Files
WickedEngine/Editor/ComponentsWindow.h
T
2025-10-30 07:12:03 +01:00

142 lines
3.8 KiB
C++

#pragma once
#include "MaterialWindow.h"
#include "WeatherWindow.h"
#include "ObjectWindow.h"
#include "MeshWindow.h"
#include "EnvProbeWindow.h"
#include "DecalWindow.h"
#include "LightWindow.h"
#include "AnimationWindow.h"
#include "EmitterWindow.h"
#include "HairParticleWindow.h"
#include "ForceFieldWindow.h"
#include "SoundWindow.h"
#include "VideoWindow.h"
#include "SpringWindow.h"
#include "IKWindow.h"
#include "TransformWindow.h"
#include "LayerWindow.h"
#include "NameWindow.h"
#include "ScriptWindow.h"
#include "RigidBodyWindow.h"
#include "SoftBodyWindow.h"
#include "ColliderWindow.h"
#include "HierarchyWindow.h"
#include "CameraComponentWindow.h"
#include "ExpressionWindow.h"
#include "ArmatureWindow.h"
#include "HumanoidWindow.h"
#include "TerrainWindow.h"
#include "SpriteWindow.h"
#include "FontWindow.h"
#include "VoxelGridWindow.h"
#include "MetadataWindow.h"
#include "ConstraintWindow.h"
#include "SplineWindow.h"
class EditorComponent;
class ComponentsWindow : public wi::gui::Window
{
public:
void Create(EditorComponent* editor);
void UpdateData(float dt);
void ResizeLayout() override;
EditorComponent* editor = nullptr;
wi::gui::ComboBox newComponentCombo;
MaterialWindow materialWnd;
WeatherWindow weatherWnd;
ObjectWindow objectWnd;
MeshWindow meshWnd;
EnvProbeWindow envProbeWnd;
DecalWindow decalWnd;
LightWindow lightWnd;
AnimationWindow animWnd;
EmitterWindow emitterWnd;
HairParticleWindow hairWnd;
ForceFieldWindow forceFieldWnd;
SoundWindow soundWnd;
VideoWindow videoWnd;
SpringWindow springWnd;
IKWindow ikWnd;
TransformWindow transformWnd;
LayerWindow layerWnd;
NameWindow nameWnd;
ScriptWindow scriptWnd;
RigidBodyWindow rigidWnd;
SoftBodyWindow softWnd;
ColliderWindow colliderWnd;
HierarchyWindow hierarchyWnd;
CameraComponentWindow cameraComponentWnd;
ExpressionWindow expressionWnd;
ArmatureWindow armatureWnd;
HumanoidWindow humanoidWnd;
TerrainWindow terrainWnd;
SpriteWindow spriteWnd;
FontWindow fontWnd;
VoxelGridWindow voxelGridWnd;
MetadataWindow metadataWnd;
ConstraintWindow constraintWnd;
SplineWindow splineWnd;
enum class Filter : uint64_t
{
Transform = 1ull << 0ull,
Material = 1ull << 1ull,
Mesh = 1ull << 2ull,
Object = 1ull << 3ull,
EnvironmentProbe = 1ull << 4ull,
Decal = 1ull << 5ull,
Sound = 1ull << 6ull,
Weather = 1ull << 7ull,
Light = 1ull << 8ull,
Animation = 1ull << 9ull,
Force = 1ull << 10ull,
Emitter = 1ull << 11ull,
Hairparticle = 1ull << 12ull,
IK = 1ull << 13ull,
Camera = 1ull << 14ull,
Armature = 1ull << 15ull,
Collider = 1ull << 16ull,
Script = 1ull << 17ull,
Expression = 1ull << 18ull,
Terrain = 1ull << 19ull,
Spring = 1ull << 20ull,
Humanoid = 1ull << 21ull,
Video = 1ull << 22ull,
Sprite = 1ull << 23ull,
Font = 1ull << 24ull,
VoxelGrid = 1ull << 25ull,
RigidBody = 1ull << 26ull,
SoftBody = 1ull << 27ull,
Metadata = 1ull << 28ull,
Vehicle = 1ull << 29ull,
Constraint = 1ull << 30ull,
Spline = 1ull << 31ull,
All = ~0ull,
} filter = Filter::All;
wi::gui::ComboBox filterCombo;
wi::gui::TextInputField filterInput;
wi::gui::CheckBox filterCaseCheckBox;
wi::gui::TreeList entityTree;
wi::unordered_set<wi::ecs::Entity> entitytree_temp_items;
wi::unordered_set<wi::ecs::Entity> entitytree_added_items;
wi::unordered_set<wi::ecs::Entity> entitytree_opened_items;
void PushToEntityTree(wi::ecs::Entity entity, int level);
void RefreshEntityTree();
bool CheckEntityFilter(wi::ecs::Entity entity) const;
private:
static int GetEntityTypePriority(wi::ecs::Entity entity, const wi::scene::Scene& scene);
static std::string GetEntityNameForSorting(wi::ecs::Entity entity, const wi::scene::Scene& scene);
void SortEntitiesByMode(wi::vector<wi::ecs::Entity>& entities, const wi::scene::Scene& scene, int sortingMode);
};
template<>
struct enable_bitmask_operators<ComponentsWindow::Filter> {
static constexpr bool enable = true;
};