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;
}
}