- SelectionManagerImpl -> SelectionManager - EditorContextImpl -> EditorContext - Removed unused SceneManagerImpl and ISceneManager The Impl suffix was inconsistent with Unity naming conventions.
585 lines
15 KiB
Markdown
585 lines
15 KiB
Markdown
# Editor 重构计划
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## 一、当前问题总结
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### 1.1 架构问题
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| 问题 | 位置 | 严重程度 |
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|------|------|----------|
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| `Panel` 滥用 `Core::Layer` 继承 | `editor/src/panels/Panel.h` | P0 |
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| 单例模式滥用 | 所有 Manager 类 | P1 |
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| 直接使用 `GameObject*` 裸指针 | 各 Panel 文件 | P1 |
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| `EditorSceneManager` 职责过重 | `editor/src/Managers/SceneManager.h` | P1 |
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| 无统一事件总线 | 整体架构 | P1 |
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### 1.2 功能缺失
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| 功能 | 当前状态 |
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|------|----------|
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| Undo/Redo | 完全缺失 |
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| 场景序列化/反序列化 | 完全缺失 |
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| 资源引用系统 | 完全缺失 |
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| Play/Edit 模式切换 | 只有框架 |
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| Transform Gizmos | 完全缺失 |
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| Inspector 组件扩展 | 仅支持 TransformComponent |
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| 场景/游戏视图相机控制 | 完全缺失 |
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### 1.3 代码质量
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- 硬编码路径(崩溃日志路径)
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- 调试日志残留(InspectorPanel 中大量无意义的 Debug 日志)
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- 内存泄漏风险(raw new 无智能指针)
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- 异常处理硬编码
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---
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## 二、重构目标
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### 2.1 短期目标(原型验证)
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- [ ] 解决 P0 级架构问题
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- [ ] 实现基础 Undo/Redo
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- [ ] 实现场景序列化
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- [ ] 分离引擎核心与编辑器状态
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### 2.2 中期目标(功能完善)
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- [ ] 实现 Transform Gizmos
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- [ ] 实现 Inspector 组件扩展机制
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- [ ] 实现场景/游戏视图相机控制
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- [ ] 实现 Play/Edit 模式切换
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- [ ] 实现资源引用系统
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### 2.3 长期目标(生产可用)
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- [ ] 编辑器配置序列化
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- [ ] 插件系统
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- [ ] 多场景编辑
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- [ ] 性能优化
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---
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## 三、重构方案
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### 3.1 架构重构
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#### 3.1.1 Panel 独立化
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**现状**:
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```cpp
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class Panel : public Core::Layer { // ❌ 编辑器面板不是游戏层级
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```
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**重构**:
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```cpp
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namespace XCEngine {
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namespace Editor {
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class Panel {
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public:
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Panel(const std::string& name) : m_name(name), m_isOpen(true) {}
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virtual ~Panel() = default;
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virtual void OnAttach() {}
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virtual void OnDetach() {}
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virtual void OnUpdate(float dt) {}
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virtual void OnEvent(void* event) {}
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virtual void Render() = 0;
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bool IsOpen() const { return m_isOpen; }
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void SetOpen(bool open) { m_isOpen = open; }
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protected:
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std::string m_name;
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bool m_isOpen;
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};
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} // namespace Editor
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} // namespace XCEngine
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```
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**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。
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#### 3.1.2 单例改造为依赖注入
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**现状**:
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```cpp
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class SelectionManager {
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public:
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static SelectionManager& Get() { ... } // ❌ 单例
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};
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```
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**重构**:
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```cpp
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class IEditorContext {
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public:
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virtual ~IEditorContext() = default;
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virtual ISelectionManager& GetSelectionManager() = 0;
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virtual ISceneManager& GetSceneManager() = 0;
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virtual IProjectManager& GetProjectManager() = 0;
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virtual IUndoRedoSystem& GetUndoRedoSystem() = 0;
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};
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class EditorLayer {
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public:
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void SetContext(std::shared_ptr<IEditorContext> context) { m_context = context; }
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private:
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std::shared_ptr<IEditorContext> m_context;
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};
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```
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#### 3.1.3 引入事件总线
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**新增 `EditorEventBus`**:
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```cpp
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class EditorEventBus {
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public:
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template<typename T>
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void Subscribe(std::function<void(const T&)> handler);
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template<typename T>
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void Unsubscribe(uint64_t id);
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template<typename T>
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void Publish(const T& event);
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private:
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std::unordered_map<size_t, std::vector<std::function<void(void*)>>> m_handlers;
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std::unordered_map<size_t, uint64_t> m_nextId;
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};
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```
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**定义事件类型**:
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```cpp
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struct SelectionChangedEvent {
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std::vector<GameObjectID> selectedObjects;
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};
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struct EntityCreatedEvent {
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GameObjectID entityId;
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};
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struct EntityDestroyedEvent {
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GameObjectID entityId;
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};
