Changed selected type

Moving away from using the pure ENTT library types and starting to use my own
This commit is contained in:
Nigel Barink 2023-01-14 22:11:09 +01:00
parent 282844b905
commit 7223c20f1d
6 changed files with 33 additions and 31 deletions

View File

@ -3,11 +3,14 @@
void Inspector::Draw()
{
if (selected.isValid()) {
AddComponentDropDown();
ShowComponents();
}
}
void Inspector::AddComponentDropDown(YoggieEngine::Entity& selected)
void Inspector::AddComponentDropDown()
{
static char* names[] = { "Script Component", "Camera Component", "Light Component" };
if (ImGui::Button("Add Component"))
@ -28,7 +31,7 @@ void Inspector::AddComponentDropDown(YoggieEngine::Entity& selected)
}
void Inspector::ShowComponents(YoggieEngine::Entity& selected)
void Inspector::ShowComponents()
{
auto component = selected.GetComponent<YoggieEngine::IdentifierComponent>();
ImGui::InputText("Name:", (char*)component.name.c_str(), component.name.size() * sizeof(char), ImGuiInputTextFlags_ReadOnly);

View File

@ -8,13 +8,15 @@ inline void ComponentView(const std::string& componentName, voidFunction func);
class Inspector : public EditorWindow {
public:
Inspector() : EditorWindow("Inspector") {}
Inspector( YoggieEngine::Entity& selected ) : EditorWindow("Inspector"), selected(selected){}
void Draw()override;
private:
void AddComponentDropDown(YoggieEngine::Entity& selected);
void AddComponentDropDown();
void ShowComponents();
void ShowComponents(YoggieEngine::Entity& selected);
YoggieEngine::Entity& selected;
};

View File

@ -6,8 +6,8 @@ void SceneExplorer::Draw()
YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &scene);
auto id = entity.GetComponent<YoggieEngine::IdentifierComponent>();
if (ImGui::Selectable(id.name.c_str(), enttNumber == selected)) {
selected = enttNumber;
if (ImGui::Selectable(id.name.c_str(), entity == selected)) {
selected = YoggieEngine::Entity(enttNumber, &scene);
}
});
}

View File

@ -5,7 +5,7 @@
class SceneExplorer : public EditorWindow {
public:
SceneExplorer(entt::entity& selected, YoggieEngine::Scene& scene)
SceneExplorer(YoggieEngine::Entity& selected, YoggieEngine::Scene& scene)
: EditorWindow("SceneExplorer"), scene(scene), selected(selected)
{}
@ -13,7 +13,7 @@ public:
private:
entt::entity selected;
YoggieEngine::Entity& selected;
YoggieEngine::Scene& scene;

View File

@ -1,13 +1,10 @@
#include "../../YoggieEngine/src/EntryPoint.h"
#include <mini/ini.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "AssetManagement/SceneSerializer.h"
#include "AssetManagement/AssetManager.h"
#include "Views/Viewport.h"
#include "PropertyPanels/SceneExplorer.h"
#include "AssetManagement/AssetFinder.h"
@ -20,10 +17,9 @@
using namespace YoggieEngine;
class Editor : public Application {
public:
Editor() : Application("Editor"), Selected((entt::entity)-1){}
Editor() : Application("Editor"){}
void Run() override
{
@ -40,11 +36,13 @@ public:
Viewport sceneview = Viewport(scene);
RuntimeControls rc = RuntimeControls();
SceneExplorer explorer(Selected, scene);
Inspector inspector = Inspector();
Inspector inspector = Inspector(Selected);
Settings settings = Settings();
// AssetFinder assetsView = AssetFinder();
Console console = Console();
Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
double previous = glfwGetTime();
double lag = 0.0;
while (!appWindow.WindowShouldClose())
@ -129,14 +127,6 @@ public:
}
if (scene.getReg().valid(Selected)) {
Entity SelectedEntity = Entity(Selected, &scene);
inspector.AddComponentDropDown(SelectedEntity);
inspector.ShowComponents(SelectedEntity);
}
projectInfo.Update();
sceneview.Update();
rc.Update();
@ -164,7 +154,6 @@ public:
// Load an empty project.
mINI::INIStructure ini;
if (std::filesystem::exists("build\\Debug\\Editor.ini"))
{
mINI::INIFile file("build\\Debug\\Editor.ini");
@ -189,7 +178,7 @@ public:
private:
bool SimulatePhysics = true;
entt::entity Selected;
YoggieEngine::Entity Selected;
Project project;
Scene scene;

View File

@ -1,7 +1,8 @@
#pragma once
typedef uint64_t ENTITY_UUID;
#include "Scene.h"
namespace YoggieEngine {
class Scene;
class Entity {
public:
Entity() = default;
@ -25,8 +26,15 @@ namespace YoggieEngine {
}
// NOTE: Not Scene context aware!!
bool operator== (Entity& other) {
return m_entity == other.m_entity;
inline bool operator== (Entity& other) {
return m_entity == other.m_entity;// && other.m_scene == m_scene;
}
inline bool isValid() {
if (m_scene == nullptr)
return false;
return m_scene->m_registry.valid(m_entity);
}
private: