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
16 lines
541 B
C#
16 lines
541 B
C#
using Engine.Kernel.World;
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namespace Engine.Editor;
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/// <summary>
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/// Shared, per-session editor state — currently just which GameObject the
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/// Hierarchy panel last clicked, so the Inspector panel (built against this
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/// same instance) knows what to show. One instance per EditorPlugin, not
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/// static: reloading engine.editor should start with nothing selected, not
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/// hold a reference to a GameObject that may not even exist anymore.
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/// </summary>
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internal sealed class EditorState
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{
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public GameObject? Selected { get; set; }
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}
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