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```
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#### 3.1.4 GameObject 生命周期管理
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**现状**:
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```cpp
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::XCEngine::Components::GameObject* m_selectedGameObject = nullptr; // ❌ 裸指针
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```
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**重构**:
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```cpp
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using GameObjectHandle = ResourceHandle<GameObject>;
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struct SelectionState {
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std::vector<GameObjectHandle> selectedObjects;
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GameObjectHandle primarySelection; // 最后选中的
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};
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```
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---
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### 3.2 功能重构
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#### 3.2.1 Undo/Redo 系统
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**Command Pattern 实现**:
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```cpp
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class ICommand {
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public:
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virtual ~ICommand() = default;
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virtual void Execute() = 0;
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virtual void Undo() = 0;
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virtual std::string GetName() const = 0;
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};
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class CreateEntityCommand : public ICommand {
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public:
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CreateEntityCommand(ISceneManager& scene, GameObjectHandle parent, std::string name);
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void Execute() override;
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void Undo() override;
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std::string GetName() const override { return "Create " + m_name; }
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private:
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ISceneManager& m_scene;
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GameObjectHandle m_parent;
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std::string m_name;
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GameObjectHandle m_createdEntity;
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};
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class DeleteEntityCommand : public ICommand {
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public:
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DeleteEntityCommand(ISceneManager& scene, GameObjectHandle entity);
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void Execute() override;
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void Undo() override;
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std::string GetName() const override { return "Delete " + m_entityName; }
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private:
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ISceneManager& m_scene;
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GameObjectHandle m_entity;
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std::string m_entityName;
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std::vector<GameObjectHandle> m_children;
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GameObjectHandle m_parent;
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// 存储删除前的完整状态用于恢复
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};
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class TransformCommand : public ICommand {
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public:
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TransformCommand(GameObjectHandle entity, const Transform& oldState, const Transform& newState);
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void Execute() override { Apply(m_newState); }
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void Undo() override { Apply(m_oldState); }
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private:
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void Apply(const Transform& t);
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GameObjectHandle m_entity;
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Transform m_oldState;
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Transform m_newState;
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};
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```
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**Undo/Redo Manager**:
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```cpp
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class UndoRedoSystem {
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public:
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void Execute(std::unique_ptr<ICommand> command);
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void Undo();
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void Redo();
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bool CanUndo() const { return m_undoStack.size() > m_historyIndex + 1; }
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bool CanRedo() const { return m_historyIndex >= 0; }
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private:
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std::vector<std::unique_ptr<ICommand>> m_undoStack;
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int m_historyIndex = -1;
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static constexpr size_t MAX_HISTORY = 100;
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};
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```
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#### 3.2.2 场景序列化
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**Scene 序列化接口**:
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```cpp
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class ISceneSerializer {
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public:
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virtual ~ISceneSerializer() = default;
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virtual bool Serialize(IScene* scene, const std::string& path) = 0;
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virtual bool Deserialize(IScene* scene, const std::string& path) = 0;
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};
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class JsonSceneSerializer : public ISceneSerializer {
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public:
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bool Serialize(IScene* scene, const std::string& path) override;
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bool Deserialize(IScene* scene, const std::string& path) override;
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private:
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nlohmann::json GameObjectToJson(GameObject* go);
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GameObject* JsonToGameObject(const nlohmann::json& j, GameObject* parent);
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};
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```
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**序列化格式(JSON)**:
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```json
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{
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"version": "1.0",
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"name": "MainScene",
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"entities": [
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{
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"id": "1234567890",
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"name": "Player",
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"components": [
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{
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"type": "TransformComponent",
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"position": [0, 0, 0],
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"rotation": [0, 0, 0],
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"scale": [1, 1, 1]
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},
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{
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"type": "MeshRendererComponent",
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"mesh": "Assets/Meshes/cube.mesh",
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"material": "Assets/Materials/default.mat"
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}
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],
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"children": [
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{
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"id": "9876543210",
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"name": "Weapon",
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"components": [...]
