Added GameObject.Null and Enabling/Disabling of Scripts #236
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@ -155,16 +155,23 @@ namespace SHADE
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||||||
}
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}
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||||||
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||||||
bool SHEditorUI::InputCheckbox(const std::string& label, bool& value, bool* isHovered)
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bool SHEditorUI::InputCheckbox(const std::string& label, bool& value, bool* isHovered)
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||||||
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{
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||||||
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if (!label.empty())
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{
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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return ImGui::Checkbox("##", &value);
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return ImGui::Checkbox("##", &value);
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}
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}
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bool SHEditorUI::InputInt(const std::string& label, int& value, bool* isHovered)
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bool SHEditorUI::InputInt(const std::string& label, int& value, bool* isHovered)
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{
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if (!label.empty())
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{
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -177,7 +184,11 @@ namespace SHADE
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bool SHEditorUI::InputUnsignedInt(const std::string& label, unsigned int& value, bool* isHovered)
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bool SHEditorUI::InputUnsignedInt(const std::string& label, unsigned int& value, bool* isHovered)
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{
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{
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int signedVal = static_cast<int>(value);
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int signedVal = static_cast<int>(value);
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if (!label.empty())
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -190,8 +201,12 @@ namespace SHADE
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return CHANGED;
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return CHANGED;
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}
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}
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bool SHEditorUI::InputFloat(const std::string& label, float& value, bool* isHovered)
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bool SHEditorUI::InputFloat(const std::string& label, float& value, bool* isHovered)
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{
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if (!label.empty())
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{
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -212,8 +227,12 @@ namespace SHADE
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return CHANGED;
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return CHANGED;
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}
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}
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bool SHEditorUI::InputSlider(const std::string& label, int min, int max, int& value, bool* isHovered /*= nullptr*/)
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bool SHEditorUI::InputSlider(const std::string& label, int min, int max, int& value, bool* isHovered /*= nullptr*/)
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{
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if (!label.empty())
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{
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -235,8 +254,12 @@ namespace SHADE
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}
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}
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bool SHEditorUI::InputSlider(const std::string& label, float min, float max, float& value, bool* isHovered)
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bool SHEditorUI::InputSlider(const std::string& label, float min, float max, float& value, bool* isHovered)
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{
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if (!label.empty())
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{
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -264,7 +287,7 @@ namespace SHADE
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}
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}
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bool SHEditorUI::InputVec3(const std::string& label, SHVec3& value, bool* isHovered)
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bool SHEditorUI::InputVec3(const std::string& label, SHVec3& value, bool* isHovered)
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{
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{
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static const std::vector<std::string> COMPONENT_LABELS = { "X", "Y", "Z"};
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static const std::vector<std::string> COMPONENT_LABELS = { "X", "Y", "Z" };
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return SHEditorWidgets::DragN<float, 3>(label, COMPONENT_LABELS, { &value.x, &value.y, &value.z }, 0.1f, "%.3f", float{}, float{}, 0, isHovered);
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return SHEditorWidgets::DragN<float, 3>(label, COMPONENT_LABELS, { &value.x, &value.y, &value.z }, 0.1f, "%.3f", float{}, float{}, 0, isHovered);
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}
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}
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@ -272,7 +295,11 @@ namespace SHADE
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{
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{
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std::array<char, TEXT_FIELD_MAX_LENGTH> buffer = { '\0' };
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std::array<char, TEXT_FIELD_MAX_LENGTH> buffer = { '\0' };
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strcpy_s(buffer.data(), TEXT_FIELD_MAX_LENGTH, value.c_str());
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strcpy_s(buffer.data(), TEXT_FIELD_MAX_LENGTH, value.c_str());
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if (!label.empty())
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -285,8 +312,12 @@ namespace SHADE
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}
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}
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bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered, bool alwaysNull)
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bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered, bool alwaysNull)
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{
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if (!label.empty())
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{
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -326,7 +357,11 @@ namespace SHADE
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const std::string& INITIAL_NAME = v >= static_cast<int>(enumNames.size()) ? "Unknown" : enumNames[v];
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const std::string& INITIAL_NAME = v >= static_cast<int>(enumNames.size()) ? "Unknown" : enumNames[v];
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bool b = false;
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bool b = false;
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if (!label.empty())
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{
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ImGui::Text(label.c_str());
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ImGui::Text(label.c_str());
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ImGui::SameLine();
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}
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if (isHovered)
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if (isHovered)
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*isHovered = ImGui::IsItemHovered();
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*isHovered = ImGui::IsItemHovered();
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ImGui::SameLine();
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ImGui::SameLine();
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@ -117,6 +117,12 @@ namespace SHADE
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// Header
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// Header
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SHEditorUI::PushID(index);
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SHEditorUI::PushID(index);
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bool enabled = script->Enabled;
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if (SHEditorUI::InputCheckbox("", enabled))
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{
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script->Enabled = enabled;
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}
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SHEditorUI::SameLine();
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if (SHEditorUI::CollapsingHeader(LABEL))
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if (SHEditorUI::CollapsingHeader(LABEL))
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{
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{
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SHEditorUI::PushID(LABEL);
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SHEditorUI::PushID(LABEL);
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@ -22,6 +22,36 @@ of DigiPen Institute of Technology is prohibited.
