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99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
#pragma once
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#include "../Actions/EditorSelection.h"
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#include "Nuake/Scene/Entities/Entity.h"
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#include "Nuake/FileSystem/FileSystem.h"
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#include <Nuake/Resource/Project.h>
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#include "../ComponentsPanel/TransformPanel.h"
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#include "../ComponentsPanel/LightPanel.h"
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#include "../ComponentsPanel/MeshPanel.h"
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#include "../ComponentsPanel/SkinnedMeshPanel.h"
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#include "../ComponentsPanel/CameraPanel.h"
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#include "../ComponentsPanel/CapsuleColliderPanel.h"
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#include "../ComponentsPanel/CylinderColliderPanel.h"
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#include "../ComponentsPanel/MeshColliderPanel.h"
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#include "../ComponentsPanel/CharacterControllerPanel.h"
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#include "../ComponentsPanel/BonePanel.h"
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#include "../ComponentsPanel/NetScriptPanel.h"
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#include "../ComponentsPanel/NavMeshVolumePanel.h"
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#include <Nuake/Resource/Prefab.h>
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namespace Nuake
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{
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class Scene;
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}
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class EditorSelectionPanel
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{
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using DrawComponentTypeFn = std::function<void(Nuake::Entity& entity, entt::meta_any& componentInstance)>;
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using DrawFieldTypeFn = std::function<void(entt::meta_data& fieldMeta, entt::meta_any& componentInstance)>;
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private:
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TransformPanel mTransformPanel;
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MeshPanel meshPanel;
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SkinnedMeshPanel skinnedMeshPanel;
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EditorSelection* selection = nullptr;
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Ref<Nuake::File> currentFile;
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Ref<Nuake::Resource> selectedResource;
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Ref<Nuake::Scene> virtualScene;
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public:
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EditorSelectionPanel(EditorSelection& selection);
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void Draw(EditorSelection selection, const std::string& id = "");
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void DrawNone();
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void DrawEntity(Nuake::Entity entity);
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void DrawAddComponentMenu(Nuake::Entity entity);
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void DrawFile(Ref<Nuake::File> file);
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void DrawResource(Nuake::Resource resource);
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void DrawPrefabPanel(Ref<Nuake::Prefab> prefab);
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template<class T, auto Func>
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void RegisterComponentDrawer()
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{
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const auto t = entt::type_id<T>();
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ComponentTypeDrawers[t.hash()] = std::bind(Func, std::placeholders::_1, std::placeholders::_2);
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}
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template<class T, auto Func, class O>
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void RegisterComponentDrawer(O* o)
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{
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ComponentTypeDrawers[entt::type_id<T>().hash()] = std::bind(Func, o, std::placeholders::_1, std::placeholders::_2);
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}
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template<class T, auto Func, class O>
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void RegisterTypeDrawer(O* o)
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{
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FieldTypeDrawers[entt::type_id<T>().hash()] = std::bind(Func, o, std::placeholders::_1, std::placeholders::_2);
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}
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protected:
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// Drawing functions for each component (for writing very specific inspectors for specific components)
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std::unordered_map<entt::id_type, DrawComponentTypeFn> ComponentTypeDrawers;
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// List of functions to call for each component field type that needs to be drawn
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std::unordered_map<entt::id_type, DrawFieldTypeFn> FieldTypeDrawers;
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private:
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void ResolveFile(Ref<Nuake::File> file);
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void DrawMaterialPanel(Ref<Nuake::Material> material);
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void DrawProjectPanel(Ref<Nuake::Project> project);
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void DrawNetScriptPanel(Ref<Nuake::File> file);
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void DrawComponent(Nuake::Entity& entity, entt::meta_any& component);
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void DrawComponentContent(entt::meta_any& component);
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void DrawFieldTypeFloat(entt::meta_data& field, entt::meta_any& component);
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void DrawFieldTypeBool(entt::meta_data& field, entt::meta_any& component);
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void DrawFieldTypeVector2(entt::meta_data& field, entt::meta_any& component);
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void DrawFieldTypeVector3(entt::meta_data& field, entt::meta_any& component);
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void DrawFieldTypeString(entt::meta_data& field, entt::meta_any& component);
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void DrawFieldTypeResourceFile(entt::meta_data& field, entt::meta_any& component);
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void DrawFieldTypeDynamicItemList(entt::meta_data& field, entt::meta_any& component);
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}; |