Added new ComponentWidget and ViewWidget

A Render3DComponent can now be edited, A game view is available in the editor for game runtime rendering
This commit is contained in:
Nigel Barink 2022-11-05 20:50:35 +01:00
parent 210d535c41
commit 9a9db279a5
5 changed files with 32 additions and 16 deletions

View File

@ -1,6 +1,7 @@
#pragma once
struct EditorContext {
std::shared_ptr<Project> CurrentProject;
Scene MainScene;
EditorContext() = default;

View File

@ -5,10 +5,10 @@
#include "../../YoggieEngine/src/Scene/Entity.h"
#include "Project.h"
class SceneRuntime : public ApplicationRuntime {
class EditorRuntime : public ApplicationRuntime {
public:
SceneRuntime() = default;
EditorRuntime() = default;
void Start() override
{
CurrentProject = std::make_shared<Project>("Random");

View File

@ -42,8 +42,6 @@ void Inspector(entt::entity ent , Scene& scene) {
ImGui::EndPopup();
}
ImGui::NewLine();
auto component = entity.GetComponent<IdentifierComponent>();
@ -62,6 +60,13 @@ void Inspector(entt::entity ent , Scene& scene) {
}
if (entity.HasComponent<Render3DComponent>()) {
auto& render3d = entity.GetComponent<Render3DComponent>();
if (ImGui::CollapsingHeader("Render3D", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
}
}
if (entity.HasComponent<LightComponent>()) {
auto& light = entity.GetComponent<LightComponent>();
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
@ -110,13 +115,8 @@ void SceneExplorer(entt::entity& selected, Scene& scene )
void Viewport(Framebuffer& framebuffer) {
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoScrollbar
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse;
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar ;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
ImGui::Begin("Viewport", false, viewportWindowFlags);
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800,(float)600 });
@ -138,7 +138,18 @@ void Viewport(Framebuffer& framebuffer) {
//ImGuizmo::Manipulate(glm::value_ptr(static_cam), glm::value_ptr(static_projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(trans));
ImGuizmo::ViewManipulate(glm::value_ptr(cam), 8.0f, ImVec2{ 0.0f,0.0f }, ImVec2{ 128.0f,128.0f }, 0x10101010);
ImGui::End();
ImGui::PopStyleVar();
}
void GamePort(Framebuffer& framebuffer)
{
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar;
ImGui::Begin("Game", false, viewportWindowFlags);
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800, (float)600 });
ImGui::End();
}

View File

@ -19,6 +19,8 @@ void SceneExplorer(entt::entity& selected, Scene& scene);
void Viewport(Framebuffer& framebuffer);
void GamePort(Framebuffer& framebuffer);
void Settings();
void Console();

View File

@ -1,12 +1,13 @@
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <imgui.h>
#include <backends/imgui_impl_opengl3.h>
#include <backends/imgui_impl_glfw.h>
#include <imgui_internal.h>
#include <ImGuizmo.h>
#include <nfd.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "UI/Widgets.h"
#include "Project.h"
@ -230,6 +231,7 @@ public:
//ShowStats();
Viewport(*activeRuntime.framebuffer);
GamePort(*activeRuntime.framebuffer);
SceneExplorer(activeRuntime.Selected, activeRuntime.MainScene);
Inspector(activeRuntime.Selected, activeRuntime.MainScene);
@ -245,7 +247,7 @@ public:
private:
EditorContext context;
SceneRuntime activeRuntime ;
EditorRuntime activeRuntime ;
char* path = nullptr;
char* savePath = nullptr;
char* scenePath = nullptr;