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namespace SHADE
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namespace SHADE
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{
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{
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/*---------------------------------------------------------------------------------*/
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/* Properties */
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/*---------------------------------------------------------------------------------*/
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GameObject Script::Owner::get()
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{
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return owner;
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}
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GameObject Script::GameObject::get()
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{
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return owner;
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}
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bool Script::Enabled::get()
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{
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return enabled;
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}
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void Script::Enabled::set(bool value)
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{
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// Same, don't set
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if (value == enabled)
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return;
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enabled = value;
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// There's a change, so call the appropriate function
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if (enabled)
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OnEnable();
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else
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OnDisable();
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}
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Component Access Functions */
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/* Component Access Functions */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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@ -104,11 +134,10 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* "All-time" Lifecycle Functions */
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/* "All-time" Lifecycle Functions */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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void Script::Initialize(GameObject newOwner)
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void Script::Initialize(SHADE::GameObject newOwner)
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{
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{
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owner = newOwner;
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owner = newOwner;
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}
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}
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void Script::OnAttached()
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void Script::OnAttached()
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{
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{
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SAFE_NATIVE_CALL_BEGIN
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SAFE_NATIVE_CALL_BEGIN
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@ -131,6 +160,12 @@ namespace SHADE
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awake();
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awake();
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SAFE_NATIVE_CALL_END(this)
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SAFE_NATIVE_CALL_END(this)
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}
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}
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void Script::OnEnable()
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{
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SAFE_NATIVE_CALL_BEGIN
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onEnable();
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SAFE_NATIVE_CALL_END(this)
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}
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void Script::Start()
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void Script::Start()
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{
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{
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SAFE_NATIVE_CALL_BEGIN
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SAFE_NATIVE_CALL_BEGIN
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@ -162,6 +197,12 @@ namespace SHADE
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onDrawGizmos();
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onDrawGizmos();
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SAFE_NATIVE_CALL_END(this)
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SAFE_NATIVE_CALL_END(this)
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}
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}
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void Script::OnDisable()
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{
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SAFE_NATIVE_CALL_BEGIN
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onDisable();
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SAFE_NATIVE_CALL_END(this)
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}
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void Script::OnDestroy()
|
void Script::OnDestroy()
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{
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{
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SAFE_NATIVE_CALL_BEGIN
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SAFE_NATIVE_CALL_BEGIN
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@ -228,6 +269,7 @@ namespace SHADE
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/* Virtual Lifecycle Functions */
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/* Virtual Lifecycle Functions */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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void Script::awake() {}
|
void Script::awake() {}
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void Script::onEnable() {}
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void Script::start() {}
|
void Script::start() {}
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void Script::fixedUpdate() {}
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void Script::fixedUpdate() {}
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void Script::update() {}
|
void Script::update() {}
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@ -236,6 +278,7 @@ namespace SHADE
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{
|
{
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OnGizmosDrawOverriden = false;
|
OnGizmosDrawOverriden = false;
|
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}
|
}
|
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void Script::onDisable() {}
|
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void Script::onDestroy() {}
|
void Script::onDestroy() {}
|
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|
|
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/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
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|
|
|
@ -38,11 +38,28 @@ namespace SHADE
|
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/* Properties */
|
/* Properties */
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// GameObject that this Script belongs to. This is a legacy interface, use
|
||||||
|
/// GameObject instead.
|
||||||
|
/// </summary>
|
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|
[System::ObsoleteAttribute("Use GameObject instead.", false)]
|
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|
property SHADE::GameObject Owner
|
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|
{
|
||||||
|
SHADE::GameObject get();
|
||||||
|
}
|
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|
/// <summary>
|
||||||
/// GameObject that this Script belongs to.
|
/// GameObject that this Script belongs to.
|
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/// </summary>
|
/// </summary>
|
||||||
property GameObject Owner
|
property SHADE::GameObject GameObject
|
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{
|
{
|
||||||
GameObject get() { return owner; }
|
SHADE::GameObject get();
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Whether or not this Script should have it's update functions be executed.
|
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|
/// </summary>
|
||||||
|
property bool Enabled
|
||||||
|
{
|
||||||
|
bool get();
|
||||||
|
void set(bool value);
|
||||||
}
|
}
|
||||||
|
|
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/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
|
@ -127,7 +144,7 @@ namespace SHADE
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">
|
/// <typeparam name="T">
|
||||||
/// Type of script to get.
|
/// Type of script to get.
|
||||||
/// This needs to be a default constructable Script.
|
/// This needs to be a default constructible Script.
|
||||||
/// </typeparam>
|
/// </typeparam>
|
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/// <returns>Reference to the script added</returns>
|
/// <returns>Reference to the script added</returns>
|
||||||
generic<typename T> where T : ref class, Script
|
generic<typename T> where T : ref class, Script
|
||||||
|
@ -206,7 +223,7 @@ namespace SHADE
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Used to initialize a Script with a GameObject.
