Made Editor a system and create editor routine so that the editor routine will run between graphics routines

This commit is contained in:
Sri Sham Haran 2022-10-14 15:39:43 +08:00
parent e027318d22
commit 49575893fe
6 changed files with 198 additions and 162 deletions

View File

@ -56,46 +56,58 @@ namespace Sandbox
) )
{ {
// Set working directory // Set working directory
SHADE::SHFileUtilities::SetWorkDirToExecDir(); SHFileUtilities::SetWorkDirToExecDir();
window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow); window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow);
// Create Systems // Create Systems
SHADE::SHSystemManager::CreateSystem<SHADE::SHGraphicsSystem>(); SHSystemManager::CreateSystem<SHGraphicsSystem>();
SHADE::SHSystemManager::CreateSystem<SHADE::SHScriptEngine>(); SHSystemManager::CreateSystem<SHScriptEngine>();
SHADE::SHSystemManager::CreateSystem<SHADE::SHPhysicsSystem>(); SHSystemManager::CreateSystem<SHPhysicsSystem>();
SHADE::SHSystemManager::CreateSystem<SHADE::SHTransformSystem>(); SHSystemManager::CreateSystem<SHTransformSystem>();
SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>()); SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
SHADE::SHSystemManager::CreateSystem<SHADE::SHAudioSystem>(); SHSystemManager::CreateSystem<SHAudioSystem>();
#ifdef SHEDITOR
SDL_Init(SDL_INIT_VIDEO);
sdlWindow = SDL_CreateWindowFrom(window.GetHWND());
SHSystemManager::CreateSystem<SHEditor>();
SHSystemManager::GetSystem<SHEditor>()->SetSDLWindow(sdlWindow);
#endif
// Create Routines // Create Routines
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::FrameSetUpRoutine>(); SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::FrameSetUpRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::UpdateRoutine>(); SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::UpdateRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::LateUpdateRoutine>(); SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::LateUpdateRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHScriptEngine, SHADE::SHScriptEngine::FrameCleanUpRoutine>(); SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::FrameCleanUpRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHPhysicsSystem, SHADE::SHPhysicsSystem::PhysicsPreUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPreUpdate>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHPhysicsSystem, SHADE::SHPhysicsSystem::PhysicsFixedUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHPhysicsSystem, SHADE::SHPhysicsSystem::PhysicsPostUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHTransformSystem, SHADE::SHTransformSystem::TransformUpdateRoutine>(); SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformUpdateRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::BatcherDispatcherRoutine>(); SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::BeginRoutine>(); SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::RenderRoutine>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHGraphicsSystem, SHADE::SHGraphicsSystem::EndRoutine>();
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRigidBodyComponent>(); #ifdef SHEDITOR
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHColliderComponent>(); SHSystemManager::RegisterRoutine<SHEditor, SHEditor::EditorRoutine>();
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHTransformComponent>(); #endif
SHADE::SHComponentManager::CreateComponentSparseSet<SHADE::SHRenderable>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::RenderRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::EndRoutine>();
SHComponentManager::CreateComponentSparseSet<SHRigidBodyComponent>();
SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
SHComponentManager::CreateComponentSparseSet<SHRenderable>();
//TODO: REMOVE AFTER PRESENTATION //TODO: REMOVE AFTER PRESENTATION
//SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf"); //SHAssetManager::LoadDataTemp("../../Assets/racoon.gltf");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh"); SHAssetManager::LoadDataTemp("../../Assets/Cube.012.shmesh");
//SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds"); //SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
//SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds"); //SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.shtex"); SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.shtex");
//TODO: REMOVE AFTER PRESENTATION //TODO: REMOVE AFTER PRESENTATION
@ -103,19 +115,12 @@ namespace Sandbox
auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>(); auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>(); auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
SHADE::SHSystemManager::RegisterRoutine<SHADE::SHAudioSystem, SHADE::SHAudioSystem::AudioRoutine>(); SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();
// Set up graphics system and windows // Set up graphics system and windows
graphicsSystem->SetWindow(&window); graphicsSystem->SetWindow(&window);
SHADE::SHSystemManager::Init(); SHSystemManager::Init();
#ifdef SHEDITOR
SDL_Init(SDL_INIT_VIDEO);
sdlWindow = SDL_CreateWindowFrom(window.GetHWND());
SHADE::SHEditor::Initialise(sdlWindow);
#else
#endif
SHSceneManager::InitSceneManager<SBTestScene>("TestScene"); SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
@ -124,7 +129,7 @@ namespace Sandbox
void SBApplication::Update(void) void SBApplication::Update(void)
{ {
SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>()); SHGraphicsSystem* graphicsSystem = SHADE::SHSystemManager::GetSystem<SHGraphicsSystem>();
//TODO: Change true to window is open //TODO: Change true to window is open
while (!window.WindowShouldClose()) while (!window.WindowShouldClose())
{ {
@ -134,16 +139,16 @@ namespace Sandbox
SHSceneManager::SceneUpdate(1/60.0f); SHSceneManager::SceneUpdate(1/60.0f);
//#ifdef SHEDITOR //#ifdef SHEDITOR
//#endif //#endif
graphicsSystem->BeginRender(); //graphicsSystem->BeginRender();
#ifdef SHEDITOR #ifdef SHEDITOR
SHADE::SHEditor::Update(0.16f); //SHADE::SHEditor::Update(0.16f);
#endif #endif
graphicsSystem->Run(1.0f); //graphicsSystem->Run(1.0f);
graphicsSystem->EndRender(); //graphicsSystem->EndRender();
SHADE::SHSystemManager::RunRoutines(false, 0.016f); SHSystemManager::RunRoutines(false, 0.016f);
} }
// Finish all graphics jobs first // Finish all graphics jobs first
@ -154,13 +159,12 @@ namespace Sandbox
void SBApplication::Exit(void) void SBApplication::Exit(void)
{ {
#ifdef SHEDITOR #ifdef SHEDITOR
SHADE::SHEditor::Exit();
SDL_DestroyWindow(sdlWindow); SDL_DestroyWindow(sdlWindow);
SDL_Quit(); SDL_Quit();
#endif #endif
SHSceneManager::Exit(); SHSceneManager::Exit();
SHADE::SHSystemManager::Exit(); SHSystemManager::Exit();
} }
} }

