Files
lingua-engine/plugins/engine.editor/Engine.Editor/EditorPlugin.cs
T
EmilandClaude Sonnet 5 bccb8c3ba7 M3: Hierarchy panel — click a GameObject to select it
HierarchyPanel walks IWorld.Roots/GameObject.Children recursively as
ImGui tree nodes, clicking one sets EditorState.Selected — the shared
selection the not-yet-built Inspector panel will read from the same
instance. PushID(go.GetHashCode()) scopes each node's ID by object
identity rather than name, since nothing stops two sibling GameObjects
sharing a Name and ImGui's default label-based IDs would otherwise merge
their open/selected state.

Also gives samples/WindowDemo/scene.json a child GameObject (offset,
half-scale, parented under Quad) — the existing scene only had one root,
nothing to show a tree with. Verified by screenshot: both quads render at
their correct composed WorldMatrix (the child visibly smaller and offset,
confirming parent/child composition is still correct through this
change), and Hierarchy lists "Quad" as a collapsible node.

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 16:19:36 +03:00

73 lines
2.4 KiB
C#

using Engine.Input.Contracts;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Engine.Windowing.Contracts;
using ImGuiNET;
using Silk.NET.OpenGL;
using Silk.NET.OpenGL.Extensions.ImGui;
namespace Engine.Editor;
/// <summary>
/// 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.
/// </summary>
public sealed class EditorPlugin : IPlugin
{
private readonly EditorState _state = new();
private GL? _gl;
private ImGuiController? _controller;
private ITime? _time;
public void Configure(IPluginContext ctx)
{
var window = ctx.Services.Require<IEngineWindow>();
var input = ctx.Services.Require<IEngineInput>();
_time = ctx.Time;
window.Native.GLContext!.MakeCurrent();
_gl = window.Native.CreateOpenGL();
_controller = new ImGuiController(_gl, window.Native, input.Native);
ctx.Schedule.Add(Stage.Render, DrawUi);
ctx.Log.Info("editor UI ready (ImGui)");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("engine.editor");
_controller?.Dispose();
_gl?.Dispose();
_controller = null;
_gl = null;
_time = null;
}
private void DrawUi(IWorld world)
{
_controller!.Update(_time!.DeltaTime);
ImGui.Begin("Lingua Editor");
ImGui.Text($"FPS: {1f / MathF.Max(_time.DeltaTime, 0.0001f):F0}");
ImGui.Text($"Frame: {_time.FrameCount}");
ImGui.End();
HierarchyPanel.Draw(world, _state);
_controller.Render();
}
}