mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-11-04 12:51:48 +00:00
Fixed "Save component to edit mode" and also jankily save script data
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@@ -205,17 +205,29 @@ namespace GlitchyEditor.EditWindows
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positionX -= buttonSize.X + ImGui.GetStyle().FramePadding.x;
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ImGui.SameLine(positionX);
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if (ImGui.ImageButton("save", EditorIcons.Instance.Icon_Save, (.)buttonSize))
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if (ImGui.ImageButton("save_to_editor", EditorIcons.Instance.Icon_Save, (.)buttonSize))
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{
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if (Entity editorEntity = Editor.Instance.EditorScene.GetEntityByID(entity.UUID))
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{
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Scene.CopyComponent<TComponent>(entity, editorEntity);
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if (typeof(TComponent) == typeof(ScriptComponent))
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{
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// TODO: Copy script data into editor
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// TODO: Somehow get the scriptserializer used to serialize the editor scene
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//scriptSerializer.SerializeScriptInstance(((ScriptComponent*)component).Instance);
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// Dirty hack to get to the serialized script instances of the editor scene.
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var serializer = EditorApp.Instance.EditorLayer.[Friend]_scriptSerializer;
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// Dirty hack to remove the old data
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if (serializer.SerializedObjects.GetAndRemove(entity.UUID) case .Ok(let kvPair))
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{
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delete kvPair.value;
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}
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// Just save the new data into the context (what could possibly go wrong?!)
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// this could probably serialize too much data into our context (because we can serialize reference types)
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// and leave a bunch of dangling data in it (because we can serialize reference types)
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serializer.SerializeScriptInstance(((ScriptComponent*)component).Instance);
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// This is also a massive hack to make sure we don't keep references to types, but this also mean we might serialize too much?
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serializer.FinishSerialization();
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}
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}
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else
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@@ -34,6 +34,8 @@ namespace GlitchyEditor
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private EditorLayer _editorLayer;
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public Settings Settings { get; private set; } = new .() ~ delete _;
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public EditorLayer EditorLayer => _editorLayer;
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public this(String[] args)
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{
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@@ -670,7 +670,7 @@ namespace GlitchyEngine.World
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}
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}
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struct ScriptComponent : IDisposableComponent
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struct ScriptComponent : IDisposableComponent, ICopyComponent<ScriptComponent>
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{
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private String _scriptClassName = null;
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@@ -705,5 +705,12 @@ namespace GlitchyEngine.World
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delete _scriptClassName;
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ReleaseRefAndNullify!(_instance);
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}
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public static void Copy(ScriptComponent* source, ScriptComponent* target)
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{
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target.ScriptClassName = source.ScriptClassName;
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// TODO: This is just half the work, because we actually have to somehow handle the script instance
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}
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}
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}
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