using Engine.Input.Contracts;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Engine.Windowing.Contracts;
using ImGuiNET;
using Silk.NET.OpenGL;
using Silk.NET.OpenGL.Extensions.ImGui;
namespace Engine.Editor;
///
/// M3's editor shell: an ImGui overlay drawn on top of the running scene.
/// Registers on Stage.Render, after engine.render's own Draw (per
/// project.json's plugin order) so it paints into the same back buffer the
/// scene just drew into — and before Stage.Present's SwapBuffers, so the
/// UI isn't delayed a frame. See Stage.Present's doc comment for why that
/// split exists at all.
///
/// Nothing here reads or writes a Component through GetComponent/Query —
/// 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.
///
public sealed class EditorPlugin : IPlugin
{
private readonly EditorState _state = new();
private GL? _gl;
private ImGuiController? _controller;
private ITime? _time;
public void Configure(IPluginContext ctx)
{
var window = ctx.Services.Require();
var input = ctx.Services.Require();
_time = ctx.Time;
window.Native.GLContext!.MakeCurrent();
_gl = window.Native.CreateOpenGL();
_controller = new ImGuiController(_gl, window.Native, input.Native);
ctx.Schedule.Add(Stage.Render, DrawUi);
ctx.Log.Info("editor UI ready (ImGui)");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("engine.editor");
_controller?.Dispose();
_gl?.Dispose();
_controller = null;
_gl = null;
_time = null;
}
private void DrawUi(IWorld world)
{
_controller!.Update(_time!.DeltaTime);
ImGui.Begin("Lingua Editor");
ImGui.Text($"FPS: {1f / MathF.Max(_time.DeltaTime, 0.0001f):F0}");
ImGui.Text($"Frame: {_time.FrameCount}");
ImGui.End();
HierarchyPanel.Draw(world, _state);
_controller.Render();
}
}