M3: Hierarchy panel — click a GameObject to select it

HierarchyPanel walks IWorld.Roots/GameObject.Children recursively as
ImGui tree nodes, clicking one sets EditorState.Selected — the shared
selection the not-yet-built Inspector panel will read from the same
instance. PushID(go.GetHashCode()) scopes each node's ID by object
identity rather than name, since nothing stops two sibling GameObjects
sharing a Name and ImGui's default label-based IDs would otherwise merge
their open/selected state.

Also gives samples/WindowDemo/scene.json a child GameObject (offset,
half-scale, parented under Quad) — the existing scene only had one root,
nothing to show a tree with. Verified by screenshot: both quads render at
their correct composed WorldMatrix (the child visibly smaller and offset,
confirming parent/child composition is still correct through this
change), and Hierarchy lists "Quad" as a collapsible node.

Full suite still green: 65 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
This commit is contained in:
Emil
2026-09-02 16:19:36 +03:00
co-authored by Claude Sonnet 5
parent 4c67c2c905
commit bccb8c3ba7
4 changed files with 87 additions and 6 deletions
@@ -19,14 +19,15 @@ namespace Engine.Editor;
/// split exists at all.
///
/// Nothing here reads or writes a Component through GetComponent/Query —
/// the Hierarchy and Inspector panels (not built yet) will walk
/// IWorld.Roots and GameObject.Components directly instead, which is why
/// this plugin never needs to declare Reads/Writes on its system: those
/// checks only guard the typed accessors, not plain property reads. See
/// GameObject.AddComponent's own doc comment on the same gap.
/// HierarchyPanel walks IWorld.Roots/GameObject.Children directly, and the
/// not-yet-built Inspector will walk GameObject.Components the same way —
/// which is why this plugin never needs to declare Reads/Writes on its
/// system: those checks only guard the typed accessors, not plain property
/// reads. See GameObject.AddComponent's own doc comment on the same gap.
/// </summary>
public sealed class EditorPlugin : IPlugin
{
private readonly EditorState _state = new();
private GL? _gl;
private ImGuiController? _controller;
private ITime? _time;
@@ -64,6 +65,8 @@ public sealed class EditorPlugin : IPlugin
ImGui.Text($"Frame: {_time.FrameCount}");
ImGui.End();
HierarchyPanel.Draw(world, _state);
_controller.Render();
}
}
@@ -0,0 +1,15 @@
using Engine.Kernel.World;
namespace Engine.Editor;
/// <summary>
/// Shared, per-session editor state — currently just which GameObject the
/// Hierarchy panel last clicked, so the Inspector panel (built against this
/// same instance) knows what to show. One instance per EditorPlugin, not
/// static: reloading engine.editor should start with nothing selected, not
/// hold a reference to a GameObject that may not even exist anymore.
/// </summary>
internal sealed class EditorState
{
public GameObject? Selected { get; set; }
}
@@ -0,0 +1,50 @@
using Engine.Kernel.World;
using ImGuiNET;
namespace Engine.Editor;
/// <summary>
/// Walks IWorld.Roots/GameObject.Children directly — not Query&lt;T&gt;(),
/// there's no component type to query for here — so, like EditorPlugin
/// itself, this never touches SystemAccessScope and needs no declared
/// Reads/Writes.
/// </summary>
internal static class HierarchyPanel
{
public static void Draw(IWorld world, EditorState state)
{
ImGui.Begin("Hierarchy");
foreach (var root in world.Roots)
DrawNode(root, state);
ImGui.End();
}
private static void DrawNode(GameObject go, EditorState state)
{
// PushID/PopID, not relying on go.Name for identity: sibling
// GameObjects can share a name (nothing stops it), and ImGui's
// default ID-from-label would then merge their open/selected state.
ImGui.PushID(go.GetHashCode());
var flags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.SpanAvailWidth;
if (go.Children.Count == 0)
flags |= ImGuiTreeNodeFlags.Leaf | ImGuiTreeNodeFlags.NoTreePushOnOpen;
if (ReferenceEquals(state.Selected, go))
flags |= ImGuiTreeNodeFlags.Selected;
var open = ImGui.TreeNodeEx(go.Name, flags);
if (ImGui.IsItemClicked())
state.Selected = go;
if (open && go.Children.Count > 0)
{
foreach (var child in go.Children)
DrawNode(child, state);
ImGui.TreePop();
}
ImGui.PopID();
}
}