Working on scene and project serialisation
Added scene/project save and load to main menu, added file dialogs for opening and saving scene/project
This commit is contained in:
parent
41d5b87c7b
commit
c8ebc0fa17
@ -6,7 +6,8 @@ buildmessage "Building editor ..."
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links{
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"YoggieEngine",
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"ImGuizmo",
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"yaml-cpp"
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"yaml-cpp",
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"nfd.lib"
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}
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includedirs{
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@ -25,18 +26,18 @@ includedirs{
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incfolder["imguizmo"],
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incfolder["entt"],
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incfolder["yamlcpp"],
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incfolder["nativefiledialog"],
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"./include"
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}
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libdirs {
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staticlib["yoggie"]
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staticlib["yoggie"],
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staticlib["nativefiledialog"]
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}
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files {
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"./src/*.h",
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"./src/*.cpp"
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}
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include("../yaml-cpp")
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72
Editor/src/Dialog.h
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72
Editor/src/Dialog.h
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@ -0,0 +1,72 @@
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#pragma once
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#include <string>
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#include <imgui.h>
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#include <nfd.h>
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#include <iostream>
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#include <functional>
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#include "Project.h"
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struct DialogSpec {
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const std::string& id;
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const std::string& Title;
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const std::string& confirmText;
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DialogSpec() = default;
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};
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//classes based on RAII
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class Dialog {
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public:
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Dialog( DialogSpec spec, std::function<void(std::string&)> onConfirm)
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: path(nullptr), location() {
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if (ImGui::BeginPopupModal(spec.id.c_str(), NULL, ImGuiWindowFlags_NoMove))
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{
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ImGui::Text(spec.Title.c_str());
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ImGui::Separator();
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ImGui::LabelText("##Directory", "Directory: %s", location.c_str());
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if (ImGui::Button("...")) {
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nfdresult_t result = NFD_OpenDialog(NULL, NULL, &path);
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switch (result) {
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case (NFD_OKAY):
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location = std::string(path);
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break;
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case(NFD_CANCEL):
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std::cout << "NFD_CANCEL" << std::endl;
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case (NFD_ERROR):
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std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
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break;
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};
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}
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if (ImGui::Button(spec.confirmText.c_str(), ImVec2(120, 0)))
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{
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onConfirm(location);
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ImGui::CloseCurrentPopup();
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}
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ImGui::SetItemDefaultFocus();
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ImGui::SameLine();
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if (ImGui::Button("Cancel", ImVec2(120, 0)))
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{
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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}
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~Dialog() {
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delete path;
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}
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protected :
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char* path;
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std::string location;
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};
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@ -6,16 +6,35 @@
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#include <yaml-cpp/yaml.h>
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void Project::CreateProject(std::filesystem::path path) {
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void Project::SaveProject(std::filesystem::path path, Project& project)
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{
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YAML::Emitter projectYAML;
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projectYAML << YAML::Key << "Project" << YAML::Value << "new";
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std::ofstream projectFile;
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path.append(ProjectName.append(".yproj"));
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path.append(project.Name.append(".yproj"));
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std::cout << path.u8string() << std::endl;
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projectFile.open(path.u8string());
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projectFile << projectYAML.c_str();
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projectFile.close();
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}
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void Project::LoadProject(std::filesystem::path path, Project& project)
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{
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std::string YAMLProject;
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std::stringstream sstream;
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std::ifstream projectFile;
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projectFile.open(path.u8string());
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sstream << projectFile.rdbuf();
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YAMLProject = sstream.str();
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projectFile.close();
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std::cout << YAMLProject << std::endl;
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}
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@ -2,9 +2,12 @@
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#include <filesystem>