View File

@ -6,11 +6,11 @@
//#==============================================================# //#==============================================================#
//|| SHADE Includes || //|| SHADE Includes ||
//#==============================================================# //#==============================================================#
#include "Editor/SHEditor.hpp"
#include "Editor/SHImGuiHelpers.hpp" #include "Editor/SHImGuiHelpers.hpp"
#include "Editor/SHEditorWidgets.hpp" #include "Editor/SHEditorWidgets.hpp"
#include "SHHierarchyPanel.h" #include "SHHierarchyPanel.h"
#include "ECS_Base/Managers/SHEntityManager.h" #include "ECS_Base/Managers/SHEntityManager.h"
#include "Editor/SHEditor.hpp"
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
#include "Editor/DragDrop/SHDragDrop.hpp" #include "Editor/DragDrop/SHDragDrop.hpp"
#include "Tools/SHException.h" #include "Tools/SHException.h"
@ -62,7 +62,8 @@ namespace SHADE
if(ImGui::IsWindowHovered() && !SHDragDrop::hasDragDrop && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) if(ImGui::IsWindowHovered() && !SHDragDrop::hasDragDrop && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left))
{ {
SHEditor::selectedEntities.clear(); if(auto editor = SHSystemManager::GetSystem<SHEditor>())
editor->selectedEntities.clear();
} }
ImGui::SeparatorEx(ImGuiSeparatorFlags_Horizontal); ImGui::SeparatorEx(ImGuiSeparatorFlags_Horizontal);
ImGui::End(); ImGui::End();
@ -102,7 +103,9 @@ namespace SHADE
//Get node data (Children, eid, selected) //Get node data (Children, eid, selected)
auto& children = currentNode->GetChildren(); auto& children = currentNode->GetChildren();
EntityID eid = currentNode->GetEntityID(); EntityID eid = currentNode->GetEntityID();
const bool isSelected = (std::ranges::find(SHEditor::selectedEntities, eid) != SHEditor::selectedEntities.end()); auto editor = SHSystemManager::GetSystem<SHEditor>();
const bool isSelected = (std::ranges::find(editor->selectedEntities, eid) != editor->selectedEntities.end());
const ImGuiTreeNodeFlags nodeFlags = ((isSelected) ? ImGuiTreeNodeFlags_Selected : 0) | ((children.empty()) ? ImGuiTreeNodeFlags_Leaf : ImGuiTreeNodeFlags_OpenOnArrow); const ImGuiTreeNodeFlags nodeFlags = ((isSelected) ? ImGuiTreeNodeFlags_Selected : 0) | ((children.empty()) ? ImGuiTreeNodeFlags_Leaf : ImGuiTreeNodeFlags_OpenOnArrow);
@ -140,8 +143,8 @@ namespace SHADE
{ {
if(!isSelected) if(!isSelected)
{ {
SHEditor::selectedEntities.clear(); editor->selectedEntities.clear();
SHEditor::selectedEntities.push_back(eid); editor->selectedEntities.push_back(eid);
} }
if(ImGui::Selectable(std::format("{} Delete", ICON_MD_DELETE).data())) if(ImGui::Selectable(std::format("{} Delete", ICON_MD_DELETE).data()))
{ {
@ -163,19 +166,19 @@ namespace SHADE
if (!isSelected) if (!isSelected)
{ {
if (!ImGui::IsKeyDown(ImGuiKey_LeftCtrl)) if (!ImGui::IsKeyDown(ImGuiKey_LeftCtrl))
SHEditor::selectedEntities.clear(); editor->selectedEntities.clear();
SHEditor::selectedEntities.push_back(eid); editor->selectedEntities.push_back(eid);
}//if not selected }//if not selected
else else
{ {
if (!ImGui::IsKeyDown(ImGuiKey_LeftCtrl)) if (!ImGui::IsKeyDown(ImGuiKey_LeftCtrl))
{ {
auto it = std::ranges::remove(SHEditor::selectedEntities, eid).begin(); auto it = std::ranges::remove(editor->selectedEntities, eid).begin();
}//if mod ctrl is not pressed }//if mod ctrl is not pressed
else else
{ {
SHEditor::selectedEntities.clear(); editor->selectedEntities.clear();
SHEditor::selectedEntities.push_back(eid); editor->selectedEntities.push_back(eid);
} }
}//if selected }//if selected
}//if left mouse button released }//if left mouse button released

View File

@ -1,5 +1,6 @@
#include "SHpch.h" #include "SHpch.h"
#include "Editor/SHEditor.hpp"
#include "SHEditorInspector.h" #include "SHEditorInspector.h"
#include "ECS_Base/SHECSMacros.h" #include "ECS_Base/SHECSMacros.h"
@ -7,7 +8,6 @@
#include "ECS_Base/Managers/SHEntityManager.h" #include "ECS_Base/Managers/SHEntityManager.h"
#include "Math/Transform/SHTransformComponent.h" #include "Math/Transform/SHTransformComponent.h"
#include "Editor/SHEditor.hpp"
#include "Editor/SHImGuiHelpers.hpp" #include "Editor/SHImGuiHelpers.hpp"
#include "Editor/SHEditorWidgets.hpp" #include "Editor/SHEditorWidgets.hpp"
#include "SHEditorComponentView.hpp" #include "SHEditorComponentView.hpp"
@ -50,10 +50,10 @@ namespace SHADE
SHEditorWindow::Update(); SHEditorWindow::Update();
if (Begin()) if (Begin())
{ {
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (!SHEditor::selectedEntities.empty()) if (editor && !editor->selectedEntities.empty())
{ {
EntityID const& eid = SHEditor::selectedEntities[0]; EntityID const& eid = editor->selectedEntities[0];
SHEntity* entity = SHEntityManager::GetEntityByID(eid); SHEntity* entity = SHEntityManager::GetEntityByID(eid);
ImGui::TextColored(ImGuiColors::green, "EID: %zu", eid); ImGui::TextColored(ImGuiColors::green, "EID: %zu", eid);

View File

@ -3,11 +3,11 @@
//#==============================================================# //#==============================================================#
//|| SHADE Includes || //|| SHADE Includes ||
//#==============================================================# //#==============================================================#
#include "Editor/SHEditor.hpp"
#include "SHEditorMenuBar.h" #include "SHEditorMenuBar.h"
#include "Editor/IconsMaterialDesign.h" #include "Editor/IconsMaterialDesign.h"
#include "Editor/Command/SHCommandManager.h" #include "Editor/Command/SHCommandManager.h"
#include "Scripting/SHScriptEngine.h" #include "Scripting/SHScriptEngine.h"
#include "Editor/SHEditor.hpp"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
//#==============================================================# //#==============================================================#
@ -95,7 +95,8 @@ namespace SHADE
{ {
if(ImGui::Selectable(style.to_string().c_str())) if(ImGui::Selectable(style.to_string().c_str()))
{ {
SHEditor::SetStyle(style.convert<SHEditor::Style>()); if(auto editor = SHSystemManager::GetSystem<SHEditor>())
editor->SetStyle(style.convert<SHEditor::Style>());
} }
} }
ImGui::EndMenu(); ImGui::EndMenu();

