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
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@@ -19,14 +19,15 @@ namespace Engine.Editor;
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/// split exists at all.
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///
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/// Nothing here reads or writes a Component through GetComponent/Query —
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/// the Hierarchy and Inspector panels (not built yet) will walk
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/// IWorld.Roots and GameObject.Components directly instead, which is why
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/// this plugin never needs to declare Reads/Writes on its system: those
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/// checks only guard the typed accessors, not plain property reads. See
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/// GameObject.AddComponent's own doc comment on the same gap.
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/// HierarchyPanel walks IWorld.Roots/GameObject.Children directly, and the
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/// not-yet-built Inspector will walk GameObject.Components the same way —
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/// which is why this plugin never needs to declare Reads/Writes on its
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/// system: those checks only guard the typed accessors, not plain property
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/// reads. See GameObject.AddComponent's own doc comment on the same gap.
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/// </summary>
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public sealed class EditorPlugin : IPlugin
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{
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private readonly EditorState _state = new();
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private GL? _gl;
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private ImGuiController? _controller;
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private ITime? _time;
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@@ -64,6 +65,8 @@ public sealed class EditorPlugin : IPlugin
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ImGui.Text($"Frame: {_time.FrameCount}");
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ImGui.End();
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HierarchyPanel.Draw(world, _state);
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_controller.Render();
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}
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}
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