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class Project {
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public:
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Project(const std::string& name): ProjectName(name){}
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void CreateProject(std::filesystem::path path );
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private:
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std::string ProjectName;
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Project(const std::string& name): Name(name){}
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static void SaveProject(std::filesystem::path path, Project& project);
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static void LoadProject(std::filesystem::path path, Project& project);
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private:
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std::string Name;
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};
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};
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110
Editor/src/SceneSerializer.h
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110
Editor/src/SceneSerializer.h
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@ -0,0 +1,110 @@
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#pragma once
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#include "../../YoggieEngine/src/BarinkEngine.h"
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#include <yaml-cpp/yaml.h>
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#include <string>
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#include <filesystem>
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#include <fstream>
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void WriteFile(std::string& emitter, std::filesystem::path path)
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{
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std::cout << "Writing Scene file to: " << path.u8string() << std::endl;
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std::ofstream sceneFile;
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sceneFile.open(path.u8string());
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sceneFile << emitter.c_str();
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sceneFile.close();
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}
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YAML::Emitter& operator<< (YAML::Emitter& emitter, glm::vec3& vector) {
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emitter << YAML::Flow << YAML::BeginSeq << vector.x << vector.y << vector.x << YAML::EndSeq;
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return emitter;
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}
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void Serialize(YAML::Emitter& emitter, TransformComponent& transform)
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{
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emitter << YAML::BeginMap;
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emitter << YAML::Key << "Transform" << YAML::Value << YAML::Flow << YAML::BeginSeq;
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emitter << YAML::Key << "Position";
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emitter << YAML::Value << transform.Position;
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emitter << YAML::Key << "Rotation";
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emitter << YAML::Value << transform.Rotation;
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emitter << YAML::Key << "Scale";
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emitter << YAML::Value << transform.Scale;
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emitter << YAML::EndSeq << YAML::EndMap;
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}
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void Serialize(YAML::Emitter& emitter, IdentifierComponent& identifier)
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{
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emitter << YAML::BeginMap;
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emitter << YAML::Key << "Ident";
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emitter << YAML::Value << identifier.name;
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emitter << YAML::EndMap;
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}
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void Serialize(YAML::Emitter& emitter, LightComponent& light)
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{
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emitter << YAML::BeginMap << "Light";
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emitter << YAML::Key << "strength";
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emitter << YAML::Value << light.Strength;
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emitter << YAML::Key << "Color";
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emitter << YAML::Value << light.Color;
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emitter << YAML::EndMap;
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}
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std::string Serialize( Scene& scene) {
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YAML::Emitter sceneYAML;
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sceneYAML << "YOGGIE_SCENE_FILE" ;
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scene.getReg().each([&scene, &sceneYAML](auto enttNumber) {
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Entity entity = Entity(enttNumber, &scene);
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Serialize(sceneYAML, entity.GetComponent<IdentifierComponent>());
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Serialize(sceneYAML, entity.GetComponent<TransformComponent>());
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if (entity.HasComponent<LightComponent>()) {
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Serialize(sceneYAML, entity.GetComponent<LightComponent>());
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}
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});
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return std::string(sceneYAML.c_str());
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}
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void Parse(std::string& YAML) {
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std::vector<YAML::Node> nodes = YAML::LoadAll(YAML);
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for(YAML::Node node : nodes)
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{
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std::cout << node.Type() << std::endl;
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}
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}
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void SaveScene(std::filesystem::path path, Scene& scene) {
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std::string YAMLString = Serialize(scene);
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WriteFile(YAMLString, path);
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}
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void LoadScene(std::filesystem::path path, Scene& scene)
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{
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std::ifstream sceneFile;
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std::string YAMLScene;
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sceneFile.open(path.u8string());
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std::stringstream sstream;
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sstream << sceneFile.rdbuf();
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YAMLScene = sstream.str();
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sceneFile.close();
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Parse(YAMLScene);
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}
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@ -1,32 +1,51 @@
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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 <imgui.h>
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#include "Project.h"
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#include <imgui_internal.h>
