tree hierachy and selection test
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Nerfed.Editor/Components/SelectedInHierachy.cs
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4
Nerfed.Editor/Components/SelectedInHierachy.cs
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namespace Nerfed.Editor.Components;
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public readonly record struct SelectedInHierachy;
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public readonly record struct ClickedInHierarchy;
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using ImGuiNET;
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using ImGuiNET;
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using MoonTools.ECS;
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using MoonTools.ECS;
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using Nerfed.Editor.Components;
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Components;
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namespace Nerfed.Editor.Systems
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namespace Nerfed.Editor.Systems
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{
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{
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// Window that draws entities.
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internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
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internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
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{
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{
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private const ImGuiTreeNodeFlags baseFlags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.OpenOnDoubleClick | ImGuiTreeNodeFlags.SpanAvailWidth;
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private readonly Filter rootEntitiesWithTransformFilter;
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private readonly Filter rootEntitiesWithTransformFilter;
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private readonly Filter rootEntitiesFilterBroken;
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//private readonly Filter rootEntitiesFilterBroken;
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private readonly Filter rootEntitiesFilter;
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private readonly Filter rootEntitiesFilter;
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private readonly EditorHierachySelectionSystem hierachySelectionSystem;
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public EditorHierarchyWindow(World world) : base(world)
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public EditorHierarchyWindow(World world) : base(world)
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{
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{
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rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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// TODO: this doesn't work.
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// TODO: this doesn't work.
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rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
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//rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
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// Maybe the parent/child functions should add a root component when not being a child.
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// Maybe the parent/child functions should add a root component when not being a child.
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rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
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rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
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// Maybe instead of a root, if we need a component that is always on an entity and has some use we could create something like a VersionComponent which only hold an int.
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// Maybe instead of a root, if we need a component that is always on an entity and has some use we could create something like a VersionComponent which only hold an int.
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// The version would update each time something changes on the entity.
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// The version would update each time something changes on the entity.
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//
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// Or a EditorComponent, just a component that always gets added when in editor mode.
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hierachySelectionSystem = new EditorHierachySelectionSystem(world);
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}
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}
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public override void Update(TimeSpan delta)
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public override void Update(TimeSpan delta)
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{
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{
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ImGui.Begin("Hierarchy");
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ImGui.Begin("Hierarchy");
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ImGuiTreeNodeFlags flags = baseFlags;
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flags |= ImGuiTreeNodeFlags.DefaultOpen;
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if (ImGui.TreeNodeEx("World", flags))
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{
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foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
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foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
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{
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{
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DrawEntityAndChildren(entity);
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DrawEntityAndChildren(entity);
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}
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}
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ImGui.NewLine();
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foreach (Entity entity in rootEntitiesFilter.Entities)
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foreach (Entity entity in rootEntitiesFilter.Entities)
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{
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{
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DrawEntityAndChildren(entity);
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DrawEntityAndChildren(entity);
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}
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}
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ImGui.End();
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ImGui.TreePop();
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}
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}
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private void DrawEntityAndChildren(in Entity entity, int depth = 0)
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ImGui.End();
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{
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string label = new string(' ', depth);
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hierachySelectionSystem.Update(delta);
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ImGui.Text($"{label}{entity.ID} | {GetTag(entity)}");
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}
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private void DrawEntityAndChildren(in Entity entity)
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{
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ImGuiTreeNodeFlags flags = baseFlags;
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if (!World.HasInRelation<ChildParentRelation>(entity))
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{
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flags |= ImGuiTreeNodeFlags.Leaf;
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}
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if (World.Has<SelectedInHierachy>(entity))
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{
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flags |= ImGuiTreeNodeFlags.Selected;
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}
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if (ImGui.TreeNodeEx($"{entity.ID} | {GetTag(entity)}", flags))
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{
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if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen())
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{
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World.Set(entity, new ClickedInHierarchy());
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}
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depth++;
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ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
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ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
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foreach (Entity childEntity in childEntities)
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foreach (Entity childEntity in childEntities)
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{
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{
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DrawEntityAndChildren(childEntity, depth);
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DrawEntityAndChildren(childEntity);
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}
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ImGui.TreePop();
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}
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}
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// System for handling the selected entities in the hierachy.
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private class EditorHierachySelectionSystem : MoonTools.ECS.System
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{
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private readonly Filter selectedEntities;
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private readonly Filter clickedEntities;
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public EditorHierachySelectionSystem(World world) : base(world)
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{
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selectedEntities = FilterBuilder.Include<SelectedInHierachy>().Build();
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clickedEntities = FilterBuilder.Include<ClickedInHierarchy>().Build();
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}
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public override void Update(TimeSpan delta)
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{
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ImGuiIOPtr io = ImGui.GetIO();
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if (!clickedEntities.Empty && !io.KeyCtrl)
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{
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foreach (Entity entity in selectedEntities.Entities)
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{
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Remove<SelectedInHierachy>(entity);
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}
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}
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foreach (Entity entity in clickedEntities.Entities)
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{
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// Unselect.
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if (Has<SelectedInHierachy>(entity))
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{
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Remove<SelectedInHierachy>(entity);
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}
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// Select.
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else
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{
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Set(entity, new SelectedInHierachy());
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}
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Remove<ClickedInHierarchy>(entity);
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}
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}
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}
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}
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}
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}
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}
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@ -2,7 +2,6 @@
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Util;
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using Nerfed.Runtime.Util;
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using System.Numerics;
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using System.Numerics;
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using static System.Runtime.InteropServices.JavaScript.JSType;
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// TODO:
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// TODO:
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// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
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// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
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