Scene loading
This commit is contained in:
parent
18093433fa
commit
917009a5cb
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@ -0,0 +1,4 @@
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Start in Fullscreen: false
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Starting Scene ID: 0
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
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@ -22,7 +22,7 @@
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// Managers
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Scene/SHSceneManager.h"
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#include "Serialization/Configurations/SHConfigurationManager.h"
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// Systems
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#include "Scripting/SHScriptEngine.h"
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#include "Physics/SHPhysicsSystem.h"
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@ -36,7 +36,7 @@
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Scenes/SBTestScene.h"
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#include "Scenes/SBMainScene.h"
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#include "Assets/SHAssetManager.h"
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@ -58,8 +58,9 @@ namespace Sandbox
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{
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// Set working directory
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SHFileUtilities::SetWorkDirToExecDir();
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window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow);
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WindowData wndData{};
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auto const& applicationConfig = SHConfigurationManager::LoadApplicationConfig(&wndData);
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window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow, wndData);
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// Create Systems
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SHSystemManager::CreateSystem<SHGraphicsSystem>();
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@ -71,6 +72,7 @@ namespace Sandbox
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SHSystemManager::CreateSystem<SHCameraSystem>();
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#ifdef SHEDITOR
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SDL_Init(SDL_INIT_VIDEO);
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sdlWindow = SDL_CreateWindowFrom(window.GetHWND());
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SHSystemManager::CreateSystem<SHEditor>();
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@ -123,7 +125,7 @@ namespace Sandbox
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SHSystemManager::Init();
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SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
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SHSceneManager::InitSceneManager<SBMainScene>(applicationConfig.startingSceneID);
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SHFrameRateController::UpdateFRC();
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}
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#include "SBpch.h"
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#include "SBMainScene.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Scene/SHSceneManager.h"
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#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
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#include "Scripting/SHScriptEngine.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
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#include "Physics/Components/SHRigidBodyComponent.h"
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#include "Physics/Components/SHColliderComponent.h"
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#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
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#include "Assets/SHAssetManager.h"
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#include "Camera/SHCameraComponent.h"
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#include "Resource/SHResourceManager.h"
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#include "Serialization/SHSerialization.h"
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using namespace SHADE;
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namespace Sandbox
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{
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void SBMainScene::WindowFocusFunc([[maybe_unused]] void* window, int focused)
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{
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if (focused)
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{
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}
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else
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{
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}
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}
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void SBMainScene::Load()
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{
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}
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void SBMainScene::Init()
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{
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SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
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// Create temp meshes
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const auto CUBE_MESH = SHADE::SHPrimitiveGenerator::Cube(*graphicsSystem);
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//Test Racoon mesh
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std::vector<Handle<SHMesh>> handles;
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std::vector<Handle<SHTexture>> texHandles;
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for (const auto& asset : SHAssetManager::GetAllAssets())
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{
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switch (asset.type)
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{
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case AssetType::MESH:
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if (asset.name == "Cube.012")
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handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id));
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break;
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case AssetType::TEXTURE:
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if (asset.name == "RaccoonPreTexturedVer1_Base9")
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texHandles.emplace_back(SHResourceManager::LoadOrGet<SHTexture>(asset.id));
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break;
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}
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}
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SHResourceManager::FinaliseChanges();
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// Create Materials
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
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customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
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customMat->SetProperty("data.textureIndex", 0);
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customMat->SetProperty("data.alpha", 0.1f);
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sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID);
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}
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void SBMainScene::Update(float dt)
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{
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}
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void SBMainScene::Render()
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{
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}
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void SBMainScene::Unload()
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{
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}
