Inspector window to combine asset properties and components editor

This commit is contained in:
Simon Lübeß
2024-06-09 01:16:21 +02:00
parent ace51b396d
commit f61d1bc644
9 changed files with 185 additions and 137 deletions
@@ -6,7 +6,6 @@ using GlitchyEngine.Content;
using GlitchyEngine;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using System.Threading;
using GlitchyEditor.Assets.Processors;
using ImGui;
@@ -68,7 +67,6 @@ class TextureImporter : IAssetImporter
public Result<ImportedResource> Import(StringView fullFileName, AssetIdentifier assetIdentifier, AssetImporterConfig config)
{
Thread.Sleep(1000);
Log.EngineLogger.AssertDebug(config is TextureImporterConfig);
@@ -15,56 +15,11 @@ namespace GlitchyEditor.EditWindows
{
using internal GlitchyEngine.World.TransformComponent;
class ComponentEditWindow : EditorWindow
class ComponentEditWindow
{
public const String s_WindowTitle = "Components";
private EntityHierarchyWindow _entityHierarchyWindow;
private List<(Type, ComponentAttribute attribute)> _componentTypes = new .() ~ delete _;
public this(EntityHierarchyWindow entityHierarchyWindow)
{
_entityHierarchyWindow = entityHierarchyWindow;
for (let type in Type.Types)
{
if (let componentAttribute = type.GetCustomAttribute<ComponentAttribute>())
{
_componentTypes.Add((type, componentAttribute));
}
}
}
protected override void InternalShow()
{
ImGui.SetNextWindowSizeConstraints(.(200, 200), .(-1, -1));
if(!ImGui.Begin(s_WindowTitle, &_open, .None))
{
ImGui.PopStyleVar();
ImGui.End();
return;
}
if (_entityHierarchyWindow.SelectionSize == 1)
{
Result<Entity> entityResult = _entityHierarchyWindow.GetSelectedEntity(0);
if (entityResult case .Ok(let selectedEntity))
ShowComponents(selectedEntity);
}
else
{
_editVerticesPolygonCollider2D = false;
}
ImGui.End();
}
private static uint32 TableId;
private void ShowComponents(Entity entity)
public static void ShowComponents(Entity entity)
{
float cellPaddingY = ImGui.GetTextLineHeight() / 3.0f;
@@ -112,7 +67,7 @@ namespace GlitchyEditor.EditWindows
ShowAddComponentButton(entity);
}
public void DrawSceneGUI(Entity entity)
public static void DrawSceneGUI(Entity entity)
{
DrawComponenSceneGUI<PolygonCollider2DComponent>(entity, => ShowPolygonColliderSceneGUI);
}
@@ -79,6 +79,11 @@ namespace GlitchyEditor.EditWindows
bool _showNewFile = false;
AssetCreator _newFileCreator = null;
char8[256] _filesFilter = .();
bool _searchEverywhere;
public Event<EventHandler<StringView>> OnFileSelected ~ _.Dispose();
public this(EditorContentManager contentManager, AssetThumbnailManager thumbnailManager)
{
_manager = contentManager;
@@ -188,8 +193,15 @@ namespace GlitchyEditor.EditWindows
ImGui.End();
}
char8[256] _filesFilter = .();
bool _searchEverywhere;
private void SelectFile(StringView fullFileName)
{
if (_selectedFile == fullFileName)
return;
_selectedFile.Set(fullFileName);
OnFileSelected(this, _selectedFile);
}
private void DrawSearchBar()
{
@@ -517,7 +529,7 @@ namespace GlitchyEditor.EditWindows
{
if (_selectedFile != entry->Path)
{
_selectedFile.Set(entry->Path);
SelectFile(entry->Path);
_assetToRename.Clear();
}
}
@@ -617,7 +629,7 @@ namespace GlitchyEditor.EditWindows
{
if (_selectedFile != entry->Path)
{
_selectedFile.Set(entry->Path);
SelectFile(entry->Path);
_assetToRename.Clear();
}
}
@@ -339,7 +339,7 @@ namespace GlitchyEditor.EditWindows
parentView = parentTransformCmp.WorldTransform.Invert();
}
_editor.ComponentEditWindow.DrawSceneGUI(entity);
ComponentEditWindow.DrawSceneGUI(entity);
float3 snap = (float3)_snap;
if (_gizmoType.HasFlag(.ROTATE))
@@ -36,6 +36,8 @@ namespace GlitchyEditor.EditWindows
/// Gets the number of entities that are currently selected.
public int SelectionSize => _selectedEntityIds.Count;
public Event<EventHandler<List<UUID>>> SelectionChanged ~ _.Dispose();
/// Returns the Entity at the given index or null if it doesn't exist.
public Result<Entity> GetSelectedEntity(int index)
{
@@ -102,6 +104,8 @@ namespace GlitchyEditor.EditWindows
public void ClearEntitySelection()
{
_selectedEntityIds.Clear();
SelectionChanged(this, _selectedEntityIds);
}
/// Selects the given entity.
