Files
lingua-engine/plugins/engine.editor/Engine.Editor/InspectorPanel.cs
T
EmilandClaude Sonnet 5 20e0f8c53f M3: reflection-based Inspector — edit any component's fields live
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
2026-09-02 16:21:26 +03:00

109 lines
3.2 KiB
C#

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