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}
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]
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}
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]
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}
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```
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#### 3.2.3 Inspector 组件扩展机制
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**抽象 Component 编辑器**:
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```cpp
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class IComponentEditor {
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public:
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virtual ~IComponentEditor() = default;
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virtual std::string GetComponentTypeName() const = 0;
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virtual bool CanEdit(Component* component) const = 0;
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virtual void Render(Component* component) = 0;
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};
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class TransformComponentEditor : public IComponentEditor {
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public:
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std::string GetComponentTypeName() const override { return "TransformComponent"; }
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bool CanEdit(Component* component) const override {
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return dynamic_cast<TransformComponent*>(component) != nullptr;
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}
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void Render(Component* component) override;
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};
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class InspectorPanel {
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public:
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void RegisterComponentEditor(std::unique_ptr<IComponentEditor> editor);
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void RenderGameObject(GameObject* gameObject);
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private:
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std::vector<std::unique_ptr<IComponentEditor>> m_editors;
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std::unique_ptr<IComponentEditor> GetEditorFor(Component* component);
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};
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```
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**注册默认编辑器**:
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```cpp
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void InspectorPanel::Initialize() {
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RegisterComponentEditor(std::make_unique<TransformComponentEditor>());
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// 后续添加更多编辑器
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}
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```
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#### 3.2.4 资源引用系统
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**AssetHandle**:
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```cpp
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template<typename T>
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class AssetHandle {
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public:
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AssetHandle() = default;
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explicit AssetHandle(AssetID id, std::shared_ptr<T> asset = nullptr);
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AssetID GetID() const { return m_id; }
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T* Get() const { return m_asset.get(); }
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T* operator->() const { return m_asset.get(); }
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explicit operator bool() const { return m_asset != nullptr; }
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private:
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AssetID m_id;
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std::shared_ptr<T> m_asset;
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};
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class MeshRendererComponent {
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public:
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AssetHandle<Mesh> GetMesh() const { return m_mesh; }
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void SetMesh(AssetHandle<Mesh> mesh) { m_mesh = mesh; }
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private:
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AssetHandle<Mesh> m_mesh;
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AssetHandle<Material> m_material;
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};
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```
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---
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### 3.3 界面重构
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#### 3.3.1 SceneView 实现
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**相机控制器**:
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```cpp
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class SceneViewCameraController {
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public:
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enum class Mode { Pan, Orbit, Zoom };
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void OnUpdate(float dt);
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void OnMouseMove(int x, int y);
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void OnMouseWheel(int delta);
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Matrix4 GetViewMatrix() const;
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Matrix4 GetProjectionMatrix() const;
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private:
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Mode m_mode = Mode::Orbit;
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Vector3 m_target = Vector3::Zero();
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float m_distance = 10.0f;
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float m_pitch = 0.0f;
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float m_yaw = 0.0f;
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bool m_isDragging = false;
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ImVec2 m_lastMousePos;
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};
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```
