Files
lingua-engine/plugins/engine.editor/Engine.Editor/HierarchyPanel.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

51 lines
1.5 KiB
C#

using Engine.Kernel.World;
using ImGuiNET;
namespace Engine.Editor;
/// <summary>
/// Walks IWorld.Roots/GameObject.Children directly — not Query&lt;T&gt;(),
/// there's no component type to query for here — so, like EditorPlugin
/// itself, this never touches SystemAccessScope and needs no declared
/// Reads/Writes.
/// </summary>
internal static class HierarchyPanel
{
public static void Draw(IWorld world, EditorState state)
{
ImGui.Begin("Hierarchy");
foreach (var root in world.Roots)
DrawNode(root, state);
ImGui.End();
}
private static void DrawNode(GameObject go, EditorState state)
{
// PushID/PopID, not relying on go.Name for identity: sibling
// GameObjects can share a name (nothing stops it), and ImGui's
// default ID-from-label would then merge their open/selected state.
ImGui.PushID(go.GetHashCode());
var flags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.SpanAvailWidth;
if (go.Children.Count == 0)
flags |= ImGuiTreeNodeFlags.Leaf | ImGuiTreeNodeFlags.NoTreePushOnOpen;
if (ReferenceEquals(state.Selected, go))
flags |= ImGuiTreeNodeFlags.Selected;
var open = ImGui.TreeNodeEx(go.Name, flags);
if (ImGui.IsItemClicked())
state.Selected = go;
if (open && go.Children.Count > 0)
{
foreach (var child in go.Children)
DrawNode(child, state);
ImGui.TreePop();
}
ImGui.PopID();
}
}