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void SBMainScene::Free()
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{
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//SHSerialization::SerializeScene("resources/scenes/Scene01.SHADE");
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}
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}
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@ -5,7 +5,7 @@
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namespace Sandbox
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{
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class SBTestScene : public SHADE::SHScene
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class SBMainScene : public SHADE::SHScene
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{
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private:
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EntityID camera;
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@ -23,7 +23,7 @@ namespace Sandbox
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//TODO: Change to new window DO IT IN CPP TOO
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void WindowFocusFunc(void* window, int focused);
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SBTestScene(void) = default;
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SBMainScene(void) = default;
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};
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}
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@ -1,205 +0,0 @@
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#include "SBpch.h"
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#include "SBTestScene.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Scene/SHSceneManager.h"
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#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
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#include "Scripting/SHScriptEngine.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
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#include "Physics/Components/SHRigidBodyComponent.h"
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#include "Physics/Components/SHColliderComponent.h"
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#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
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#include "Assets/SHAssetManager.h"
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#include "Camera/SHCameraComponent.h"
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#include "Resource/SHResourceManager.h"
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using namespace SHADE;
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namespace Sandbox
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{
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void SBTestScene::WindowFocusFunc([[maybe_unused]] void* window, int focused)
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{
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if (focused)
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{
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}
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else
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{
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}
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}
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void SBTestScene::Load()
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{
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}
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void SBTestScene::Init()
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{
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SHADE::SHGraphicsSystem* graphicsSystem = static_cast<SHADE::SHGraphicsSystem*>(SHADE::SHSystemManager::GetSystem<SHADE::SHGraphicsSystem>());
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// Create temp meshes
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const auto CUBE_MESH = SHADE::SHPrimitiveGenerator::Cube(*graphicsSystem);
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//Test Racoon mesh
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std::vector<Handle<SHMesh>> handles;
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std::vector<Handle<SHTexture>> texHandles;
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for (const auto& asset : SHAssetManager::GetAllAssets())
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{
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switch (asset.type)
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{
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case AssetType::MESH:
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if (asset.name == "Cube.012")
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handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id));
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break;
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case AssetType::TEXTURE:
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if (asset.name == "RaccoonPreTexturedVer1_Base9")
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texHandles.emplace_back(SHResourceManager::LoadOrGet<SHTexture>(asset.id));
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break;
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}
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}
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SHResourceManager::FinaliseChanges();
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// Create Materials
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auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
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auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
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customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
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customMat->SetProperty("data.textureIndex", 0);
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customMat->SetProperty("data.alpha", 0.1f);
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// Create Stress Test Objects
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static const SHVec3 TEST_OBJ_SCALE = SHVec3::One;
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constexpr int NUM_ROWS = 3;
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constexpr int NUM_COLS = 1;
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static const SHVec3 TEST_OBJ_SPACING = { 0.1f, 0.1f, 0.1f };
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static const SHVec3 TEST_OBJ_START_POS = { -(NUM_COLS / 2 * TEST_OBJ_SPACING.x) + 1.0f, -2.0f, -1.0f };
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for (int y = 0; y < NUM_ROWS; ++y)
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for (int x = 0; x < NUM_COLS; ++x)
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{
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auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>();
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auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
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auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
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auto& collider = *SHComponentManager::GetComponent_s<SHColliderComponent>(entity);
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//renderable.Mesh = handles.front();
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renderable.SetMesh(CUBE_MESH);
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renderable.SetMaterial(customMat);
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if (y == 50)
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renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(1.0f, 0.0f, 0.0f, 1.0f));
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//Set initial positions
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transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, y * TEST_OBJ_SPACING.y, SHMath::GenerateRandomNumber(-3.5f, -5.0f) });
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//transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
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transform.SetWorldRotation(SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f));