View File

@ -60,18 +60,18 @@ RTTR_REGISTRATION
namespace SHADE namespace SHADE
{ {
//#==============================================================# //#==============================================================#
//|| Initialise static members || //|| Init static members ||
//#==============================================================# //#==============================================================#
Handle<SHVkCommandPool> SHEditor::imguiCommandPool; //Handle<SHVkCommandPool> SHEditor::imguiCommandPool;
Handle<SHVkCommandBuffer> SHEditor::imguiCommandBuffer; //Handle<SHVkCommandBuffer> SHEditor::imguiCommandBuffer;
SHEditor::EditorWindowMap SHEditor::editorWindows{}; SHEditorWindowManager::EditorWindowMap SHEditorWindowManager::editorWindows{};
SHEditor::EditorWindowID SHEditor::windowCount{}; SHEditorWindowManager::EditorWindowID SHEditorWindowManager::windowCount{};
std::vector<EntityID> SHEditor::selectedEntities; //std::vector<EntityID> SHEditor::selectedEntities;
//#==============================================================# //#==============================================================#
//|| Public Member Functions || //|| Public Member Functions ||
//#==============================================================# //#==============================================================#
void SHEditor::Initialise(SDL_Window* const sdlWindow) void SHEditor::Init()
{ {
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
if(auto context = ImGui::CreateContext()) if(auto context = ImGui::CreateContext())
@ -90,28 +90,28 @@ namespace SHADE
InitFonts(); InitFonts();
auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>(); auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
auto id2 = SHFamilyID<SHSystem>::GetID<SHTransformSystem>(); auto id2 = SHFamilyID<SHSystem>::GetID<SHTransformSystem>();
auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>(); auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
InitBackend(sdlWindow);
InitBackend();
SetStyle(Style::SHADE); SetStyle(Style::SHADE);
//Add editor windows //Add editor windows
CreateEditorWindow<SHEditorMenuBar>(); SHEditorWindowManager::CreateEditorWindow<SHEditorMenuBar>();
CreateEditorWindow<SHHierarchyPanel>(); SHEditorWindowManager::CreateEditorWindow<SHHierarchyPanel>();
CreateEditorWindow<SHEditorInspector>(); SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
CreateEditorWindow<SHEditorProfiler>(); SHEditorWindowManager::CreateEditorWindow<SHEditorProfiler>();
SHLOG_INFO("Successfully initialised SHADE Engine Editor") SHLOG_INFO("Successfully initialised SHADE Engine Editor")
} }
void SHEditor::Update(float const dt) void SHEditor::Update(double const dt)
{ {
(void)dt; (void)dt;
NewFrame(); NewFrame();
for (const auto& window : editorWindows | std::views::values) for (const auto& window : SHEditorWindowManager::editorWindows | std::views::values)
{ {
if(window->isOpen) if(window->isOpen)
window->Update(); window->Update();
@ -260,7 +260,7 @@ namespace SHADE
//#==============================================================# //#==============================================================#
//|| Private Member Functions || //|| Private Member Functions ||
//#==============================================================# //#==============================================================#
void SHEditor::InitBackend(SDL_Window* sdlWindow) void SHEditor::InitBackend()
{ {
if(ImGui_ImplSDL2_InitForVulkan(sdlWindow) == false) if(ImGui_ImplSDL2_InitForVulkan(sdlWindow) == false)
{ {
@ -322,4 +322,9 @@ namespace SHADE
} }
void SHEditor::EditorRoutine::Execute(double dt) noexcept
{
reinterpret_cast<SHEditor*>(system)->Update(dt);
}
}//namespace SHADE }//namespace SHADE

