3 Commits
5 changed files with 105 additions and 37 deletions
@@ -205,7 +205,7 @@ namespace GlitchyEditor.EditWindows
positionX -= buttonSize.X + ImGui.GetStyle().FramePadding.x;
ImGui.SameLine(positionX);
if (ImGui.ImageButton("save", EditorIcons.Instance.Icon_Save, (.)buttonSize))
if (ImGui.ImageButton("save_to_editor", EditorIcons.Instance.Icon_Save, (.)buttonSize))
{
if (Entity editorEntity = Editor.Instance.EditorScene.GetEntityByID(entity.UUID))
{
@@ -213,9 +213,21 @@ namespace GlitchyEditor.EditWindows
if (typeof(TComponent) == typeof(ScriptComponent))
{
// TODO: Copy script data into editor
// TODO: Somehow get the scriptserializer used to serialize the editor scene
//scriptSerializer.SerializeScriptInstance(((ScriptComponent*)component).Instance);
// Dirty hack to get to the serialized script instances of the editor scene.
var serializer = EditorApp.Instance.EditorLayer.[Friend]_scriptSerializer;
// Dirty hack to remove the old data
if (serializer.SerializedObjects.GetAndRemove(entity.UUID) case .Ok(let kvPair))
{
delete kvPair.value;
}
// Just save the new data into the context (what could possibly go wrong?!)
// this could probably serialize too much data into our context (because we can serialize reference types)
// and leave a bunch of dangling data in it (because we can serialize reference types)
serializer.SerializeScriptInstance(((ScriptComponent*)component).Instance);
// 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?
serializer.FinishSerialization();
}
}
else
+2
View File
@@ -35,6 +35,8 @@ namespace GlitchyEditor
public Settings Settings { get; private set; } = new .() ~ delete _;
public EditorLayer EditorLayer => _editorLayer;
public this(String[] args)
{
/*while(!Debug.IsDebuggerPresent)
@@ -670,7 +670,7 @@ namespace GlitchyEngine.World
}
}
struct ScriptComponent : IDisposableComponent
struct ScriptComponent : IDisposableComponent, ICopyComponent<ScriptComponent>
{
private String _scriptClassName = null;
@@ -705,5 +705,12 @@ namespace GlitchyEngine.World
delete _scriptClassName;
ReleaseRefAndNullify!(_instance);
}
public static void Copy(ScriptComponent* source, ScriptComponent* target)
{
target.ScriptClassName = source.ScriptClassName;
// TODO: This is just half the work, because we actually have to somehow handle the script instance
}
}
}
+76 -30
View File
@@ -95,52 +95,98 @@ public static class TypeExtension
ReadOnlySpan<char> typeName = ReadTypeName(fullName);
rest = rest.Slice(typeName.Length);
if (rest.IsEmpty || rest[0] != '`')
if (rest.IsEmpty || (rest[0] != '[' && rest[0] != '`'))
{
// Non generic type, easy!
return GetType(typeName);
}
// Handle generic type
int brackedIndex = fullName.IndexOf('[');
typeName = fullName.Slice(0, brackedIndex);
rest = fullName.Slice(brackedIndex + 1).Trim();
Type? genericType = GetType(typeName);
Console.WriteLine($"Generic Type: {genericType}");
List<Type> arguments = new List<Type>();
while (true)
if (rest[0] == '[')
{
Type? argument = FindType(rest, ref rest);
Console.WriteLine($"Argument: {argument}");
Type? baseType = GetType(typeName);
Debug.Assert(argument != null);
arguments.Add(argument!);
rest = rest.TrimStart();
if (rest.TrimStart()[0] == ',')
if (baseType == null)
{
rest = rest.Slice(1);
Log.Error($"Failed to find element type {typeName} of array type {fullName}");
return null;
}
else if (rest.TrimStart()[0] == ']')
// Handle array type
int rank = 1;
bool forceMultiDimensional = false;
for (int i = 0; i < rest.Length; i++)
{
rest = rest.Slice(1);
break;
if (rest[i] == ',')
{
rank++;
}
else if (rest[i] == '*')
{
forceMultiDimensional = true;
}
else if (rest[i] == ']')
{
rest = rest.Slice(i + 1);
break;
}
}
Debug.Assert(rest.IsEmpty);
// It is important to use MakeArrayType() for single-dimensional arrays, as a single-dimension array is distinct from a multi-dimension array of rank 1. The latter cannot be created using normal code, but can be created using reflection.
if (rank == 1 && !forceMultiDimensional)
{
return baseType.MakeArrayType();
}
else
{
break;
return baseType.MakeArrayType(rank);
}
}
return genericType?.MakeGenericType(arguments.ToArray());
if (rest[0] == '`')
{
// Handle generic type
int brackedIndex = fullName.IndexOf('[');
typeName = fullName.Slice(0, brackedIndex);
rest = fullName.Slice(brackedIndex + 1).Trim();
Type? genericType = GetType(typeName);
List<Type> arguments = new List<Type>();
while (true)
{
Type? argument = FindType(rest, ref rest);
Debug.Assert(argument != null);
arguments.Add(argument!);
rest = rest.TrimStart();
if (rest.TrimStart()[0] == ',')
{
rest = rest.Slice(1);
}
else if (rest.TrimStart()[0] == ']')
{
rest = rest.Slice(1);
break;
}
else
{
break;
}
}
return genericType?.MakeGenericType(arguments.ToArray());
}
Log.Error($"Failed to find a type for {typeName}.");
return null;
}
private static Type? GetType(ReadOnlySpan<char> fullName)
@@ -56,6 +56,7 @@ public class DeserializationObject
{
ScriptGlue.Serialization_GetObjectTypeName(_internalContext, out string fullTypeName);
// TODO: Retrieving the entire type by name is not ideal, we should probably consider using a more efficient approach.
return GetTypeFromName(fullTypeName);
}
}