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transform.SetWorldScale(TEST_OBJ_SCALE);
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collider.AddBoundingBox(SHVec3::One, SHVec3::Zero);
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stressTestObjects.emplace_back(entity);
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}
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auto raccoonSpin = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
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auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(raccoonSpin);
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auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(raccoonSpin);
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renderable.SetMesh(handles.front());
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renderable.SetMaterial(customMat);
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renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
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renderable.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
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renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
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transform.SetWorldPosition({ -3.0f, -1.0f, -1.0f });
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transform.SetLocalScale({ 5.0f, 5.0f, 5.0f });
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auto floor = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>();
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auto& floorRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(floor);
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auto& floorTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(floor);
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auto& floorRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(floor);
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auto& floorCollider = *SHComponentManager::GetComponent_s<SHColliderComponent>(floor);
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floorRenderable.SetMesh(CUBE_MESH);
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floorRenderable.SetMaterial(graphicsSystem->GetDefaultMaterialInstance());
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floorTransform.SetWorldScale({ 7.5f, 0.5f, 7.5 });
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floorTransform.SetWorldPosition({ 0.0f, -3.0f, -5.0f });
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floorRigidBody.SetType(SHRigidBodyComponent::Type::STATIC);
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auto* floorBox = floorCollider.AddBoundingBox();
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floorBox->SetHalfExtents(floorTransform.GetWorldScale() * 0.5f);
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// Create blank entity with a script
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//testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
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//auto& testObjRenderable = *SHComponentManager::GetComponent<SHRenderable>(testObj);
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//testObjRenderable.Mesh = CUBE_MESH;
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//testObjRenderable.SetMaterial(matInst);
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SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
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scriptEngine->AddScript(raccoonSpin, "RaccoonSpin");
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auto raccoonShowcase = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
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auto& renderableShowcase = *SHComponentManager::GetComponent_s<SHRenderable>(raccoonShowcase);
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auto& transformShowcase = *SHComponentManager::GetComponent_s<SHTransformComponent>(raccoonShowcase);
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renderableShowcase.SetMesh(handles.front());
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renderableShowcase.SetMaterial(customMat);
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
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renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
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transformShowcase.SetWorldPosition({ 3.0f, -1.0f, -1.0f });
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transformShowcase.SetLocalScale({ 5.0f, 5.0f, 5.0f });
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scriptEngine->AddScript(raccoonShowcase, "RaccoonShowcase");
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SHComponentManager::AddComponent<SHCameraComponent>(0);
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SHComponentManager::AddComponent<SHLightComponent>(0);
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SHComponentManager::RemoveComponent <SHRigidBodyComponent>(0);
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SHComponentManager::RemoveComponent <SHColliderComponent>(0);
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auto ambientLight = SHEntityManager::CreateEntity<SHLightComponent>();
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SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetColor(SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
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SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetStrength(0.25f);
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SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetType(SH_LIGHT_TYPE::AMBIENT);
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}
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void SBTestScene::Update(float dt)
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{
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static float rotation = 0.0f;
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SHVec3 direction{0.0f, 0.0f, 1.0f};
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direction = SHVec3::RotateY(direction, rotation);
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auto* lightComp =SHComponentManager::GetComponent<SHLightComponent>(0);
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lightComp->SetDirection (direction);
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rotation += 0.005f;
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//auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj);
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//transform.SetWorldPosition({1.0f, 1.0f, -1.0f});
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//transform.SetWorldRotation(0.0f, 0.0f + rotation, 0.0f);
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//rotation += dt * 0.2f;
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// Destroy entity if space is pressed
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if (GetKeyState(VK_SPACE) & 0x8000)
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{
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rotation = 0.0f;
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SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
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scriptEngine->RemoveAllScripts(testObj);
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}
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}
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void SBTestScene::Render()
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{
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}
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void SBTestScene::Unload()
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{
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}
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void SBTestScene::Free()
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{
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//SHSerialization::SerializeScene("resources/scenes/Scene01.SHADE");
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}
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}
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#include <imgui_internal.h>
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#include <rttr/type>
