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glitchy-engine-beef/GlitchyEditor/src/Editor.bf
T

109 lines
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Beef

using GlitchyEngine.World;
using ImGui;
using System;
using System.Collections;
using GlitchyEngine.Collections;
using GlitchyEditor.EditWindows;
namespace GlitchyEditor
{
class Editor
{
private EcsWorld _world;
private EntityHierarchyWindow _entityHierarchyWindow = new .(this) ~ delete _;
private ComponentEditWindow _componentEditWindow = new .(this) ~ delete _;
private List<Entity> _selectedEntities = new .() ~ delete _;
public EcsWorld World => _world;
public List<Entity> SelectedEntities => _selectedEntities;
/// Creates a new editor for the given world
public this(EcsWorld world)
{
_world = world;
}
public void Update()
{
_entityHierarchyWindow.Show();
_componentEditWindow.Show();
}
/// Creates a new entity with a transform component.
internal Entity CreateEntityWithTransform()
{
var entity = _world.NewEntity();
var transformComponent = ref *_world.AssignComponent<TransformComponent>(entity);
transformComponent = TransformComponent();
var nameComponent = ref *_world.AssignComponent<DebugNameComponent>(entity);
nameComponent.SetName("Entity");
return entity;
}
/// Returns whether or not all selected entities have the same parent.
internal bool AllSelectionsOnSameLevel()
{
Entity? parent = .InvalidEntity;
for(var selectedEntity in _selectedEntities)
{
var parentComponent = _world.GetComponent<ParentComponent>(selectedEntity);
if(parent == .InvalidEntity)
{
parent = parentComponent?.Entity;
}
else if(parentComponent?.Entity != parent)
{
return false;
}
}
return true;
}
/// Finds all children of the given entity and stores their IDs in the given list.
internal void FindChildren(Entity entity, List<Entity> entities)
{
for(var (child, childParent) in _world.Enumerate<ParentComponent>())
{
if(childParent.Entity == entity)
{
if(!entities.Contains(child))
entities.Add(child);
FindChildren(child, entities);
}
}
}
/// Deletes all selected entities and their children.
internal void DeleteSelectedEntities()
{
List<Entity> entities = scope .();
for(var entity in _selectedEntities)
{
entities.Add(entity);
FindChildren(entity, entities);
}
for(var entity in entities)
{
_world.RemoveEntity(entity);
}
_selectedEntities.Clear();
}
}
}