Fixed and Enhanced Input Binding Management #298
|
@ -186,6 +186,27 @@ namespace SHADE
|
|||
return NODE_ITER->second->GetChildren();
|
||||
}
|
||||
|
||||
bool SHSceneGraph::IsActive(EntityID entityID) const noexcept
|
||||
{
|
||||
////////////////////////////////////////
|
||||
// Error handling
|
||||
if (!SHEntityManager::IsValidEID(entityID))
|
||||
{
|
||||
SHLOG_ERROR("Entity {} is invalid!", entityID)
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto NODE_ITER = entityNodeMap.find(entityID);
|
||||
if (NODE_ITER == entityNodeMap.end())
|
||||
{
|
||||
SHLOG_ERROR("Entity {} cannot be found in the scene!", entityID)
|
||||
return false;
|
||||
}
|
||||
////////////////////////////////////////
|
||||
|
||||
return NODE_ITER->second->IsActive();
|
||||
}
|
||||
|
||||
bool SHSceneGraph::IsActiveInHierarchy(EntityID entityID) const noexcept
|
||||
{
|
||||
////////////////////////////////////////
|
||||
|
@ -204,24 +225,7 @@ namespace SHADE
|
|||
}
|
||||
////////////////////////////////////////
|
||||
|
||||
// Recurse up the tree until the root. If any parent is inactive, this node is inactive in the hierarchy.
|
||||
const SHSceneNode* PARENT_NODE = NODE_ITER->second->parent;
|
||||
|
||||
while (PARENT_NODE->GetEntityID() != root->GetEntityID())
|
||||
{
|
||||
if (!PARENT_NODE->IsActive())
|
||||
return false;
|
||||
|
||||
if (!PARENT_NODE->parent)
|
||||
{
|
||||
SHLOGV_ERROR("Entity {}'s node that is not the root has no parent!", PARENT_NODE->GetEntityID())
|
||||
return false;
|
||||
}
|
||||
|
||||
PARENT_NODE = PARENT_NODE->parent;
|
||||
}
|
||||
|
||||
return true;
|
||||
return NODE_ITER->second->IsActiveInHierarchy();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -306,6 +310,27 @@ namespace SHADE
|
|||
SHEventManager::BroadcastEvent<SHSceneGraphChangeParentEvent>(EVENT_DATA, SH_SCENEGRAPH_CHANGE_PARENT_EVENT);
|
||||
}
|
||||
|
||||
void SHSceneGraph::SetActive(EntityID entityID, bool isActive) noexcept
|
||||
{
|
||||
////////////////////////////////////////
|
||||
// Error handling
|
||||
if (!SHEntityManager::IsValidEID(entityID))
|
||||
{
|
||||
SHLOG_ERROR("Entity {} is invalid!", entityID)
|
||||
return;
|
||||
}
|
||||
|
||||
const auto NODE_ITER = entityNodeMap.find(entityID);
|
||||
if (NODE_ITER == entityNodeMap.end())
|
||||
{
|
||||
SHLOG_ERROR("Entity {} cannot be found in the scene!", entityID)
|
||||
return;
|
||||
}
|
||||
////////////////////////////////////////
|
||||
|
||||
NODE_ITER->second->SetActive(isActive);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -58,6 +58,7 @@ namespace SHADE
|
|||
[[nodiscard]] SHSceneNode* GetChild (EntityID entityID, EntityID childEntityID) const noexcept;
|
||||
[[nodiscard]] const std::vector<SHSceneNode*>& GetChildren (EntityID entityID) const noexcept;
|
||||
|
||||
[[nodiscard]] bool IsActive (EntityID entityID) const noexcept;
|
||||
[[nodiscard]] bool IsActiveInHierarchy (EntityID entityID) const noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -67,6 +68,8 @@ namespace SHADE
|
|||
void SetParent (EntityID entityID, SHSceneNode* newParent) noexcept;
