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

View File

@ -6,11 +6,11 @@
//#==============================================================#
//|| SHADE Includes ||
//#==============================================================#
#include "Editor/SHEditor.hpp"
#include "Editor/SHImGuiHelpers.hpp"
#include "Editor/SHEditorWidgets.hpp"
#include "SHHierarchyPanel.h"
#include "ECS_Base/Managers/SHEntityManager.h"
#include "Editor/SHEditor.hpp"
#include "Scene/SHSceneManager.h"
#include "Editor/DragDrop/SHDragDrop.hpp"
#include "Tools/SHException.h"
@ -62,7 +62,8 @@ namespace SHADE
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::End();
@ -102,7 +103,9 @@ namespace SHADE
//Get node data (Children, eid, selected)
auto& children = currentNode->GetChildren();
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);
@ -140,8 +143,8 @@ namespace SHADE
{
if(!isSelected)
{
SHEditor::selectedEntities.clear();
SHEditor::selectedEntities.push_back(eid);
editor->selectedEntities.clear();
editor->selectedEntities.push_back(eid);
}
if(ImGui::Selectable(std::format("{} Delete", ICON_MD_DELETE).data()))
{
@ -163,19 +166,19 @@ namespace SHADE
if (!isSelected)
{
if (!ImGui::IsKeyDown(ImGuiKey_LeftCtrl))
SHEditor::selectedEntities.clear();
SHEditor::selectedEntities.push_back(eid);
editor->selectedEntities.clear();
editor->selectedEntities.push_back(eid);
}//if not selected
else
{
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
else
{
SHEditor::selectedEntities.clear();
SHEditor::selectedEntities.push_back(eid);
editor->selectedEntities.clear();
editor->selectedEntities.push_back(eid);
}
}//if selected
}//if left mouse button released

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

View File

@ -3,11 +3,11 @@
//#==============================================================#
//|| SHADE Includes ||
//#==============================================================#
#include "Editor/SHEditor.hpp"
#include "SHEditorMenuBar.h"
#include "Editor/IconsMaterialDesign.h"
#include "Editor/Command/SHCommandManager.h"
#include "Scripting/SHScriptEngine.h"
#include "Editor/SHEditor.hpp"
#include "ECS_Base/Managers/SHSystemManager.h"
//#==============================================================#
@ -95,7 +95,8 @@ namespace SHADE
{
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();

View File

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

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@ -11,6 +11,8 @@
//#==============================================================#
#include "SH_API.h"
#include "ECS_Base/SHECSMacros.h"
#include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "Resource/Handle.h"
#include "EditorWindow/SHEditorWindow.h"
#include "Tools/SHLogger.h"
@ -28,11 +30,7 @@ namespace SHADE
class SHVkCommandBuffer;
class SHVkCommandPool;
/**
* @brief SHEditor static class contains editor variables and implementation of editor functions.
*
*/
class SH_API SHEditor
class SHEditorWindowManager
{
public:
//#==============================================================#
@ -41,46 +39,6 @@ namespace SHADE
using EditorWindowID = uint8_t;
using EditorWindowPtr = std::unique_ptr<SHEditorWindow>;
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
*
@ -100,39 +58,6 @@ namespace SHADE
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
*
@ -153,16 +78,114 @@ namespace SHADE
}
}
static void InitFonts() noexcept;
// Handle to command pool used for ImGui Vulkan Backend
static Handle<SHVkCommandPool> imguiCommandPool;
// Handle to command buffer used for ImGui Vulkan Backend
static Handle<SHVkCommandBuffer> imguiCommandBuffer;
/**
* @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());
}
private:
// Number of windows; used for Editor Window ID Generation
static EditorWindowID windowCount;
// Map of Editor Windows
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
}//namespace SHADE