using Engine.Editor.Contracts; using Engine.Input.Contracts; using Engine.Kernel.Diagnostics; using Engine.Kernel.Plugins; using Engine.Kernel.Scheduling; using Engine.Kernel.World; using Engine.Render.Contracts; 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 readonly TranslateGizmo _gizmo = new(); private GL? _gl; private ImGuiController? _controller; private ITime? _time; private PlayModeController? _playMode; private IEngineWindow? _window; private ICameraService? _camera; private bool _wasPlaying; public void Configure(IPluginContext ctx) { var window = ctx.Services.Require(); var input = ctx.Services.Require(); _time = ctx.Time; _window = window; _camera = ctx.Services.Require(); window.Native.GLContext!.MakeCurrent(); _gl = window.Native.CreateOpenGL(); _controller = new ImGuiController(_gl, window.Native, input.Native); _playMode = new PlayModeController(ctx.World, ctx.Log); ctx.Services.Provide(_playMode); ctx.Schedule.Add(Stage.Render, DrawUi); ctx.Log.Info("editor UI ready (ImGui)"); } public void Shutdown(IPluginContext ctx) { ctx.Schedule.RemoveAllFrom("engine.editor"); ctx.Services.Revoke(); _controller?.Dispose(); _gl?.Dispose(); _controller = null; _gl = null; _time = null; _playMode = null; _window = null; _camera = null; } private void DrawUi(IWorld world) { _controller!.Update(_time!.DeltaTime); // Nothing selected yet and there's something to select: default to // the first root rather than opening on an empty, useless // Inspector. Only fires once — any real click overwrites it, and // it never fights a deliberate deselect because there's no way to // deselect yet. if (_state.Selected is null && world.Roots.Count > 0) _state.Selected = world.Roots[0]; // FirstUseEver, not every frame: a real editor session lets the // user drag panels wherever they want, and re-forcing a position // every frame would fight that the moment they did. This only // picks a sane, non-overlapping default before ImGui has ever // seen these windows (or after Reset Layout, once that exists). ImGui.SetNextWindowPos(new(10, 10), ImGuiCond.FirstUseEver); ImGui.SetNextWindowSize(new(220, 90), ImGuiCond.FirstUseEver); ImGui.Begin("Lingua Editor"); ImGui.Text($"FPS: {1f / MathF.Max(_time.DeltaTime, 0.0001f):F0}"); ImGui.Text($"Frame: {_time.FrameCount}"); ImGui.Separator(); if (ImGui.Button(_playMode!.IsPlaying ? "Stop" : "Play")) { if (_playMode.IsPlaying) _playMode.ExitPlay(); else _playMode.EnterPlay(); } ImGui.SameLine(); ImGui.Text(_playMode.IsPlaying ? "(Playing)" : "(Edit mode)"); ImGui.End(); // Found by independent review: ExitPlay's Restore destroys every // GameObject and rebuilds fresh instances from the snapshot, but // EditorState.Selected kept pointing at the old, now-detached one // — Inspector and the gizmo would silently keep editing an object // no longer in the world. Comparing against last frame's own // IsPlaying (not just reacting to the button above) catches this // uniformly regardless of *how* Play exited — the Stop button // here, or the "stop" stdin command Engine.Host already processed // before this Render-stage system ran this frame; the button // alone would miss the second path entirely, the same // stdin-vs-real-control gap already hit once this session. if (_wasPlaying && !_playMode.IsPlaying) { var previousName = _state.Selected?.Name; _state.Selected = previousName is null ? null : FindByName(world.Roots, previousName); } _wasPlaying = _playMode.IsPlaying; HierarchyPanel.Draw(world, _state); InspectorPanel.Draw(_state); _gizmo.Draw(_state, _camera!, _window!); _controller.Render(); } // Best-effort by name, not identity — Restore rebuilds fresh // GameObject instances, so there's no identity to match against // anymore. Two siblings sharing a name (nothing stops it, same caveat // HierarchyPanel's own PushID-by-hashcode already documents) means // this picks the first match, not necessarily "the same one" — an // acceptable approximation for reselecting after Play, not a // guarantee. private static GameObject? FindByName(IReadOnlyList roots, string name) { foreach (var go in roots) { if (go.Name == name) return go; var found = FindByName(go.Children, name); if (found is not null) return found; } return null; } }