|
||||
void SetParent (EntityID entityID, EntityID newParent) noexcept;
|
||||
|
||||
void SetActive (EntityID entityID, bool isActive) noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Function Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -23,24 +23,27 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHSceneNode::SHSceneNode(EntityID eid, SHSceneNode* parent) noexcept
|
||||
: active { true }
|
||||
, entityID { eid }
|
||||
, parent { parent }
|
||||
: active { true }
|
||||
, isActiveInHierarchy { true }
|
||||
, entityID { eid }
|
||||
, parent { parent }
|
||||
{}
|
||||
|
||||
|
||||
SHSceneNode::SHSceneNode(const SHSceneNode& rhs) noexcept
|
||||
: active { rhs.active }
|
||||
, entityID { rhs.entityID }
|
||||
, parent { rhs.parent }
|
||||
: active { rhs.active }
|
||||
, isActiveInHierarchy { rhs.isActiveInHierarchy }
|
||||
, entityID { rhs.entityID }
|
||||
, parent { rhs.parent }
|
||||
{
|
||||
std::ranges::copy(rhs.children.begin(), rhs.children.end(), std::back_inserter(children));
|
||||
}
|
||||
|
||||
SHSceneNode::SHSceneNode(SHSceneNode&& rhs) noexcept
|
||||
: active { rhs.active }
|
||||
, entityID { rhs.entityID }
|
||||
, parent { rhs.parent }
|
||||
: active { rhs.active }
|
||||
, isActiveInHierarchy { rhs.isActiveInHierarchy }
|
||||
, entityID { rhs.entityID }
|
||||
, parent { rhs.parent }
|
||||
{
|
||||
std::ranges::copy(rhs.children.begin(), rhs.children.end(), std::back_inserter(children));
|
||||
}
|
||||
|
@ -50,9 +53,10 @@ namespace SHADE
|
|||
if (this == &rhs)
|
||||
return *this;
|
||||
|
||||
active = rhs.active;
|
||||
entityID = rhs.entityID;
|
||||
parent = rhs.parent;
|
||||
active = rhs.active;
|
||||
isActiveInHierarchy = rhs.isActiveInHierarchy;
|
||||
entityID = rhs.entityID;
|
||||
parent = rhs.parent;
|
||||
|
||||
children.clear();
|
||||
std::ranges::copy(rhs.children.begin(), rhs.children.end(), std::back_inserter(children));
|
||||
|
@ -62,9 +66,10 @@ namespace SHADE
|
|||
|
||||
SHSceneNode& SHSceneNode::operator=(SHSceneNode&& rhs) noexcept
|
||||
{
|
||||
active = rhs.active;
|
||||
entityID = rhs.entityID;
|
||||
parent = rhs.parent;
|
||||
active = rhs.active;
|
||||
isActiveInHierarchy = rhs.isActiveInHierarchy;
|
||||
entityID = rhs.entityID;
|
||||
parent = rhs.parent;
|
||||
|
||||
children.clear();
|
||||
std::ranges::copy(rhs.children.begin(), rhs.children.end(), std::back_inserter(children));
|
||||
|
@ -81,6 +86,11 @@ namespace SHADE
|
|||
return active;
|
||||
}
|
||||
|
||||
bool SHSceneNode::IsActiveInHierarchy() const noexcept
|
||||
{
|
||||
return isActiveInHierarchy;
|
||||
}
|
||||
|
||||
EntityID SHSceneNode::GetEntityID() const noexcept
|
||||
{
|
||||
return entityID;
|
||||
|
@ -132,7 +142,31 @@ namespace SHADE
|
|||
|
||||
void SHSceneNode::SetActive(bool newActiveState) noexcept
|
||||
{
|
||||
active = newActiveState;
|
||||
active = newActiveState;
|
||||
isActiveInHierarchy = newActiveState;
|
||||
|
||||
// Set the entity's active state
|
||||
// TODO(Daniel / Diren): Sync it based on active in hierarchy or active state.