@@ -113,13 +117,20 @@ namespace GlitchyEditor.EditWindows
ClearEntitySelection();
_selectedEntityIds.Add(entity.UUID);
SelectionChanged(this, _selectedEntityIds);
}
/// Deselects the given entity.
/// @param entity The entity to deselect.
public bool DeselectEntity(Entity entity)
{
return _selectedEntityIds.Remove(entity.UUID);
bool removed = _selectedEntityIds.Remove(entity.UUID);
if (removed)
SelectionChanged(this, _selectedEntityIds);
return removed;
}
/// Returns whether or not the given entity is currently selected.
@@ -0,0 +1,141 @@
using ImGui;
using System;
using GlitchyEngine.Collections;
using GlitchyEngine.Content;
using System.Reflection;
using GlitchyEngine;
using GlitchyEditor.Assets;
using GlitchyEngine.Core;
using System.Collections;
using GlitchyEngine.World;
namespace GlitchyEditor.EditWindows;
enum SelectedObject
{
case None;
case Asset(AssetHandle AssetHandle);
case Entity(Entity entity);
}
class InspectorWindow : EditorWindow
{
public const String s_WindowTitle = "Inspector";
private bool _lockCurrentSelection;
private append String _selectedFileName = .();
private SelectedObject _selectedObject = .None;
public this(Editor editor)
{
_editor = editor;
_editor.ContentBrowserWindow.OnFileSelected.Add(new => SetSelectedAsset);
_editor.EntityHierarchyWindow.SelectionChanged.Add(new => SetSelectedEntities);
}
private void SetSelectedAsset(Object sender, StringView fullFileName)
{
if (_lockCurrentSelection)
return;
Result<TreeNode<AssetNode>> treeNode = _editor.ContentManager.AssetHierarchy.GetNodeFromPath(fullFileName);
if (treeNode case .Ok(let assetNode))
{
AssetHandle? assetHandle = assetNode->AssetFile?.AssetConfig?.AssetHandle;
if (assetHandle != null)
{
_selectedObject = .Asset(assetHandle.Value);
return;
}
}
_selectedObject = .None;
}
private void SetSelectedEntities(Object sender, List<UUID> selectedEntities)
{
if (_lockCurrentSelection)
return;
if (selectedEntities.Count > 0)
{
Result<Entity> entityResult = _editor.EntityHierarchyWindow.GetSelectedEntity(0);
if (entityResult case .Ok(let selectedEntity))
{
_selectedObject = .Entity(selectedEntity);
return;
}
}
_selectedObject = .None;
}
protected override void InternalShow()
{
//ImGui.SetNextWindowSizeConstraints(.(200, 200), .(-1, -1));
defer
{
//ImGui.PopStyleVar();
ImGui.End();
}
if(!ImGui.Begin(s_WindowTitle, &_open, .None))
return;
// TODO: make a little button in title bar?
ImGui.Checkbox("Lock", &_lockCurrentSelection);
ImGui.Separator();
if (_selectedObject case .Asset(let assetHandle))
{
ShowAssetProperties(assetHandle);
}
else if (_selectedObject case .Entity(let entity))
{
ShowEntityProperties(entity);
}
}
private void ShowAssetProperties(AssetHandle assetHandle)
{
TreeNode<AssetNode> assetNode = TrySilent!(_editor.ContentManager.AssetHierarchy.GetNodeFromAssetHandle(assetHandle));
AssetFile assetFile = assetNode->AssetFile;
if (ImGui.BeginPropertyTable("asset_properties", ImGui.GetID("asset_properties")))
{
assetFile.AssetConfig?.ImporterConfig?.ShowEditor();
assetFile.AssetConfig?.ProcessorConfig?.ShowEditor();
assetFile.AssetConfig?.ExporterConfig?.ShowEditor();
ImGui.EndTable();
ImGui.Separator();
}
bool hasChanges = (assetFile.AssetConfig?.ImporterConfig?.Changed ?? false) || (assetFile.AssetConfig?.ProcessorConfig?.Changed ?? false) || (assetFile.AssetConfig?.ExporterConfig?.Changed ?? false);
if (!hasChanges)
ImGui.BeginDisabled();
if (ImGui.Button("Apply"))
{
assetFile.SaveAssetConfig();
}
if (!hasChanges)
ImGui.EndDisabled();
}
private void ShowEntityProperties(Entity entity)
{
ComponentEditWindow.ShowComponents(entity);
}
}
@@ -5,6 +5,7 @@ using GlitchyEngine.Content;
using System.Reflection;
using GlitchyEngine;
using GlitchyEditor.Assets;
using GlitchyEngine.Core;
namespace GlitchyEditor.EditWindows;
@@ -22,6 +23,8 @@ class PropertiesWindow : EditorWindow
private AssetHandle _currentAssetHandle;
private SelectedObject _selectedObject;
public this(Editor editor)
{
_editor = editor;
@@ -93,74 +96,5 @@ class PropertiesWindow : EditorWindow
if (!hasChanges)
ImGui.EndDisabled();
/*if (_currentPropertiesEditor?.Asset != assetFile)
{
delete _currentPropertiesEditor;
_currentPropertiesEditor = _editor.ContentManager.GetNewPropertiesEditor(assetFile);
