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lunarium_OLD/src/run_modes/editor/panels/properties_view.cpp

101 lines
2.6 KiB
C++

/******************************************************************************
* File - properties_view.h
* Author - Joey Pollack
* Date - 2022/01/26 (y/m/d)
* Mod Date - 2022/01/26 (y/m/d)
* Description - Displayes the properties and components(?) of the selected
* object.
******************************************************************************/
#include "properties_view.h"
#include <dearimgui/imgui.h>
#include <editor/editor.h>
#include <world/entity.h>
#include <world/components.h>
#include <editor/component_guis.h>
namespace lunarium { namespace editor
{
PropertiesView::PropertiesView()
: Panel("Properties", PanelDockZone::DDZ_RIGHT, true, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar),
mpSelectedAsset(nullptr), mpSelectedEntity(nullptr), mIsLocked(false)
{
}
/////////////////////////////////////////////////////////////////////
// RENDER METHOD
/////////////////////////////////////////////////////////////////////
void PropertiesView::DoFrame()
{
ShowToolBar();
if (mpSelectedEntity)
{
ShowEntity();
}
if (mpSelectedAsset)
{
ShowAsset();
}
}
/////////////////////////////////////////////////////////////////////
// INTERFACE METHODS
/////////////////////////////////////////////////////////////////////
void PropertiesView::SetSelection(Entity* pEntity)
{
if (mIsLocked)
{
return;
}
mpSelectedAsset = nullptr;
mpSelectedEntity = pEntity;
}
void PropertiesView::SetSelection(EditorAsset* pAsset)
{
if (mIsLocked)
{
return;
}
mpSelectedEntity = nullptr;
mpSelectedAsset = pAsset;
}
/////////////////////////////////////////////////////////////////////
// HELPER METHODS HELPER METHODS
/////////////////////////////////////////////////////////////////////
void PropertiesView::ShowToolBar()
{
ImGui::BeginChild("##PropsToolBar", ImVec2(0, ImGui::GetFrameHeightWithSpacing()));
ImGui::Checkbox("Locked", &mIsLocked);
ImGui::EndChild();
ImGui::Separator();
}
void PropertiesView::ShowEntity()
{
ImGui::Text("Components");
// TODO: iterate through components
if (mpSelectedEntity->HasComponent<TagComponent>())
{
CompGui::RenderTagComp(mpSelectedEntity->GetComponent<TagComponent>());
}
}
void PropertiesView::ShowAsset()
{
}
}}