() const;
Matrix4 GetProjectionMatrix() const;
private:
Mode m_mode = Mode::Orbit;
Vector3 m_target = Vector3::Zero();
float m_distance = 10.0f;
float m_pitch = 0.0f;
float m_yaw = 0.0f;
bool m_isDragging = false;
ImVec2 m_lastMousePos;
};
Gizmos 渲染:
class GizmosRenderer {
public:
void DrawTranslateGizmo(GameObjectHandle target);
void DrawRotateGizmo(GameObjectHandle target);
void DrawScaleGizmo(GameObjectHandle target);
enum class Axis { X, Y, Z, XY, XZ, YZ, XYZ };
std::optional<Axis> HandleInput(const Ray& ray);
};
3.3.2 Editor 模式状态机
enum class EditorMode { Edit, Play, Paused };
class EditorStateMachine {
public:
void SetMode(EditorMode mode);
EditorMode GetMode() const { return m_mode; }
void Update(float dt);
private:
EditorMode m_mode = EditorMode::Edit;
void EnterEditMode();
void ExitEditMode();
void EnterPlayMode();
void ExitPlayMode();
};
四、重构实施计划
阶段一:架构重构(第 1-2 周)
| 任务 | 依赖 | 状态 |
|---|---|---|
| Panel 类独立化 | - | ✅ 完成 |
| 引入事件总线 | - | ✅ 完成 |
| EditorContext 接口定义 | Panel 独立化 | ✅ 完成 |
| SelectionManager 改造 | 事件总线 | ✅ 完成 |
| EditorLayer 重构 | 上述全部 | ✅ 完成 |
已完成的文件:
editor/src/panels/Panel.h/cpp- 独立的 Panel 基类editor/src/Core/EventBus.h- 类型安全事件总线editor/src/Core/EditorEvents.h- 编辑器事件类型定义editor/src/Core/ISelectionManager.h- 选择管理器接口editor/src/Core/SelectionManagerImpl.h- 选择管理器实现editor/src/Core/IEditorContext.h- 编辑器上下文接口editor/src/Core/EditorContextImpl.h- 编辑器上下文实现
2026-03-25 更新:
editor/src/panels/HierarchyPanel.h/cpp- 已迁移至 IEditorContexteditor/src/panels/InspectorPanel.h/cpp- 已迁移至 IEditorContext + EventBus- 移除了所有 Panel 中的
SelectionManager::Get()和EditorSceneManager::Get()单例调用 - SceneManager::RenameEntity 实现已添加
阶段二:核心功能(第 3-4 周)
| 任务 | 依赖 | 状态 |
|---|---|---|
| Undo/Redo 系统 | 事件总线 | TODO |
| Command 基类 | - | TODO |
| 常用 Command 实现 | Undo/Redo 系统 | TODO |
| 场景序列化 | Command 基类 | TODO |
| SceneManager 重构 | 事件总线、Command | TODO |
阶段三:Inspector 改进(第 5-6 周)
| 任务 | 依赖 | 状态 |
|---|---|---|
| ComponentEditor 接口 | 阶段一完成 | TODO |
| TransformComponentEditor | ComponentEditor 接口 | TODO |
| MeshRendererComponentEditor | AssetHandle 系统 | TODO |
| 动态添加组件 UI | ComponentEditor 接口 | TODO |
阶段四:SceneView 实现(第 7-8 周)
| 任务 | 依赖 | 状态 |
|---|---|---|
| CameraController | - | TODO |
| GizmosRenderer | CameraController | TODO |
| Selection Outline | GizmosRenderer | TODO |
| Grid Renderer | - | TODO |
阶段五:Play/Edit 模式(第 9-10 周)
| 任务 | 依赖 | 状态 |
|---|---|---|
| EditorStateMachine | 阶段一完成 | TODO |
| 场景状态保存/恢复 | 序列化 | TODO |
| GameView 集成 | StateMachine | TODO |
| 工具栏 UI | GizmosRenderer | TODO |
五、注意事项
5.1 向后兼容
- 保持
GameObject、Component等核心类接口不变 - 新增接口使用
virtual或默认实现 - 序列化格式预留
version字段
5.2 性能考虑
- Undo/Redo 栈限制最大容量
- 事件总线使用
std::function的std::any存储避免类型擦除开销 - Inspector 使用
std::unordered_map加速组件编辑器查找
5.3 测试计划
- 单元测试:Command、Serializer、EventBus
- 集成测试:Undo/Redo 完整流程
- UI 测试:手动测试为主
六、代码规范
6.1 命名规范
- Editor 相关类放在
XCEngine::Editor命名空间 - 接口类前缀
I(如ISelectionManager) - Editor 内部实现后缀
Impl(如SelectionManagerImpl)
6.2 文件组织
editor/src/
├── Core/
│ ├── EditorContext.h/cpp
│ ├── EventBus.h/cpp
│ └── UndoRedo.h/cpp
├── Commands/
│ ├── Command.h
│ ├── CreateEntityCommand.h/cpp
│ ├── DeleteEntityCommand.h/cpp
│ └── TransformCommand.h/cpp
├── Panels/
│ ├── Panel.h # 基础类
│ ├── HierarchyPanel.h/cpp
│ ├── InspectorPanel.h/cpp
│ └── ...
└── UI/
├── Gizmos.h/cpp
└── CameraController.h/cpp
6.3 禁止事项
- ❌ 禁止在 Editor 代码中使用
static单例模式 - ❌ 禁止直接持有
GameObject*裸指针 - ❌ 禁止在 Release 版本保留
Debug::Logger调用 - ❌ 禁止硬编码任何路径