Added EditorFlags: Hide entities in hierarchy and editor scene

- Also some Style changes
This commit is contained in:
Simon Lübeß
2024-03-10 12:21:20 +01:00
parent 5ca5404f72
commit 8d92822845
15 changed files with 242 additions and 40 deletions
+1 -1
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@@ -3,7 +3,7 @@ Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", FreeType = "*", cg
[Project]
Name = "GlitchyEngine"
ProcessorMacros = ["GE_GRAPHICS_DX11", "GE_SHADER_MATRIX_MISMATCH_IS_ERROR", "GE_SHADER_VAR_TYPE_MISMATCH_IS_ERROR", "GE_SHADER_UNUSED_VARIABLE_IS_WARNING", "GE_WINDOWS"]
ProcessorMacros = ["GE_GRAPHICS_DX11", "GE_SHADER_MATRIX_MISMATCH_IS_ERROR", "GE_SHADER_VAR_TYPE_MISMATCH_IS_ERROR", "GE_SHADER_UNUSED_VARIABLE_IS_WARNING", "GE_WINDOWS", "GE_EDITOR"]
[Configs.Paranoid.Win32]
PreprocessorMacros = ["DEBUG", "PARANOID", "GE_WINDOWS"]
+8
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@@ -0,0 +1,8 @@
namespace GlitchyEngine.Editor;
enum EditorFlags
{
Default = 0,
HideInHierarchy = 1,
HideInScene = 2,
}
+3 -1
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@@ -138,7 +138,9 @@ namespace ImGui
public static void TextUnformatted(StringView text) => TextUnformattedImpl(text.Ptr, text.Ptr + text.Length);
public static void PushID(StringView id) => PushID(id.Ptr, id.Ptr + id.Length);
public static void PushID(int id) => PushID((void*)id);
/// Releases references that accumulated calls like ImGui::Image
protected internal static extern void CleanupFrame();
+2
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@@ -136,6 +136,8 @@ namespace GlitchyEngine.ImGui
colors[(.)ImGui.Col.Tab] = ImGui.Vec4(0.473f, 0.519f, 0.580f, 1.00f);
colors[(.)ImGui.Col.TabUnfocused] = ImGui.Vec4(0.255f, 0.255f, 0.255f, 1.00f);
colors[(.)ImGui.Col.CheckMark] = ImGui.Vec4(0.851f, 0.863f, 0.900f, 1.00f);
colors[(.)ImGui.Col.TitleBg] = ImGui.Vec4(0.406f, 0.401f, 0.390f, 1.000f);
colors[(.)ImGui.Col.TitleBgActive] = ImGui.Vec4(0.196f, 0.192f, 0.182f, 1.000f);
/*colors[(.)ImGui.Col.Text] = ImGui.Vec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[(.)ImGui.Col.TextDisabled] = ImGui.Vec4(0.60f, 0.60f, 0.60f, 1.00f);
+38
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@@ -10,6 +10,8 @@ using System.Collections;
using Box2D;
using GlitchyEngine.Scripting;
using GlitchyEngine.Serialization;
using GlitchyEngine.Editor;
using GlitchyEngine.World.Components;
namespace GlitchyEngine.Scripting;
@@ -187,6 +189,23 @@ static class ScriptGlue
component = null;
return false;
}
/// Gets the entity. Returns true, if the entity was found.
static bool TryGetEntitySafe(UUID entityId, out Entity entity)
{
entity = default;
Result<Entity> foundEntity = ScriptEngine.Context.GetEntityByID(entityId);
if (foundEntity case .Ok(out entity))
{
return true;
}
Log.ClientLogger.Error($"No entity with ID {entityId} found.");
return false;
}
#region Exception Helpers
@@ -461,6 +480,25 @@ static class ScriptGlue
Mono.mono_free(rawName);
}
[RegisterCall("ScriptGlue::Entity_GetEditorFlags")]
static void Entity_GetEditorFlags(UUID entityId, out EditorFlags editorFlags)
{
editorFlags = .Default;
#if GE_EDITOR
if (TryGetEntitySafe(entityId, let entity))
editorFlags = entity.EditorFlags;
#endif
}
[RegisterCall("ScriptGlue::Entity_SetEditorFlags")]
static void Entity_SetEditorFlags(UUID entityId, EditorFlags editorFlags)
{
#if GE_EDITOR
if (TryGetEntitySafe(entityId, let entity))
entity.EditorFlags = editorFlags;
#endif
}
#endregion
@@ -0,0 +1,7 @@
using GlitchyEngine.Editor;
namespace GlitchyEngine.World.Components;
struct EditorFlagsComponent
{
public EditorFlags Flags;
}
+18
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@@ -1,6 +1,8 @@
using System;
using System.Collections;
using GlitchyEngine.Core;
using GlitchyEngine.Editor;
using GlitchyEngine.World.Components;
using internal GlitchyEngine.World;
@@ -74,6 +76,22 @@ namespace GlitchyEngine.World
public TransformComponent* Transform => GetComponent<TransformComponent>();
public EditorFlags EditorFlags
{
get
{
if (TryGetComponent<EditorFlagsComponent>(let flagsComponent))
return flagsComponent.Flags;
return .Default;
}
set
{
if (TryGetComponent<EditorFlagsComponent>(let flagsComponent))
flagsComponent.Flags = value;
}
}
public T* AddComponent<T>(T value = T()) where T: struct, new
{
Log.EngineLogger.AssertDebug(!HasComponent<T>(), scope $"Entity already has component.");