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#include <nfd.h>
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#include "../../libs/guizmo/ImGuizmo.h"
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#include "../../YoggieEngine/src/BarinkEngine.h"
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#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
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#include "../../YoggieEngine/src/Graphics/Memory/Framebuffer.h"
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#include "../../YoggieEngine/src/PerfCounter.cpp"
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#include "../../YoggieEngine/src/Scene/Entity.h"
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#include "Widgets.h"
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#include "Project.h"
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#include "SceneSerializer.h"
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using namespace YoggieEngine;
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/*
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* Define globals
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*/
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struct EditorContext {
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Project CurrentProject;
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Scene MainScene;
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EditorContext() = default;
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EditorContext(EditorContext& other) = default;
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~EditorContext() = default;
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};
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Project CurrentProject ("test");
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Scene MainScene;
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Framebuffer* framebuffer;
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Scene Level1;
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SceneObject* Model;
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Entity cube;
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entt::entity Selected;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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auto io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
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@ -38,29 +57,34 @@ void Start() {
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// Create a cube
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Model = importer.Import("build/Debug/Models/Cube.obj");
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cube = Level1.AddEntity("cube");
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cube = MainScene.AddEntity("cube");
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auto& render3DComponent = cube.AddComponent<Render3DComponent>();
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render3DComponent.mesh = *(Model->renderable->mesh);
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cube.GetComponent<TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
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auto cube2 = Level1.AddEntity("Cube1");
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auto cube2 = MainScene.AddEntity("Cube1");
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auto& rendercube2 = cube2.AddComponent<Render3DComponent>();
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rendercube2.mesh = *(Model->renderable->mesh);
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// create an ambient light source
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auto AmbientLight = Level1.AddEntity("AmbientLight");
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auto AmbientLight = MainScene.AddEntity("AmbientLight");
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auto light = AmbientLight.AddComponent<LightComponent>();
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light.Color = glm::vec3(1.0f);
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light.Strength = 1.0f;
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Selected = (entt::entity) -1;
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renderer.Prepare(Level1);
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renderer.Prepare(MainScene);
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}
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char* path = nullptr;
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char* savePath = nullptr;
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char* scenePath = nullptr;
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char* openScenePath = nullptr;
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/*
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* Runs every frame
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* - Use to draw Immediate mode graphics (Not meant for HUD's )
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@ -69,25 +93,44 @@ void ImmediateGraphicsDraw()
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{ ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
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// Show a menu bar
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ImGui::BeginMainMenuBar();
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ImGui::PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
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if (ImGui::BeginMenu("Application")) {
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if (ImGui::BeginMenu("Project")) {
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if (ImGui::MenuItem("New project"))
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{
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Project p("New-Project");
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p.CreateProject("I:/Dev/MyGameEngine");
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if (ImGui::MenuItem("Load Project"))
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{
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nfdresult_t result = NFD_OpenDialog({ "yproj" }, NULL, &path);
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switch (result) {
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case(NFD_OKAY):
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Project::LoadProject( path, CurrentProject);
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break;
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case(NFD_CANCEL):
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break;
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case(NFD_ERROR):
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std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
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break;
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}
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if (ImGui::MenuItem("Load Project"))
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{
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}
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ImGui::EndMenu();
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}
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if (ImGui::MenuItem("Save project as...")) {
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nfdresult_t result = NFD_SaveDialog({ "yproj" }, NULL, &savePath);
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switch (result) {
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case(NFD_OKAY):
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std::cout << "Save as: " << savePath << std::endl;
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Project::SaveProject(savePath, CurrentProject);
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break;
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case(NFD_CANCEL):
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break;
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case(NFD_ERROR):
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std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
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break;
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}
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}
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if (ImGui::MenuItem("Preferences"))
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{
