tree hierachy and selection test

This commit is contained in:
max 2024-10-15 21:47:23 +02:00
parent 91b4f5fafb
commit 5cc876fce9
3 changed files with 102 additions and 23 deletions

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namespace Nerfed.Editor.Components;
public readonly record struct SelectedInHierachy;
public readonly record struct ClickedInHierarchy;

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using ImGuiNET;
using MoonTools.ECS;
using Nerfed.Editor.Components;
using Nerfed.Runtime.Components;
namespace Nerfed.Editor.Systems
{
// Window that draws entities.
internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
{
private const ImGuiTreeNodeFlags baseFlags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.OpenOnDoubleClick | ImGuiTreeNodeFlags.SpanAvailWidth;
private readonly Filter rootEntitiesWithTransformFilter;
private readonly Filter rootEntitiesFilterBroken;
//private readonly Filter rootEntitiesFilterBroken;
private readonly Filter rootEntitiesFilter;
private readonly EditorHierachySelectionSystem hierachySelectionSystem;
public EditorHierarchyWindow(World world) : base(world)
{
rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
// TODO: this doesn't work.
rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
//rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
// Maybe the parent/child functions should add a root component when not being a child.
rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
// 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.
// The version would update each time something changes on the entity.
//
// Or a EditorComponent, just a component that always gets added when in editor mode.
hierachySelectionSystem = new EditorHierachySelectionSystem(world);
}
public override void Update(TimeSpan delta)
{
ImGui.Begin("Hierarchy");
ImGuiTreeNodeFlags flags = baseFlags;
flags |= ImGuiTreeNodeFlags.DefaultOpen;
if (ImGui.TreeNodeEx("World", flags))
{
foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
{
DrawEntityAndChildren(entity);
}
ImGui.NewLine();
foreach (Entity entity in rootEntitiesFilter.Entities)
{
DrawEntityAndChildren(entity);
}
ImGui.End();
ImGui.TreePop();
}
private void DrawEntityAndChildren(in Entity entity, int depth = 0)
{
string label = new string(' ', depth);
ImGui.Text($"{label}{entity.ID} | {GetTag(entity)}");
ImGui.End();
hierachySelectionSystem.Update(delta);
}
private void DrawEntityAndChildren(in Entity entity)
{
ImGuiTreeNodeFlags flags = baseFlags;
if (!World.HasInRelation<ChildParentRelation>(entity))
{
flags |= ImGuiTreeNodeFlags.Leaf;
}
if (World.Has<SelectedInHierachy>(entity))
{
flags |= ImGuiTreeNodeFlags.Selected;
}
if (ImGui.TreeNodeEx($"{entity.ID} | {GetTag(entity)}", flags))
{
if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen())
{
World.Set(entity, new ClickedInHierarchy());
}
depth++;
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
DrawEntityAndChildren(childEntity, depth);
DrawEntityAndChildren(childEntity);
}
ImGui.TreePop();
}
}
// System for handling the selected entities in the hierachy.
private class EditorHierachySelectionSystem : MoonTools.ECS.System
{
private readonly Filter selectedEntities;
private readonly Filter clickedEntities;
public EditorHierachySelectionSystem(World world) : base(world)
{
selectedEntities = FilterBuilder.Include<SelectedInHierachy>().Build();
clickedEntities = FilterBuilder.Include<ClickedInHierarchy>().Build();
}
public override void Update(TimeSpan delta)
{
ImGuiIOPtr io = ImGui.GetIO();
if (!clickedEntities.Empty && !io.KeyCtrl)
{
foreach (Entity entity in selectedEntities.Entities)
{
Remove<SelectedInHierachy>(entity);
}
}
foreach (Entity entity in clickedEntities.Entities)
{
// Unselect.
if (Has<SelectedInHierachy>(entity))
{
Remove<SelectedInHierachy>(entity);
}
// Select.
else
{
Set(entity, new SelectedInHierachy());
}
Remove<ClickedInHierarchy>(entity);
}
}
}
}

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using Nerfed.Runtime.Components;
using Nerfed.Runtime.Util;
using System.Numerics;
using static System.Runtime.InteropServices.JavaScript.JSType;
// TODO:
// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.