View File

@ -11,6 +11,8 @@
//#==============================================================# //#==============================================================#
#include "SH_API.h" #include "SH_API.h"
#include "ECS_Base/SHECSMacros.h" #include "ECS_Base/SHECSMacros.h"
#include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "Resource/Handle.h" #include "Resource/Handle.h"
#include "EditorWindow/SHEditorWindow.h" #include "EditorWindow/SHEditorWindow.h"
#include "Tools/SHLogger.h" #include "Tools/SHLogger.h"
@ -28,11 +30,7 @@ namespace SHADE
class SHVkCommandBuffer; class SHVkCommandBuffer;
class SHVkCommandPool; class SHVkCommandPool;
/** class SHEditorWindowManager
* @brief SHEditor static class contains editor variables and implementation of editor functions.
*
*/
class SH_API SHEditor
{ {
public: public:
//#==============================================================# //#==============================================================#
@ -41,46 +39,6 @@ namespace SHADE
using EditorWindowID = uint8_t; using EditorWindowID = uint8_t;
using EditorWindowPtr = std::unique_ptr<SHEditorWindow>; using EditorWindowPtr = std::unique_ptr<SHEditorWindow>;
using EditorWindowMap = std::unordered_map<EditorWindowID, EditorWindowPtr>; using EditorWindowMap = std::unordered_map<EditorWindowID, EditorWindowPtr>;
/**
* @brief Style options
*
*/
enum class Style : uint8_t
{
SHADE,
DARK,
LIGHT,
CLASSIC
};
/**
* @brief Initialise the editor
*
* @param sdlWindow pointer to SDL_Window object created in application
*/
static void Initialise(SDL_Window* sdlWindow);
/**
* @brief Update the editor and add to ImGui DrawList
*
* @param dt Delta-time of the frame
*/
static void Update(float dt);
/**
* @brief Safely shutdown the editor
*
*/
static void Exit();
/**
* @brief Set the Style for the editor
*
* @param style Desired style
*/
static void SetStyle(Style style);
/** /**
* @brief Get ID for the Editor Window Type * @brief Get ID for the Editor Window Type
* *
@ -100,39 +58,6 @@ namespace SHADE
return id; return id;
} }
/**
* @brief Get pointer to the Editor Window
*
* @tparam T Type of editor window to retrieve
* @return T* Pointer to the editor window
*/
template <typename T, std::enable_if_t<std::is_base_of_v<SHEditorWindow, T>, bool> = true>
static T* GetEditorWindow()
{
return reinterpret_cast<T*>(editorWindows[GetEditorWindowID<T>()].get());
}
// List of selected entities
static std::vector<EntityID> selectedEntities;
private:
/**
* @brief Initialise Backend for ImGui (SDL and Vulkan backend)
*
* @param sdlWindow Pointer to SDL_Window
*/
static void InitBackend(SDL_Window* sdlWindow);
/**
* @brief Start new frame for editor
*
*/
static void NewFrame();
/**
* @brief Perform ImGui and ImGui Backend Render
*
*/
static void Render();
/** /**
* @brief Create an Editor Window * @brief Create an Editor Window
* *
@ -153,16 +78,114 @@ namespace SHADE
} }
} }
static void InitFonts() noexcept; /**
* @brief Get pointer to the Editor Window
// Handle to command pool used for ImGui Vulkan Backend *
static Handle<SHVkCommandPool> imguiCommandPool; * @tparam T Type of editor window to retrieve
// Handle to command buffer used for ImGui Vulkan Backend * @return T* Pointer to the editor window
static Handle<SHVkCommandBuffer> imguiCommandBuffer; */
template <typename T, std::enable_if_t<std::is_base_of_v<SHEditorWindow, T>, bool> = true>
static T* GetEditorWindow()
{
return reinterpret_cast<T*>(editorWindows[GetEditorWindowID<T>()].get());
}
private:
// Number of windows; used for Editor Window ID Generation // Number of windows; used for Editor Window ID Generation
static EditorWindowID windowCount; static EditorWindowID windowCount;
// Map of Editor Windows // Map of Editor Windows
static EditorWindowMap editorWindows; static EditorWindowMap editorWindows;
friend class SHEditor;
};
/**
* @brief SHEditor static class contains editor variables and implementation of editor functions.
*
*/
class SH_API SHEditor final : public SHSystem
{
public:
class SH_API EditorRoutine final : public SHSystemRoutine
{
public:
EditorRoutine() = default;
void Execute(double dt) noexcept override final;
};
/**
* @brief Style options
*
*/
enum class Style : uint8_t
{
SHADE,
DARK,
LIGHT,
CLASSIC
};
/**
* @brief Initialise the editor
*
* @param sdlWindow pointer to SDL_Window object created in application
*/
void Init();
/**
* @brief Update the editor and add to ImGui DrawList
*
* @param dt Delta-time of the frame
*/
void Update(double dt);
/**
* @brief Safely shutdown the editor
*
*/
void Exit();
/**
* @brief Set the Style for the editor
*
* @param style Desired style
*/
void SetStyle(Style style);
/**
* @brief Initialise Backend for ImGui (SDL and Vulkan backend)
*
* @param sdlWindow Pointer to SDL_Window
*/
void InitBackend();
void SetSDLWindow(SDL_Window* inSDLWindow){sdlWindow = inSDLWindow;};
// List of selected entities
std::vector<EntityID> selectedEntities;
private:
/**
* @brief Start new frame for editor
*
*/
void NewFrame();
/**
* @brief Perform ImGui and ImGui Backend Render
*
*/
void Render();
void InitFonts() noexcept;
// Handle to command pool used for ImGui Vulkan Backend
Handle<SHVkCommandPool> imguiCommandPool;
// Handle to command buffer used for ImGui Vulkan Backend
Handle<SHVkCommandBuffer> imguiCommandBuffer;
SDL_Window* sdlWindow;
};//class SHEditor };//class SHEditor
}//namespace SHADE }//namespace SHADE