|
/// Used to initialize a Script with a GameObject.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void Initialize(GameObject newOwner);
|
void Initialize(SHADE::GameObject newOwner);
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Used to call onAttached(). This is called immediately when this script is
|
/// Used to call onAttached(). This is called immediately when this script is
|
||||||
/// attached to a GameObject.
|
/// attached to a GameObject.
|
||||||
|
@ -232,6 +249,11 @@ namespace SHADE
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void Start();
|
void Start();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Used to call onEnable. This should be called right when a script is enabled
|
||||||
|
/// directly.
|
||||||
|
/// </summary>
|
||||||
|
void OnEnable();
|
||||||
|
/// <summary>
|
||||||
/// Used to call fixedUpdate(). This should be called in sync with Physics
|
/// Used to call fixedUpdate(). This should be called in sync with Physics
|
||||||
/// update steps and thus in most cases will execute more than Update() will.
|
/// update steps and thus in most cases will execute more than Update() will.
|
||||||
/// This will be called immediately before a Physics update step.
|
/// This will be called immediately before a Physics update step.
|
||||||
|
@ -253,6 +275,11 @@ namespace SHADE
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void OnDrawGizmos();
|
void OnDrawGizmos();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Used to call onDisable. This should be called right when a script is disabled
|
||||||
|
/// directly.
|
||||||
|
/// </summary>
|
||||||
|
void OnDisable();
|
||||||
|
/// <summary>
|
||||||
/// Used to call onDestroy(). This should be called at the end of the frame
|
/// Used to call onDestroy(). This should be called at the end of the frame
|
||||||
/// where the attached GameObject or this script is destroyed directly or
|
/// where the attached GameObject or this script is destroyed directly or
|
||||||
/// indirectly due to destruction of the owner.
|
/// indirectly due to destruction of the owner.
|
||||||
|
@ -329,6 +356,10 @@ namespace SHADE
|
||||||
/// </summary>
|
/// </summary>
|
||||||
virtual void awake();
|
virtual void awake();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Called when this script is enabled.
|
||||||
|
/// </summary>
|
||||||
|
virtual void onEnable();
|
||||||
|
/// <summary>
|
||||||
/// Called on the first frame that the attached GameObject is active but always
|
/// Called on the first frame that the attached GameObject is active but always
|
||||||
/// after Awake().
|
/// after Awake().
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -353,6 +384,10 @@ namespace SHADE
|
||||||
/// </summary>
|
/// </summary>
|
||||||
virtual void onDrawGizmos();
|
virtual void onDrawGizmos();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Called when this script is disabled.
|
||||||
|
/// </summary>
|
||||||
|
virtual void onDisable();
|
||||||
|
/// <summary>
|
||||||
/// Called just before the end of the frame where the attached GameObject or
|
/// Called just before the end of the frame where the attached GameObject or
|
||||||
/// this script is destroyed directly or indirectly due to destruction of the
|
/// this script is destroyed directly or indirectly due to destruction of the
|
||||||
/// owner.
|
/// owner.
|
||||||
|
@ -403,7 +438,8 @@ namespace SHADE
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
/* Data Members */
|
/* Data Members */
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
GameObject owner;
|
SHADE::GameObject owner;
|
||||||
|
bool enabled = true;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -528,6 +528,7 @@ namespace SHADE
|
||||||
ScriptList^ scripts = entity.Value;
|
ScriptList^ scripts = entity.Value;
|
||||||
for (int i = 0; i < scripts->Count; ++i)
|
for (int i = 0; i < scripts->Count; ++i)
|
||||||
{
|
{
|
||||||
|
if (scripts[i]->Enabled)
|
||||||
scripts[i]->FixedUpdate();
|
scripts[i]->FixedUpdate();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -546,6 +547,7 @@ namespace SHADE
|
||||||
ScriptList^ scripts = entity.Value;
|
ScriptList^ scripts = entity.Value;
|
||||||
for (int i = 0; i < scripts->Count; ++i)
|
for (int i = 0; i < scripts->Count; ++i)
|
||||||
{
|
{
|
||||||
|
if (scripts[i]->Enabled)
|
||||||
scripts[i]->Update();
|
scripts[i]->Update();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -564,6 +566,7 @@ namespace SHADE
|
||||||
ScriptList^ scripts = entity.Value;
|
ScriptList^ scripts = entity.Value;
|
||||||
for (int i = 0; i < scripts->Count; ++i)
|
for (int i = 0; i < scripts->Count; ++i)
|
||||||
{
|
{
|
||||||
|
if (scripts[i]->Enabled)
|
||||||
scripts[i]->LateUpdate();
|
scripts[i]->LateUpdate();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -583,6 +586,7 @@ namespace SHADE
|
||||||
ScriptList^ scripts = entity.Value;
|
ScriptList^ scripts = entity.Value;
|
||||||
for (int i = 0; i < scripts->Count; ++i)
|
for (int i = 0; i < scripts->Count; ++i)
|
||||||
{
|
{
|
||||||
|
if (scripts[i]->Enabled)
|
||||||
scripts[i]->OnDrawGizmos();
|
scripts[i]->OnDrawGizmos();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue