InspectorPanel shows EditorState.Selected's Transform (Position/Scale as draggable Vector3 widgets, Rotation shown read-only as a quaternion — a real rotate control needs Euler conversion or a gizmo, out of scope for just the Inspector) and, below it, every attached Component's public fields via reflection. No per-component-type drawer code exists anywhere: int/float/bool/string/Vector3 fields get a live-editable widget, anything else falls back to a read-only ToString(), and a brand new component type in any plugin gets an Inspector for free the moment it's attached — that genericity is the entire reason to do this by reflection instead of a registry. Field edits write straight back through FieldInfo.SetValue, same gap GameObject.AddComponent's doc comment already names: components are plain fields with nothing to intercept a direct mutation, so this needs no SystemAccessScope declaration any more than a hand-written `component. Value = 5` would. EditorPlugin now defaults EditorState.Selected to the first root once, if nothing's been clicked yet — an empty Inspector on every fresh launch had nothing useful to show. Verified by screenshot: Inspector displays "Quad"'s real Position (0,0,0) and Scale (2,2,1), matching scene.json exactly, plus a QuadRenderer header correctly showing "(no fields)" since it has none yet. Full suite still green: 65 tests. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
82 lines
2.8 KiB
C#
82 lines
2.8 KiB
C#
using Engine.Input.Contracts;
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using Engine.Kernel.Diagnostics;
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using Engine.Kernel.Plugins;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.World;
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using Engine.Windowing.Contracts;
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using ImGuiNET;
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using Silk.NET.OpenGL;
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using Silk.NET.OpenGL.Extensions.ImGui;
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namespace Engine.Editor;
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/// <summary>
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/// M3's editor shell: an ImGui overlay drawn on top of the running scene.
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/// Registers on Stage.Render, after engine.render's own Draw (per
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/// project.json's plugin order) so it paints into the same back buffer the
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/// scene just drew into — and before Stage.Present's SwapBuffers, so the
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/// UI isn't delayed a frame. See Stage.Present's doc comment for why that
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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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/// 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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public void Configure(IPluginContext ctx)
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{
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var window = ctx.Services.Require<IEngineWindow>();
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var input = ctx.Services.Require<IEngineInput>();
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_time = ctx.Time;
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window.Native.GLContext!.MakeCurrent();
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_gl = window.Native.CreateOpenGL();
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_controller = new ImGuiController(_gl, window.Native, input.Native);
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ctx.Schedule.Add(Stage.Render, DrawUi);
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ctx.Log.Info("editor UI ready (ImGui)");
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}
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public void Shutdown(IPluginContext ctx)
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{
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ctx.Schedule.RemoveAllFrom("engine.editor");
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_controller?.Dispose();
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_gl?.Dispose();
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_controller = null;
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_gl = null;
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_time = null;
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}
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private void DrawUi(IWorld world)
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{
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_controller!.Update(_time!.DeltaTime);
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// Nothing selected yet and there's something to select: default to
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// the first root rather than opening on an empty, useless
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// Inspector. Only fires once — any real click overwrites it, and
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// it never fights a deliberate deselect because there's no way to
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// deselect yet.
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if (_state.Selected is null && world.Roots.Count > 0)
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_state.Selected = world.Roots[0];
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ImGui.Begin("Lingua Editor");
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ImGui.Text($"FPS: {1f / MathF.Max(_time.DeltaTime, 0.0001f):F0}");
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ImGui.Text($"Frame: {_time.FrameCount}");
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ImGui.End();
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HierarchyPanel.Draw(world, _state);
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InspectorPanel.Draw(_state);
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_controller.Render();
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}
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}
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