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#include "Scene/SHSceneManager.h"
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#include "Serialization/SHSerialization.h"
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namespace SHADE
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{
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if (ImGui::BeginMenu("File"))
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{
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if(ImGui::Selectable("New"))
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{
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auto editor = SHSystemManager::GetSystem<SHEditor>();
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editor->NewScene();
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}
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if(ImGui::Selectable("Save"))
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{
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SHSerialization::SerializeSceneToFile("../../Assets/Scenes/Test.SHADE");
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auto editor = SHSystemManager::GetSystem<SHEditor>();
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editor->SaveScene();
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}
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if(ImGui::Selectable("Load"))
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{
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SHSerialization::DeserializeSceneFromFile("../../Assets/Scenes/Test.SHADE");
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SHSerialization::DeserializeSceneFromFile(SHSceneManager::GetCurrentSceneAssetID());
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}
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ImGui::EndMenu();
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}
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@ -37,7 +37,7 @@ namespace SHADE
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proj(1, 1) *= -1;
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static SHMatrix gridMat = SHMatrix::Translate(0, -0.5f, 0.f) * SHMatrix::Identity;
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if (selectedEntityTransformComponent == nullptr)
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{
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SHEditor* editor = SHSystemManager::GetSystem<SHEditor>();
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#include "SHEditorWidgets.hpp"
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#include "Math/Transform/SHTransformSystem.h"
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#include "Graphics/Windowing/SHWindow.h"
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//#==============================================================#
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//|| Editor Window Includes ||
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#include <backends/imgui_impl_sdl.h>
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#include <backends/imgui_impl_vulkan.h>
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#include "Assets/SHAssetManager.h"
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#include "Assets/Asset Types/SHSceneAsset.h"
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#include "Graphics/MiddleEnd/Interface/SHMousePickSystem.h"
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#include "Scene/SHSceneManager.h"
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#include "Serialization/SHSerialization.h"
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RTTR_REGISTRATION
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{
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using namespace SHADE;
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@ -145,6 +149,11 @@ namespace SHADE
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{
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SHCommandManager::UndoCommand();
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}
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if(ImGui::IsKeyDown(ImGuiKey_LeftCtrl) && ImGui::IsKeyReleased(ImGuiKey_S))
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{
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SaveScene();
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}
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Render();
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}
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||||
|
@ -159,6 +168,60 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHEditor::RenderSceneNamePrompt() noexcept
|
||||
{
|
||||
if(isSceneNamePromptOpen)
|
||||
{
|
||||
ImGui::OpenPopup(sceneNamePromptName.data());
|
||||
}
|
||||
|
||||
if(ImGui::BeginPopupModal(sceneNamePromptName.data(), &isSceneNamePromptOpen))
|
||||
{
|
||||
static std::string newSceneName{};
|
||||
ImGui::Text("Enter new scene name");
|
||||
ImGui::InputText("##name", &newSceneName);
|
||||
ImGui::BeginDisabled(newSceneName.empty());
|
||||
if(ImGui::Button("Save"))
|
||||
{
|
||||
SaveScene(newSceneName);
|
||||
newSceneName.clear();
|
||||
isSceneNamePromptOpen = false;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::SameLine();
|
||||
if(ImGui::Button("Cancel"))
|
||||
{
|
||||
isSceneNamePromptOpen = false;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
void SHEditor::RenderUnsavedChangesPrompt() noexcept
|
||||
{
|
||||
if(isUnsavedChangesPromptOpen)
|
||||
{
|
||||
ImGui::OpenPopup(unsavedChangesPromptName.data());
|
||||
}
|
||||
|
||||
if(ImGui::BeginPopupModal(unsavedChangesPromptName.data(), &isUnsavedChangesPromptOpen))
|
||||
{
|
||||
ImGui::Text("You have unsaved changes!");
|
||||
if(ImGui::Button("Save"))
|
||||
{
|
||||
isSceneNamePromptOpen = true;
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if(ImGui::Button("Cancel"))
|
||||
{
|
||||
isUnsavedChangesPromptOpen = false;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SHEditor::InitLayout() noexcept
|
||||
{
|
||||
if(!std::filesystem::exists(io->IniFilename))
|
||||
|
@ -366,6 +429,59 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHEditor::NewScene()
|
||||
{
|
||||
if(windowMap.GetMainWindow()->IsUnsavedChanges())
|
||||
{
|
||||
//Unsaved changes prompt
|
||||
sceneToLoad = 0;
|
||||
isUnsavedChangesPromptOpen = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
SHSceneManager::RestartScene(0);
|
||||
}
|
||||
}
|
||||
|
||||
void SHEditor::SaveScene(std::string const& newSceneName)
|
||||
{
|
||||
auto const data = SHAssetManager::GetData<SHSceneAsset>(SHSceneManager::GetCurrentSceneAssetID());
|
||||
if (!data)
|
||||
{
|
||||
if (newSceneName.empty())
|
||||
{
|
||||
//Prompt for scene name
|
||||
isSceneNamePromptOpen = true;
|
||||
return;
|
||||
}
|
||||
//Else We have a new name
|
||||
|
||||
SHSceneManager::SetCurrentSceneName(newSceneName.data());
|
||||
SHSceneManager::SetCurrentSceneAssetID(SHAssetManager::CreateNewAsset(AssetType::SCENE, newSceneName.data()));
|
||||
}
|
||||
//Get data, if data is null, asset doesn't exist, prompt for a name and create a new asset with the name
|
||||
|
||||
//serialize the scene
|
||||
SHSerialization::SerializeSceneToFile(SHSceneManager::GetCurrentSceneAssetID());
|
||||
windowMap.GetMainWindow()->ToggleUnsavedChanges();
|
||||
}
|
||||
|
||||
void SHEditor::LoadScene(AssetID const& assetID) noexcept
|
||||
{
|
||||
if(windowMap.GetMainWindow()->IsUnsavedChanges())
|
||||
{
|
||||
//Unsaved changes prompt
|
||||
isUnsavedChangesPromptOpen = true;
|
||||
sceneToLoad = assetID;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Load the scene
|
||||
sceneToLoad = 0;
|
||||
SHSceneManager::RestartScene(assetID);
|
||||
}
|
||||
}
|
||||
|
||||
void SHEditor::NewFrame()
|
||||
{
|
||||
SDL_Event event;
|
||||
|
|
|
@ -24,6 +24,8 @@
|
|||
//#==============================================================#
|
||||
#include <SDL_video.h>
|
||||
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
//#==============================================================#
|
||||
|
@ -173,6 +175,12 @@ namespace SHADE
|
|||
|
||||
void PollPicking();
|
||||
|
||||
void NewScene();
|
||||
|
||||
void SaveScene(std::string const& newSceneName = {});
|
||||
|
||||
void LoadScene(AssetID const& assetID) noexcept;
|
||||
|
||||
// List of selected entities
|
||||
std::vector<EntityID> selectedEntities;
|
||||
|
||||
|
@ -190,10 +198,23 @@ namespace SHADE
|
|||
*/