|
||||
SHEntityManager::GetEntityByID(entityID)->SetActive(active);
|
||||
|
||||
// Recurse down the children to set the active in hierarchy state
|
||||
recursiveSetActiveInHierarchy(active, children);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Member Function Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHSceneNode::recursiveSetActiveInHierarchy(bool activeInHierarchy, const std::vector<SHSceneNode*>& childrenToSet) noexcept
|
||||
{
|
||||
if (childrenToSet.empty())
|
||||
return;
|
||||
|
||||
for (auto* child : childrenToSet)
|
||||
{
|
||||
child->isActiveInHierarchy = activeInHierarchy;
|
||||
recursiveSetActiveInHierarchy(activeInHierarchy, child->children);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace SHADE
|
|
@ -43,7 +43,7 @@ namespace SHADE
|
|||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
~SHSceneNode () = default;
|
||||
~SHSceneNode () noexcept = default;
|
||||
|
||||
SHSceneNode (EntityID eid, SHSceneNode* parent = nullptr) noexcept;
|
||||
SHSceneNode (const SHSceneNode& rhs) noexcept;
|
||||
|
@ -55,10 +55,11 @@ namespace SHADE
|
|||
/* Getter Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
[[nodiscard]] bool IsActive () const noexcept;
|
||||
[[nodiscard]] EntityID GetEntityID () const noexcept;
|
||||
[[nodiscard]] SHSceneNode* GetParent () const noexcept;
|
||||
[[nodiscard]] const std::vector<SHSceneNode*>& GetChildren () const noexcept;
|
||||
[[nodiscard]] bool IsActive () const noexcept;
|
||||
[[nodiscard]] bool IsActiveInHierarchy () const noexcept;
|
||||
[[nodiscard]] EntityID GetEntityID () const noexcept;
|
||||
[[nodiscard]] SHSceneNode* GetParent () const noexcept;
|
||||
[[nodiscard]] const std::vector<SHSceneNode*>& GetChildren () const noexcept;
|
||||
|
||||
[[nodiscard]] SHSceneNode* GetChild (EntityID childID) const noexcept;
|
||||
|
||||
|
@ -74,9 +75,16 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
bool active;
|
||||
bool isActiveInHierarchy;
|
||||
EntityID entityID;
|
||||
SHSceneNode* parent;
|
||||
std::vector<SHSceneNode*> children;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Member Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
static void recursiveSetActiveInHierarchy(bool activeInHierarchy, const std::vector<SHSceneNode*>& childrenToSet) noexcept;
|
||||
};
|
||||
} // namespace SHADE
|
||||
|
||||
|
|
|
@ -76,7 +76,13 @@ namespace SHADE
|
|||
{
|
||||
if (!valid)
|
||||
throw gcnew System::NullReferenceException();
|
||||
return GetNativeEntity().GetActive();
|
||||
auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(GetEntity());
|
||||
if (!node)
|
||||
{
|
||||
Debug::LogWarning("Attempting to access a GameObject's Active state which does not exist. Assuming inactive.");
|
||||
return false;
|
||||
}
|
||||
return node->IsActive();
|
||||
}
|
||||
bool GameObject::IsActiveInHierarchy::get()
|
||||
{
|
||||
|
@ -88,7 +94,7 @@ namespace SHADE
|
|||
Debug::LogWarning("Attempting to access a GameObject's ActiveInHierarchy state which does not exist. Assuming inactive.");
|
||||
return false;
|
||||
}
|
||||
return node->IsActive();
|
||||
return node->IsActiveInHierarchy();
|
||||
}
|
||||
Entity GameObject::EntityId::get()
|
||||
{
|
||||
|
@ -148,7 +154,8 @@ namespace SHADE
|
|||
{
|
||||
if (!valid)
|
||||
throw gcnew System::NullReferenceException();
|
||||
GetNativeEntity().SetActive(active);
|
||||
|
||||
SHSceneManager::GetCurrentSceneGraph().SetActive(GetEntity(), active);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
Loading…
Reference in New Issue