}
if (assetFile == null)
return;
Asset asset = _editor.ContentManager.GetAsset(null, _currentAssetHandle);
// We need the actual asset for preview and sometimes for editing
if (asset?.Identifier != assetFile.AssetFile.Identifier)
{
//_currentAssetHandle = _editor.ContentManager.LoadAsset(assetFile.AssetFile.Identifier);
}
// TODO: allow changing AssetLoader
// assetFile.AssetConfig.AssetLoade
// TODO: ignore file
/*ImGui.Checkbox("Ignore", &assetFile.AssetConfig.IgnoreFile);
if (ImGui.IsItemHovered())
ImGui.SetTooltip("If checked this file will be ignored and not treated as an asset.");*/
ShowPropertiesEditor(assetFile);
ImGui.Separator();
*/
// TODO: preview asset
}
private void ShowPropertiesEditor(AssetFile assetFile)
{
return;
if (_currentPropertiesEditor == null)
return;
_currentPropertiesEditor.ShowEditor();
bool assetConfigChanged = assetFile.AssetConfig.Config.Changed;
bool hasAssetSaver = (_editor.ContentManager.[Friend]GetAssetLoader(assetFile) is IAssetSaver);
// If the asset can't be saved and it's config didn't change disable save button
if (!hasAssetSaver && !assetConfigChanged)
{
ImGui.BeginDisabled();
defer:: { ImGui.EndDisabled(); }
}
if (ImGui.Button("Save"))
{
// Only save config if it changed
if (assetConfigChanged)
{
assetFile.SaveAssetConfig();
}
// If the asset type has an asset saver, also save the asset
// TODO: Check whether or not the asset was changed?
if (hasAssetSaver)
{
Asset asset = _editor.ContentManager.GetAsset(null, _currentAssetHandle);
_editor.ContentManager.SaveAsset(asset);
}
}
}
}
+6 -6
View File
@@ -23,7 +23,7 @@ namespace GlitchyEditor
private EditorViewportWindow _sceneViewportWindow ~ delete _;
private GameViewportWindow _gameViewportWindow ~ delete _;
private ContentBrowserWindow _contentBrowserWindow ~ delete _;
private PropertiesWindow _propertiesWindow ~ delete _;
private InspectorWindow _inspectorWindow ~ delete _;
private AssetViewer _assetViewer ~ delete _;
private LogWindow _logWindow ~ delete _;
@@ -55,7 +55,7 @@ namespace GlitchyEditor
public EditorViewportWindow SceneViewportWindow => _sceneViewportWindow;
public GameViewportWindow GameViewportWindow => _gameViewportWindow;
public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow;
public PropertiesWindow PropertiesWindow => _propertiesWindow;
public InspectorWindow InspectorWindow => _inspectorWindow;
public AssetViewer AssetViewer => _assetViewer;
public LogWindow LogWindow => _logWindow;
@@ -93,9 +93,9 @@ namespace GlitchyEditor
_sceneViewportWindow = new EditorViewportWindow(this);
_gameViewportWindow = new GameViewportWindow(this);
_entityHierarchyWindow = new EntityHierarchyWindow(this, _scene);
_componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow);
_componentEditWindow = new ComponentEditWindow();
_contentBrowserWindow = new ContentBrowserWindow((.)Application.Get().ContentManager, _thumbnailManager);
_propertiesWindow = new PropertiesWindow(this);
_inspectorWindow = new InspectorWindow(this);
_assetViewer = new AssetViewer((.)Application.Get().ContentManager);
_logWindow = new LogWindow();
}
@@ -105,9 +105,9 @@ namespace GlitchyEditor
_sceneViewportWindow.Show();
_gameViewportWindow.Show();
_entityHierarchyWindow.Show();
_componentEditWindow.Show();
//_componentEditWindow.Show();
_contentBrowserWindow.Show();
_propertiesWindow.Show();
_inspectorWindow.Show();
_assetViewer.Show();
_logWindow.Show();
}
+3 -6
View File
@@ -1444,11 +1444,8 @@ namespace GlitchyEditor
if(ImGui.BeginMenu("View", true))
{
if(ImGui.MenuItem(ComponentEditWindow.s_WindowTitle))
_editor.ComponentEditWindow.Open = true;
if(ImGui.MenuItem(ContentBrowserWindow.s_WindowTitle))
_editor.ComponentEditWindow.Open = true;
_editor.ContentBrowserWindow.Open = true;
if(ImGui.MenuItem(EditorViewportWindow.s_WindowTitle))
_editor.SceneViewportWindow.Open = true;
@@ -1459,8 +1456,8 @@ namespace GlitchyEditor
if(ImGui.MenuItem(GameViewportWindow.s_WindowTitle))
_editor.GameViewportWindow.Open = true;
if(ImGui.MenuItem(PropertiesWindow.s_WindowTitle))
_editor.PropertiesWindow.Open = true;
if(ImGui.MenuItem(InspectorWindow.s_WindowTitle))
_editor.InspectorWindow.Open = true;
if(ImGui.MenuItem(AssetViewer.s_WindowTitle))
_editor.AssetViewer.Open = true;