|
||||
void Render();
|
||||
|
||||
void RenderSceneNamePrompt() noexcept;
|
||||
|
||||
void RenderUnsavedChangesPrompt() noexcept;
|
||||
|
||||
void InitLayout() noexcept;
|
||||
|
||||
void InitFonts() noexcept;
|
||||
|
||||
bool isSceneNamePromptOpen = false;
|
||||
|
||||
bool isUnsavedChangesPromptOpen = false;
|
||||
|
||||
static constexpr std::string_view sceneNamePromptName = "Save scene as...";
|
||||
static constexpr std::string_view unsavedChangesPromptName = "Unsaved Changes";
|
||||
|
||||
AssetID sceneToLoad = 0;
|
||||
|
||||
// Handle to command pool used for ImGui Vulkan Backend
|
||||
Handle<SHVkCommandPool> imguiCommandPool;
|
||||
// Handle to command buffer used for ImGui Vulkan Backend
|
||||
|
|
|
@ -4,7 +4,6 @@
|
|||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Input/SHInputManager.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHWindow::SHWindow()
|
||||
|
@ -151,11 +150,11 @@ namespace SHADE
|
|||
SetWindowText(wndHWND, LPCWSTR(wndData.title.c_str()));
|
||||
}
|
||||
|
||||
SHWindow::SHVec2 SHWindow::GetPosition() const
|
||||
SHWindow::WindowSize SHWindow::GetPosition() const
|
||||
{
|
||||
RECT rect;
|
||||
GetWindowRect(wndHWND, &rect);
|
||||
return SHVec2(static_cast<uint32_t>(rect.left), static_cast<uint32_t>(rect.top));
|
||||
return WindowSize(static_cast<uint32_t>(rect.left), static_cast<uint32_t>(rect.top));
|
||||
}
|
||||
|
||||
void SHWindow::SetPosition(unsigned x, unsigned y)
|
||||
|
@ -165,18 +164,18 @@ namespace SHADE
|
|||
wndData.y = y;
|
||||
}
|
||||
|
||||
SHWindow::SHVec2 SHWindow::GetWindowSize() const
|
||||
SHWindow::WindowSize SHWindow::GetWindowSize() const
|
||||
{
|
||||
RECT rect;
|
||||
GetClientRect(wndHWND, &rect);
|
||||
return SHVec2(static_cast<uint32_t>(rect.right - rect.left), static_cast<uint32_t>(rect.bottom - rect.top));
|
||||
return WindowSize(static_cast<uint32_t>(rect.right - rect.left), static_cast<uint32_t>(rect.bottom - rect.top));
|
||||
}
|
||||
|
||||
SHWindow::SHVec2 SHWindow::GetCurrentDisplaySize() const
|
||||
SHWindow::WindowSize SHWindow::GetCurrentDisplaySize() const
|
||||
{
|
||||
unsigned screenWidth = GetSystemMetrics(SM_CXSCREEN);
|
||||
unsigned screenHeight = GetSystemMetrics(SM_CYSCREEN);
|
||||
return SHVec2(screenWidth, screenHeight);
|
||||
return WindowSize(screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
void SHWindow::SetMouseVisible(bool show)
|
||||
|
@ -260,7 +259,7 @@ namespace SHADE
|
|||
return wndHWND;
|
||||
}
|
||||
|
||||
const WindowData SHWindow::GetWindowData()
|
||||
const WindowData SHWindow::GetWindowData() const noexcept
|
||||
{
|
||||
return wndData;
|
||||
}
|
||||
|
@ -287,6 +286,15 @@ namespace SHADE
|
|||
windowCloseCallbacks.erase(callbackid);
|
||||
}
|
||||
|
||||
void SHWindow::ToggleUnsavedChanges() noexcept
|
||||
{
|
||||
unsavedChanges = !unsavedChanges;
|
||||
std::wstring title = wndData.title;
|
||||
if(unsavedChanges)
|
||||
title.append(L"*");
|
||||
SetWindowText(wndHWND, title.data());
|
||||
}
|
||||
|
||||
LRESULT SHWindow::WndProcStatic(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
|
||||
{
|
||||
auto window = windowMap.GetWindow(hwnd);
|
||||
|
|
|
@ -74,7 +74,7 @@ namespace SHADE
|
|||
class SH_API SHWindow
|
||||
{
|
||||
public:
|
||||
using SHVec2 = std::pair<uint32_t, uint32_t>;
|
||||
using WindowSize = std::pair<uint32_t, uint32_t>;
|
||||
typedef std::function<void(uint32_t width, uint32_t height)> WindowResizeCallbackFn;
|
||||
typedef std::function<void(void)> WindowCloseCallbackFn;
|
||||
typedef uint16_t CALLBACKID;
|
||||
|
@ -92,15 +92,15 @@ namespace SHADE
|
|||
|
||||
void SetTitle(std::wstring title);
|
||||
|
||||
SHVec2 GetPosition() const;
|
||||
WindowSize GetPosition() const;
|
||||
|
||||
void SetPosition(unsigned x, unsigned y);
|
||||
//void SetPosition(SHMathVec2U);
|
||||
|
||||
SHVec2 GetWindowSize() const;
|
||||
WindowSize GetWindowSize() const;
|
||||
|
||||
//Get size of display the window is in (whichever window contains the window origin)
|
||||
SHVec2 GetCurrentDisplaySize() const;
|
||||
WindowSize GetCurrentDisplaySize() const;
|
||||
|
||||
void SetMouseVisible(bool show);
|
||||
|
||||
|
@ -123,7 +123,7 @@ namespace SHADE
|
|||
|
||||
HWND GetHWND();
|
||||
|
||||
const WindowData GetWindowData();
|
||||
const WindowData GetWindowData() const noexcept;
|
||||
|
||||
CALLBACKID RegisterWindowSizeCallback(WindowResizeCallbackFn);
|
||||
void UnregisterWindowSizeCallback(CALLBACKID const& callbackid);
|
||||
|
@ -131,6 +131,8 @@ namespace SHADE
|
|||
void UnregisterWindowCloseCallback(CALLBACKID const& callbackid);
|
||||
bool IsMinimized() const { return wndData.isMinimised; }
|
||||
|
||||
void ToggleUnsavedChanges() noexcept;
|
||||
bool IsUnsavedChanges() const noexcept{return unsavedChanges;}
|
||||
protected:
|
||||
static LRESULT CALLBACK WndProcStatic(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
|
||||
|
||||
|
@ -164,7 +166,8 @@ namespace SHADE
|
|||
std::unordered_map<CALLBACKID, WindowCloseCallbackFn> windowCloseCallbacks;
|
||||
CALLBACKID windowResizeCallbackCount{};
|
||||
CALLBACKID windowCloseCallbackCount{};
|
||||
//TODO: Shift to events abstraction
|
||||
|
||||
bool unsavedChanges = false;
|
||||
|
||||
void OnCreate(HWND hwnd, LPCREATESTRUCT create_struct);
|
||||
void OnClose();
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include <string>
|
||||
#include "SHSceneGraph.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "ECS_Base/General/SHFamily.h"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -32,6 +33,7 @@ namespace SHADE
|
|||
virtual ~SHScene() = default;
|
||||
|
||||
std::string sceneName;
|
||||
AssetID sceneAssetID;
|
||||
|
||||
SHSceneGraph& GetSceneGraph() noexcept { return sceneGraph; }
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace SHADE
|
|||
std::string SHSceneManager::newSceneName{};
|
||||
uint32_t SHSceneManager::currentSceneID = UINT32_MAX;
|
||||
uint32_t SHSceneManager::nextSceneID = UINT32_MAX;
|
||||
|
||||
AssetID SHSceneManager::currentSceneAssetID{};
|
||||
|
||||
SHScene* SHSceneManager::currentScene = nullptr;
|
||||
//SHScene* SHSceneManager::nextScene = nullptr;
|
||||
|
@ -107,12 +107,12 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHSceneManager::RestartScene(std::string const& sceneName) noexcept
|
||||
void SHSceneManager::RestartScene(AssetID const& assetID ) noexcept
|
||||
{
|
||||
if (currentScene->sceneName != sceneName)
|
||||
if (currentScene->sceneAssetID != assetID)
|
||||
{
|
||||
cleanReload = true;
|
||||
newSceneName = sceneName;
|
||||
//newSceneName = sceneName;
|
||||
}
|
||||
else
|
||||
cleanReload = false;
|
||||
|
@ -151,4 +151,20 @@ namespace SHADE
|
|||
{
|
||||
return currentScene->sceneName;
|
||||
}
|
||||
|
||||
void SHSceneManager::SetCurrentSceneName(std::string const& sceneName) noexcept
|
||||
{
|
||||
currentScene->sceneName = sceneName;
|
||||
}
|
||||
|
||||
AssetID SHSceneManager::GetCurrentSceneAssetID() noexcept
|
||||
{
|
||||
return currentScene->sceneAssetID;
|
||||
}
|
||||
|
||||
void SHSceneManager::SetCurrentSceneAssetID(AssetID const& newAssetID)
|
||||
{
|
||||
currentScene->sceneAssetID = newAssetID;
|
||||
currentSceneAssetID = newAssetID;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
//Project Headers
|
||||
#include "SH_API.h"
|
||||
#include "ECS_Base/General/SHFamily.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -47,6 +48,9 @@ namespace SHADE
|
|||
//pointer to the current scene
|
||||
static SHScene* currentScene;
|
||||
|
||||
//Scene AssetID of the current scene
|
||||
static AssetID currentSceneAssetID;
|
||||
|
||||
//Used in reloading scene.
|
||||
static std::string newSceneName;
|
||||
|
||||
|
@ -80,10 +84,10 @@ namespace SHADE
|
|||
* None.
|
||||
***************************************************************************/
|
||||
template<typename T>
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> InitSceneManager(std::string const& sceneName) noexcept
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> InitSceneManager(AssetID const& sceneAssetID) noexcept
|
||||
{
|
||||
//prevSceneCreate = newScene;
|
||||
newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName = sceneName; };
|
||||
newScene = [sceneAssetID]() { currentScene = new T(); currentScene->sceneAssetID = sceneAssetID; };
|
||||
//nextSceneID = SHFamilyID<SHScene>::GetID<T>();
|
||||
nextSceneID = 0;
|
||||
|
||||
|
@ -99,7 +103,7 @@ namespace SHADE
|
|||
* None.