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**Gizmos 渲染**:
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```cpp
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class GizmosRenderer {
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public:
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void DrawTranslateGizmo(GameObjectHandle target);
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void DrawRotateGizmo(GameObjectHandle target);
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void DrawScaleGizmo(GameObjectHandle target);
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enum class Axis { X, Y, Z, XY, XZ, YZ, XYZ };
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std::optional<Axis> HandleInput(const Ray& ray);
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};
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```
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#### 3.3.2 Editor 模式状态机
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```cpp
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enum class EditorMode { Edit, Play, Paused };
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class EditorStateMachine {
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public:
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void SetMode(EditorMode mode);
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EditorMode GetMode() const { return m_mode; }
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void Update(float dt);
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private:
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EditorMode m_mode = EditorMode::Edit;
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void EnterEditMode();
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void ExitEditMode();
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void EnterPlayMode();
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void ExitPlayMode();
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};
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```
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---
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## 四、重构实施计划
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### 阶段一:架构重构(第 1-2 周)
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| 任务 | 依赖 | 状态 |
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|------|------|------|
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| Panel 类独立化 | - | ✅ 完成 |
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| 引入事件总线 | - | ✅ 完成 |
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| EditorContext 接口定义 | Panel 独立化 | ✅ 完成 |
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| SelectionManager 改造 | 事件总线 | ✅ 完成 |
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| EditorLayer 重构 | 上述全部 | ✅ 完成 |
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**已完成的文件**:
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- `editor/src/panels/Panel.h/cpp` - 独立的 Panel 基类
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- `editor/src/Core/EventBus.h` - 类型安全事件总线
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- `editor/src/Core/EditorEvents.h` - 编辑器事件类型定义
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- `editor/src/Core/ISelectionManager.h` - 选择管理器接口
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- `editor/src/Core/SelectionManagerImpl.h` - 选择管理器实现
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- `editor/src/Core/IEditorContext.h` - 编辑器上下文接口
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- `editor/src/Core/EditorContextImpl.h` - 编辑器上下文实现
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- `editor/src/Core/EditorConsoleSink.h/cpp` - Editor 专用日志 Sink
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**2026-03-25 更新**:
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- `editor/src/panels/HierarchyPanel.h/cpp` - 已迁移至 IEditorContext
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- `editor/src/panels/InspectorPanel.h/cpp` - 已迁移至 IEditorContext + EventBus
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- 移除了所有 Panel 中的 `SelectionManager::Get()` 和 `EditorSceneManager::Get()` 单例调用
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- SceneManager::RenameEntity 实现已添加
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- **日志系统统一**:删除了独立的 LogSystem 单例,Editor 和 Engine 共用 Debug::Logger
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- ConsolePanel 改用 EditorConsoleSink 从 Logger 读取日志
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- 删除了 `editor/src/Managers/LogSystem.h/cpp` 和 `editor/src/Core/LogEntry.h`
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### 阶段二:核心功能(第 3-4 周)
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| 任务 | 依赖 | 状态 |
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|------|------|------|
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| Undo/Redo 系统 | 事件总线 | TODO |
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| Command 基类 | - | TODO |
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| 常用 Command 实现 | Undo/Redo 系统 | TODO |
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| 场景序列化 | Command 基类 | TODO |
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| SceneManager 重构 | 事件总线、Command | TODO |
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### 阶段三:Inspector 改进(第 5-6 周)
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| 任务 | 依赖 | 状态 |
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|------|------|------|
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| ComponentEditor 接口 | 阶段一完成 | TODO |
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| TransformComponentEditor | ComponentEditor 接口 | TODO |
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| MeshRendererComponentEditor | AssetHandle 系统 | TODO |
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| 动态添加组件 UI | ComponentEditor 接口 | TODO |
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### 阶段四:SceneView 实现(第 7-8 周)
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| 任务 | 依赖 | 状态 |
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|------|------|------|
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| CameraController | - | TODO |
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| GizmosRenderer | CameraController | TODO |
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| Selection Outline | GizmosRenderer | TODO |
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| Grid Renderer | - | TODO |
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### 阶段五:Play/Edit 模式(第 9-10 周)
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| 任务 | 依赖 | 状态 |
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|------|------|------|
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| 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
|