Changed selected type
Moving away from using the pure ENTT library types and starting to use my own
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282844b905
commit
7223c20f1d
@ -3,11 +3,14 @@
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void Inspector::Draw()
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{
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}
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if (selected.isValid()) {
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AddComponentDropDown();
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ShowComponents();
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}
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}
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void Inspector::AddComponentDropDown(YoggieEngine::Entity& selected)
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void Inspector::AddComponentDropDown()
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{
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static char* names[] = { "Script Component", "Camera Component", "Light Component" };
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if (ImGui::Button("Add Component"))
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@ -28,7 +31,7 @@ void Inspector::AddComponentDropDown(YoggieEngine::Entity& selected)
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}
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void Inspector::ShowComponents(YoggieEngine::Entity& selected)
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void Inspector::ShowComponents()
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{
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auto component = selected.GetComponent<YoggieEngine::IdentifierComponent>();
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ImGui::InputText("Name:", (char*)component.name.c_str(), component.name.size() * sizeof(char), ImGuiInputTextFlags_ReadOnly);
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@ -8,13 +8,15 @@ inline void ComponentView(const std::string& componentName, voidFunction func);
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class Inspector : public EditorWindow {
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public:
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Inspector() : EditorWindow("Inspector") {}
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Inspector( YoggieEngine::Entity& selected ) : EditorWindow("Inspector"), selected(selected){}
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void Draw()override;
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private:
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void AddComponentDropDown(YoggieEngine::Entity& selected);
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void AddComponentDropDown();
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void ShowComponents();
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void ShowComponents(YoggieEngine::Entity& selected);
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YoggieEngine::Entity& selected;
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};
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@ -6,8 +6,8 @@ void SceneExplorer::Draw()
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YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &scene);
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auto id = entity.GetComponent<YoggieEngine::IdentifierComponent>();
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if (ImGui::Selectable(id.name.c_str(), enttNumber == selected)) {
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selected = enttNumber;
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if (ImGui::Selectable(id.name.c_str(), entity == selected)) {
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selected = YoggieEngine::Entity(enttNumber, &scene);
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}
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});
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}
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@ -5,7 +5,7 @@
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class SceneExplorer : public EditorWindow {
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public:
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SceneExplorer(entt::entity& selected, YoggieEngine::Scene& scene)
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SceneExplorer(YoggieEngine::Entity& selected, YoggieEngine::Scene& scene)
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: EditorWindow("SceneExplorer"), scene(scene), selected(selected)
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{}
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@ -13,7 +13,7 @@ public:
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private:
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entt::entity selected;
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YoggieEngine::Entity& selected;
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YoggieEngine::Scene& scene;
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@ -1,13 +1,10 @@
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#include "../../YoggieEngine/src/EntryPoint.h"
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#include <mini/ini.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "AssetManagement/SceneSerializer.h"
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#include "AssetManagement/AssetManager.h"
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#include "Views/Viewport.h"
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#include "PropertyPanels/SceneExplorer.h"
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#include "AssetManagement/AssetFinder.h"
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@ -20,10 +17,9 @@
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using namespace YoggieEngine;
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class Editor : public Application {
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public:
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Editor() : Application("Editor"), Selected((entt::entity)-1){}
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Editor() : Application("Editor"){}
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void Run() override
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{
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@ -40,11 +36,13 @@ public:
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Viewport sceneview = Viewport(scene);
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RuntimeControls rc = RuntimeControls();
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SceneExplorer explorer(Selected, scene);
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Inspector inspector = Inspector();
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Inspector inspector = Inspector(Selected);
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Settings settings = Settings();
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// AssetFinder assetsView = AssetFinder();
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Console console = Console();
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Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
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double previous = glfwGetTime();
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double lag = 0.0;
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while (!appWindow.WindowShouldClose())
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@ -129,14 +127,6 @@ public:
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}
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if (scene.getReg().valid(Selected)) {
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Entity SelectedEntity = Entity(Selected, &scene);
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inspector.AddComponentDropDown(SelectedEntity);
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inspector.ShowComponents(SelectedEntity);
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}
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projectInfo.Update();
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sceneview.Update();
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rc.Update();
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@ -163,7 +153,6 @@ public:
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// OR
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// Load an empty project.
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mINI::INIStructure ini;
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if (std::filesystem::exists("build\\Debug\\Editor.ini"))
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{
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@ -189,7 +178,7 @@ public:
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private:
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bool SimulatePhysics = true;
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entt::entity Selected;
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YoggieEngine::Entity Selected;
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Project project;
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Scene scene;
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@ -1,7 +1,8 @@
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#pragma once
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typedef uint64_t ENTITY_UUID;
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#include "Scene.h"
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namespace YoggieEngine {
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class Scene;
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class Entity {
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public:
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Entity() = default;
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@ -25,8 +26,15 @@ namespace YoggieEngine {
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}
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// NOTE: Not Scene context aware!!
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bool operator== (Entity& other) {
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return m_entity == other.m_entity;
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inline bool operator== (Entity& other) {
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return m_entity == other.m_entity;// && other.m_scene == m_scene;
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}
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inline bool isValid() {
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if (m_scene == nullptr)
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return false;
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return m_scene->m_registry.valid(m_entity);
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}
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private:
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