|
||||
***************************************************************************/
|
||||
template<typename T>
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> ChangeScene(std::string const& sceneName) noexcept
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> ChangeScene(AssetID const& sceneAssetID) noexcept
|
||||
{
|
||||
//check if this new Scene is current Scene (Use RestartScene instead)
|
||||
if (currentSceneID == SHFamilyID<SHScene>::GetID<T>())
|
||||
|
@ -107,7 +111,7 @@ namespace SHADE
|
|||
return;
|
||||
}
|
||||
//prevSceneCreate = newScene;
|
||||
newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName; };
|
||||
newScene = [sceneAssetID]() { currentScene = new T(); currentScene->sceneAssetID = sceneAssetID; };
|
||||
nextSceneID = SHFamilyID<SHScene>::GetID<T>();
|
||||
sceneChanged = true;
|
||||
}
|
||||
|
@ -137,11 +141,11 @@ namespace SHADE
|
|||
* Restarts current scene. Only Scene::Init() and Scene::Free()
|
||||
* Scene::Load() and Scene::Unload() will not be called.
|
||||
* Edit: allows for RestartScene to restart the scene with a different
|
||||
* scene name.
|
||||
* If a sceneName is different from the current one, Load and Unload will
|
||||
* scene asset ID.
|
||||
* If a scene asset id is different from the current one, Load and Unload will
|
||||
* run.
|
||||
***************************************************************************/
|
||||
static void RestartScene(std::string const& sceneName ) noexcept;
|
||||
static void RestartScene(AssetID const& assetID ) noexcept;
|
||||
|
||||
/*!*************************************************************************
|
||||
* \brief
|
||||
|
@ -164,7 +168,10 @@ namespace SHADE
|
|||
static void Exit() noexcept;
|
||||
|
||||
static std::string GetSceneName() noexcept;
|
||||
|
||||
static void SetCurrentSceneName(std::string const& sceneName) noexcept;
|
||||
static AssetID GetCurrentSceneAssetID() noexcept;
|
||||
//Only if scene doesn't exist, and scene asset id needs to be updated to the new one
|
||||
static void SetCurrentSceneAssetID(AssetID const& newAssetID);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -0,0 +1,89 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHConfigurationManager.h"
|
||||
#include "Tools/FileIO/SHFileIO.h"
|
||||
#include "Serialization/SHSerializationHelper.hpp"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHApplicationConfig SHConfigurationManager::applicationConfig;
|
||||
#ifdef SHEDITOR
|
||||
SHEditorConfig SHConfigurationManager::editorConfig;
|
||||
#endif
|
||||
|
||||
void SHConfigurationManager::SaveApplicationConfig()
|
||||
{
|
||||
YAML::Emitter out;
|
||||
out << SHSerializationHelper::RTTRToNode(applicationConfig);
|
||||
SHFileIO::WriteStringToFile(applicationConfigPath, out.c_str());
|
||||
}
|
||||
|
||||
SHApplicationConfig& SHConfigurationManager::LoadApplicationConfig(WindowData* wndData)
|
||||
{
|
||||
if(!std::filesystem::exists(applicationConfigPath))
|
||||
{
|
||||
SaveApplicationConfig();
|
||||
return applicationConfig;
|
||||
}
|
||||
|
||||
auto const node = YAML::Load(SHFileIO::GetStringFromFile(applicationConfigPath));
|
||||
auto properties = rttr::type::get<SHApplicationConfig>().get_properties();
|
||||
for(auto const& property : properties)
|
||||
{
|
||||
if(node[property.get_name().data()].IsDefined())
|
||||
SHSerializationHelper::InitializeProperty(&applicationConfig, property, node[property.get_name().data()]);
|
||||
}
|
||||
|
||||
if(wndData != nullptr)
|
||||
{
|
||||
wndData->isFullscreen = applicationConfig.startInFullScreen;
|
||||
wndData->title = std::wstring(applicationConfig.windowTitle.begin(), applicationConfig.windowTitle.end());
|
||||
wndData->width = static_cast<uint32_t>(applicationConfig.windowSize.x);
|
||||
wndData->height = static_cast<uint32_t>(applicationConfig.windowSize.y);
|
||||
}
|
||||
|
||||
return applicationConfig;
|
||||
}
|
||||
|
||||
#ifdef SHEDITOR
|
||||
void SHConfigurationManager::SaveEditorConfig()
|
||||
{
|
||||
YAML::Emitter out;
|
||||
out << SHSerializationHelper::RTTRToNode(editorConfig);
|
||||
SHFileIO::WriteStringToFile(editorConfigPath, out.c_str());
|
||||
}
|
||||
|
||||
SHEditorConfig& SHConfigurationManager::LoadEditorConfig()
|
||||
{
|
||||
auto const node = YAML::Load(SHFileIO::GetStringFromFile(editorConfigPath));
|
||||
auto properties = rttr::type::get<SHApplicationConfig>().get_properties();
|
||||
for(auto const& property : properties)
|
||||
{
|
||||
if(node[property.get_name().data()].IsDefined())
|
||||
SHSerializationHelper::InitializeProperty(&editorConfig, property, node[property.get_name().data()]);
|
||||
}
|
||||
return editorConfig;
|
||||
}
|
||||
|
||||
void SHConfigurationManager::FetchEditorCameraData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SHConfigurationManager::SetEditorCameraData()
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
RTTR_REGISTRATION
|
||||
{
|
||||
using namespace rttr;
|
||||
using namespace SHADE;
|
||||
|
||||
registration::class_<SHApplicationConfig>("Application Config")
|
||||
.property("Start in Fullscreen", &SHApplicationConfig::startInFullScreen)
|
||||
.property("Starting Scene ID", &SHApplicationConfig::startingSceneID)
|
||||
.property("Window Size", &SHApplicationConfig::windowSize)
|
||||
.property("Window Title", &SHApplicationConfig::windowTitle);