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@ -101,19 +144,45 @@ void ImmediateGraphicsDraw()
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ImGui::EndMenu();
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}
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ImGui::PopItemFlag();
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if (ImGui::BeginMenu("Scene")) {
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if (ImGui::MenuItem("Save scene")) {
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if (ImGui::MenuItem("Save scene"))
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{
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nfdresult_t result= NFD_SaveDialog({"yscene"},NULL, &scenePath);
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switch (result) {
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case(NFD_OKAY):
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SaveScene(scenePath, MainScene);
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break;
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case(NFD_CANCEL):
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break;
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case(NFD_ERROR):
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std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
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break;
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}
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}
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if (ImGui::MenuItem("Load scene")) {
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if (ImGui::MenuItem("Load scene"))
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{
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auto result = NFD_OpenDialog({ "yscene" }, NULL, &openScenePath);
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switch (result) {
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case (NFD_OKAY):
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LoadScene(openScenePath, MainScene);
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break;
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case(NFD_CANCEL):
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break;
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case(NFD_ERROR):
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std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
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break;
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}
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}
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if (ImGui::MenuItem("Add Entity")) {
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Level1.AddEntity("New entity");
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MainScene.AddEntity("New entity");
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}
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ImGui::EndMenu();
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@ -122,10 +191,11 @@ void ImmediateGraphicsDraw()
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ImGui::EndMainMenuBar();
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//ShowStats();
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Viewport(*framebuffer, Level1);
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SceneExplorer(Selected, Level1);
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Inspector(Selected, Level1 );
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Viewport(*framebuffer, MainScene);
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SceneExplorer(Selected, MainScene);
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Inspector(Selected, MainScene );
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Settings();
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AssetsFinder();
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@ -139,7 +209,7 @@ void ImmediateGraphicsDraw()
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void Render()
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{
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renderer.Render( *framebuffer, Level1);
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renderer.Render( *framebuffer, MainScene);
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}
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/*
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@ -25,50 +25,49 @@ void Inspector(entt::entity ent , Scene& scene) {
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static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
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static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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if (scene.getReg().valid(ent)) {
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Entity entity = Entity(ent, &scene);
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auto component = entity.GetComponent<IdentifierComponent>();
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ImGui::LabelText("## Name:", component.name.c_str());
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if (ImGui::Button("Add Component"))
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ImGui::OpenPopup("Component picker");
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ImGui::SameLine();
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if (ImGui::BeginPopup("Component picker")) {
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for (int i = 0; i < IM_ARRAYSIZE(names); i++)
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if (ImGui::MenuItem(names[i])) {
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std::cout << "Add a " << names[i] << " to "
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std::cout << "Add a " << names[i] << " to "
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<< entity.GetComponent<IdentifierComponent>().name << std::endl;
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}
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ImGui::EndPopup();
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}
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ImGui::NewLine();
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ImGui::NewLine();
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auto component = entity.GetComponent<IdentifierComponent>();
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char* buf = new char(component.name.length());
|
||||
strcpy(buf, component.name.c_str());
|
||||
ImGui::InputText("Name:",buf , IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
|
||||
|
||||
|
||||
if (entity.HasComponent<TransformComponent>()) {
|
||||
auto& transform = entity.GetComponent<TransformComponent>();
|
||||
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_None )) {
|
||||
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position), 0.01);
|
||||
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.01);
|
||||
ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.01, 0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (entity.HasComponent<LightComponent>()) {
|
||||
auto& light = entity.GetComponent<LightComponent>();
|
||||
ImGui::DragFloat("Strength", &light.Strength, 0.001f);
|
||||
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
|
||||
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||
ImGui::DragFloat("Strength", &light.Strength, 0.001f);
|
||||
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -89,9 +88,7 @@ void Inspector(entt::entity ent , Scene& scene) {
|
||||
|
||||
}
|
||||
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
void SceneExplorer(entt::entity& selected, Scene& scene )
|
||||
|
@ -23,10 +23,13 @@ incfolder["gorillaaudio"] = "%{wks.location}/libs/GorillaAudio/include"
|
||||
-- Immediate Mode GUI
|
||||
incfolder["imgui"] = "%{wks.location}/libs/ImGui"
|
||||
incfolder["imguizmo"] = "%{wks.location}/libs/guizmo"
|
||||
incfolder["nativefiledialog"] = "%{wks.location}/libs/nativefiledialog/src/include"
|
||||
|
||||
|
||||
|
||||
|
||||
staticlib = {}
|
||||
|
||||
staticlib["yoggie"] = "Yoggie/build/Debug"
|
||||
|
||||
|
||||
staticlib["nativefiledialog"]= "%{wks.location}/libs/nativefiledialog/build/lib/Release/x64"
|
||||
|
||||
|
@ -35,3 +35,4 @@ group("Other")
|
||||
group("Libraries")
|
||||
include('../ImGui')
|
||||
include("../ImGuizmo")
|
||||
include("../yaml-cpp")
|
||||
|
Loading…
Reference in New Issue
Block a user