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
109 lines
3.2 KiB
C#
109 lines
3.2 KiB
C#
using System.Numerics;
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using System.Reflection;
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using Engine.Kernel.World;
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using ImGuiNET;
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namespace Engine.Editor;
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/// <summary>
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/// Shows EditorState.Selected's Transform (direct field access — Transform
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/// is a known struct, not something to reflect over) and, below it, every
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/// Component's public fields via reflection: there's no per-component-type
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/// editor code anywhere in engine.editor, on purpose — a new component
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/// type in any plugin gets an Inspector for free, which is the entire
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/// point of doing this by reflection instead of a registry of per-type
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/// drawers. Only int/float/bool/string/Vector3 fields are editable;
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/// anything else falls back to a read-only ToString() so an unsupported
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/// field type degrades to "visible but not editable" instead of being
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/// silently hidden.
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/// </summary>
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internal static class InspectorPanel
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{
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public static void Draw(EditorState state)
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{
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ImGui.Begin("Inspector");
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var go = state.Selected;
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if (go is null)
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{
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ImGui.TextDisabled("Nothing selected.");
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ImGui.End();
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return;
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}
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ImGui.Text(go.Name);
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ImGui.Separator();
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if (ImGui.CollapsingHeader("Transform", ImGuiTreeNodeFlags.DefaultOpen))
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{
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var t = go.Transform;
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var changed = ImGui.DragFloat3("Position", ref t.LocalPosition, 0.1f);
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changed |= ImGui.DragFloat3("Scale", ref t.LocalScale, 0.1f);
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ImGui.Text($"Rotation (quat): {t.LocalRotation}");
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if (changed)
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go.Transform = t;
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}
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foreach (var component in go.Components)
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DrawComponent(component);
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ImGui.End();
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}
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private static void DrawComponent(Component component)
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{
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var type = component.GetType();
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if (!ImGui.CollapsingHeader(type.Name, ImGuiTreeNodeFlags.DefaultOpen))
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return;
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ImGui.PushID(component.GetHashCode());
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var fields = type.GetFields(BindingFlags.Public | BindingFlags.Instance);
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if (fields.Length == 0)
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ImGui.TextDisabled("(no fields)");
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foreach (var field in fields)
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DrawField(component, field);
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ImGui.PopID();
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}
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private static void DrawField(Component component, FieldInfo field)
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{
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var value = field.GetValue(component);
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switch (value)
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{
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case int i:
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if (ImGui.DragInt(field.Name, ref i))
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field.SetValue(component, i);
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break;
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case float f:
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if (ImGui.DragFloat(field.Name, ref f))
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field.SetValue(component, f);
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break;
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case bool b:
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if (ImGui.Checkbox(field.Name, ref b))
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field.SetValue(component, b);
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break;
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case string s:
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if (ImGui.InputText(field.Name, ref s, 256))
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field.SetValue(component, s);
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break;
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case Vector3 v:
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if (ImGui.DragFloat3(field.Name, ref v, 0.1f))
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field.SetValue(component, v);
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break;
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default:
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ImGui.Text($"{field.Name}: {value}");
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break;
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}
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}
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}
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