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#pragma once
|
||||
#include <rttr/registration>
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Graphics/Windowing/SHWindow.h"
|
||||
#include "SH_API.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
struct SHApplicationConfig
|
||||
{
|
||||
bool startInFullScreen{ false };
|
||||
AssetID startingSceneID{};
|
||||
SHVec2 windowSize {1920, 1080};
|
||||
std::string windowTitle {"SHADE Engine"};
|
||||
RTTR_ENABLE()
|
||||
};
|
||||
|
||||
struct SHEditorConfig
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
class SH_API SHConfigurationManager
|
||||
{
|
||||
public:
|
||||
static constexpr std::string_view applicationConfigPath{"../../Assets/Application.SHConfig"};
|
||||
static constexpr std::string_view editorConfigPath{"../../Assets/Editor/Editor.SHConfig"};
|
||||
|
||||
static void SaveApplicationConfig();
|
||||
static SHApplicationConfig& LoadApplicationConfig(WindowData* wndData = nullptr);
|
||||
static SHApplicationConfig applicationConfig;
|
||||
#ifdef SHEDITOR
|
||||
static void SaveEditorConfig();
|
||||
static SHEditorConfig& LoadEditorConfig();
|
||||
static SHEditorConfig editorConfig;
|
||||
private:
|
||||
static void FetchEditorCameraData();
|
||||
static void SetEditorCameraData();
|
||||
#endif
|
||||
|
||||
};
|
||||
}
|
|
@ -10,6 +10,7 @@
|
|||
#include "Assets/SHAssetManager.h"
|
||||
#include <fstream>
|
||||
|
||||
#include "Assets/Asset Types/SHSceneAsset.h"
|
||||
#include "Camera/SHCameraComponent.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
|
@ -20,16 +21,19 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
void SHSerialization::SerializeSceneToFile(std::filesystem::path const& path)
|
||||
bool SHSerialization::SerializeSceneToFile(AssetID const& sceneAssetID)
|
||||
{
|
||||
auto assetData = SHAssetManager::GetData<SHSceneAsset>(sceneAssetID);
|
||||
if(!assetData)
|
||||
{
|
||||
SHLOG_ERROR("Asset does not exist: {}", sceneAssetID);
|
||||
return false;
|
||||
}
|
||||
YAML::Emitter out;
|
||||
SerializeSceneToEmitter(out);
|
||||
std::ofstream file(path.c_str());
|
||||
if (file.good())
|
||||
{
|
||||
file << out.c_str();
|
||||
file.close();
|
||||
}
|
||||
assetData->data = out.c_str();
|
||||
|
||||
return SHAssetManager::SaveAsset(sceneAssetID);
|
||||
}
|
||||
|
||||
std::string SHSerialization::SerializeSceneToString()
|
||||
|
@ -91,31 +95,16 @@ namespace SHADE
|
|||
return eid;
|
||||
}
|
||||
|
||||
void SHSerialization::DeserializeSceneFromFile(std::filesystem::path const& path)
|
||||
std::string SHSerialization::DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept
|
||||
{
|
||||
//TODO:Shift to using XQ's FileIO
|
||||
std::ifstream iFile;
|
||||
iFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
std::string fileContent = "";
|
||||
|
||||
try
|
||||
auto assetData = SHAssetManager::GetData<SHSceneAsset>(sceneAssetID);
|
||||
if(!assetData)
|
||||
{
|
||||
// Open file
|
||||
// Read file's buffer contents into streams
|
||||
iFile.open(path);
|
||||
std::stringstream fileStream;
|
||||
fileStream << iFile.rdbuf();
|
||||
|
||||
fileContent = fileStream.str();
|
||||
|
||||
// Close file handler
|
||||
iFile.close();
|
||||
SHLOG_ERROR("Attempted to load scene that doesn't exist {}", sceneAssetID)
|
||||
SHSceneManager::SetCurrentSceneAssetID(0);
|
||||
return NewSceneName.data();
|
||||
}
|
||||
catch (std::ifstream::failure e)
|
||||
{
|
||||
SHLOG_ERROR("Could not read file");
|
||||
}
|
||||
YAML::Node entities = YAML::Load(fileContent);
|
||||
YAML::Node entities = YAML::Load(assetData->data);
|
||||
std::vector<EntityID> createdEntities{};
|
||||
|
||||
//Create Entities
|
||||
|
@ -126,7 +115,7 @@ namespace SHADE
|
|||
if (createdEntities.empty())
|
||||
{
|
||||
SHLOG_ERROR("Failed to create entities from deserializaiton")
|
||||
return;
|
||||
return NewSceneName.data();
|
||||
}
|
||||
//Initialize Entity
|
||||
auto entityVecIt = createdEntities.begin();
|
||||
|
@ -134,7 +123,9 @@ namespace SHADE
|
|||
{
|
||||
InitializeEntity(*it, *entityVecIt++);
|
||||
}
|
||||
}
|
||||
|
||||
return assetData->name;
|
||||
}
|
||||
|
||||
void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out)
|
||||
{
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include <filesystem>
|
||||
|
||||
#include <ECS_Base/Components/SHComponent.h>
|
||||
#include <Assets/SHAssetMacros.h>
|
||||
|
||||
namespace YAML
|
||||
{
|
||||
|
@ -25,12 +26,11 @@ namespace SHADE
|
|||
|
||||
struct SH_API SHSerialization
|
||||
{
|
||||
//TODO: change paths to resource ID
|
||||
static void SerializeSceneToFile(std::filesystem::path const& path);
|
||||
static bool SerializeSceneToFile(AssetID const& sceneAssetID);
|
||||
static std::string SerializeSceneToString();
|
||||
static void SerializeSceneToEmitter(YAML::Emitter& out);
|
||||
|
||||
static void DeserializeSceneFromFile(std::filesystem::path const& path);
|
||||
static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
|
||||
|
||||
|
||||
static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out);
|
||||
|
@ -44,5 +44,7 @@ namespace SHADE
|
|||
static std::vector<ComponentTypeID> GetComponentIDList(YAML::Node const& componentsNode);
|
||||
private:
|
||||
static void InitializeEntity(YAML::Node const& entityNode, EntityID const& eid);
|
||||
|
||||
static constexpr std::string_view NewSceneName = "New Scene";
|
||||
};
|
||||
}
|
|
@ -511,6 +511,8 @@ namespace SHADE
|
|||
node = YAML::Null;
|
||||
}
|
||||
}
|
||||
else if (varType == rttr::type::get<std::string>())
|
||||
node = var.to_string();
|
||||
else
|
||||
{
|
||||
auto properties = var.get_type().get_properties();
|
||||
|
@ -546,63 +548,65 @@ namespace SHADE
|
|||
return node;
|
||||
}
|
||||
|
||||
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
||||
static void InitializeProperty(ComponentType* component, rttr::property const& prop, YAML::Node const& propertyNode)
|
||||
template <typename Type>
|
||||
static void InitializeProperty(Type* object, rttr::property const& prop, YAML::Node const& propertyNode)
|
||||
{
|
||||
auto propType = prop.get_type();
|
||||
if (propType == rttr::type::get<SHVec4>())
|
||||
{
|
||||
SHVec4 vec = propertyNode.as<SHVec4>();
|
||||
prop.set_value(component, vec);
|
||||
prop.set_value(object, vec);
|
||||
}
|
||||
else if (propType == rttr::type::get<SHVec3>())
|
||||
{
|
||||
SHVec3 vec = propertyNode.as<SHVec3>();
|
||||
prop.set_value(component, vec);
|
||||
prop.set_value(object, vec);
|
||||
}
|
||||
else if (propType == rttr::type::get<SHVec2>())
|
||||
{
|
||||
SHVec2 vec = propertyNode.as<SHVec2>();
|
||||
prop.set_value(component, vec);
|
||||
prop.set_value(object, vec);
|
||||
}
|
||||
else if (propType.is_arithmetic())
|
||||
{
|
||||
bool ok = false;
|
||||
if (propType == rttr::type::get<bool>())
|
||||
prop.set_value(component, propertyNode.as<bool>());
|
||||
prop.set_value(object, propertyNode.as<bool>());
|
||||
else if (propType == rttr::type::get<int8_t>())
|
||||
prop.set_value(component, propertyNode.as<int8_t>());
|
||||
prop.set_value(object, propertyNode.as<int8_t>());
|
||||
else if (propType == rttr::type::get<int16_t>())
|
||||
prop.set_value(component, propertyNode.as<int16_t>());
|
||||
prop.set_value(object, propertyNode.as<int16_t>());
|
||||
else if (propType == rttr::type::get<int32_t>())
|
||||
prop.set_value(component, propertyNode.as<int32_t>());
|
||||
prop.set_value(object, propertyNode.as<int32_t>());
|
||||
else if (propType == rttr::type::get<int64_t>())
|
||||
prop.set_value(component, propertyNode.as<int64_t>());
|
||||
prop.set_value(object, propertyNode.as<int64_t>());
|
||||
else if (propType == rttr::type::get<uint8_t>())
|
||||
prop.set_value(component, propertyNode.as<uint8_t>());
|
||||
prop.set_value(object, propertyNode.as<uint8_t>());
|
||||
else if (propType == rttr::type::get<uint16_t>())
|
||||
prop.set_value(component, propertyNode.as<uint16_t>());
|
||||
prop.set_value(object, propertyNode.as<uint16_t>());
|
||||
else if (propType == rttr::type::get<uint32_t>())
|
||||
prop.set_value(component, propertyNode.as<uint32_t>());
|
||||
prop.set_value(object, propertyNode.as<uint32_t>());
|
||||
else if (propType == rttr::type::get<uint64_t>())
|
||||
prop.set_value(component, propertyNode.as<uint64_t>());
|
||||
prop.set_value(object, propertyNode.as<uint64_t>());
|
||||
else if (propType == rttr::type::get<float>())
|
||||
prop.set_value(component, propertyNode.as<float>());
|
||||
prop.set_value(object, propertyNode.as<float>());
|
||||
else if (propType == rttr::type::get<double>())
|
||||
prop.set_value(component, propertyNode.as<double>());
|
||||
prop.set_value(object, propertyNode.as<double>());
|
||||
}
|
||||
else if (propType.is_enumeration())
|
||||
{
|
||||
auto enumAlign = prop.get_enumeration();
|
||||
prop.set_value(component, enumAlign.name_to_value(propertyNode.as<std::string>()));
|
||||
prop.set_value(object, enumAlign.name_to_value(propertyNode.as<std::string>()));
|
||||
}
|
||||
else if (propType == rttr::type::get<std::string>())
|
||||
prop.set_value(object, propertyNode.as<std::string>());
|
||||
else
|
||||
{
|
||||
auto properties = propType.get_properties();
|
||||
for (auto const& property : properties)
|
||||
{
|
||||
if(propertyNode[property.get_name().data()].IsDefined())
|
||||
InitializeProperty(component, property, propertyNode[property.get_name().data()]);
|
||||
InitializeProperty(object, property, propertyNode[property.get_name().data()]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,31 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHFileIO.h"
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
int SHFileIO::WriteStringToFile(std::filesystem::path const& filePath, std::string_view const& strView)
|
||||
{
|
||||
std::ofstream file(filePath);
|
||||
if(file.good())
|
||||
{
|
||||
file << strView;
|
||||
file.close();
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
std::string SHFileIO::GetStringFromFile(std::filesystem::path const& filePath)
|
||||
{
|
||||
std::ifstream iFile;
|
||||
iFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
std::string fileData{};
|
||||
iFile.open(filePath, std::iostream::binary);
|
||||
std::stringstream ss;
|
||||
ss << iFile.rdbuf();
|
||||
fileData = ss.str();
|
||||
iFile.close();
|
||||
return fileData;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#pragma once
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <SH_API.h>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SH_API SHFileIO
|
||||
{
|
||||
static int WriteStringToFile(std::filesystem::path const& filePath, std::string_view const& strView);
|
||||
static std::string GetStringFromFile(std::filesystem::path const& file);
|
||||
};
|
||||
}
|
Loading…
Reference in New Issue