PIE: viewport-embedded playback with UE-style main toolbar
Play no longer switches to fullscreen direct rendering: PIE now keeps the editor UI alive and renders the primary camera into the Viewport panel (new SceneRenderer::SetGameView flag; kDisplayDirect stays a manual fullscreen preview for later release form). Editor camera stops being driven during PIE, and viewport click-pick is gated off while playing (clicks are game input now). The Play/Stop buttons move out of the menu bar into a dedicated main toolbar row below it (centered, UE Main Toolbar semantics): green Play when idle; Pause (yellow, highlighted while paused) + Stop (orange) while playing. Ctrl+P hotkey kept. Stats "Pause Simulation" merged into the toolbar Pause; viewport overlay shows PAUSED accordingly.
This commit is contained in:
+111
-40
@@ -40,8 +40,9 @@ Editor::~Editor() = default;
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void Editor::Init(const EditorContext& ctx)
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{
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m_Ctx = ctx;
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// PIE 运行态指针:指向本对象成员(ctx 拷贝后补接,面板只读)
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// PIE 运行/暂停态指针:指向本对象成员(ctx 拷贝后补接,面板只读)
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m_Ctx.playState = &m_Playing;
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m_Ctx.pausedState = &m_Paused;
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m_Hierarchy = std::make_unique<HierarchyPanel>();
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m_Inspector = std::make_unique<InspectorPanel>();
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@@ -78,7 +79,9 @@ void Editor::Init(const EditorContext& ctx)
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// ---- PIE(Play-In-Editor)----
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// Play:当前场景 → 内存 YAML 快照 → 切游戏渲染(primary 相机实体)
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// Play:当前场景 → 内存 YAML 快照 → 切 gameView(Viewport 面板内嵌
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// primary 相机渲染,UE PIE 语义——编辑器 UI 保持可用,不切全屏;
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// kDisplayDirect 全屏预览是后期发布形态,手动经 Stats 切换)
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// → 解冻时间(物理/脚本/动画开始跑)。快照失败不进 Play(现场不动)
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void Editor::DoPlay()
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{
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@@ -93,7 +96,9 @@ void Editor::DoPlay()
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}
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m_Playing = true;
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m_Ctx.renderer->SetDisplayMode(kDisplayDirect);
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m_Paused = false;
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m_Gizmo.dragging = false; // 编辑态拖杆中点 Play:杆运行态不出,复位
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m_Ctx.renderer->SetGameView(true);
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Time::SetTimeScale(1.0f);
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ENGINE_INFO("PIE: playing (scene snapshot {} bytes)",
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m_PlaySnapshot.size());
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@@ -117,7 +122,8 @@ void Editor::DoStop()
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m_PlaySnapshot.clear();
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m_Playing = false;
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m_Ctx.renderer->SetDisplayMode(kDisplayViewport);
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m_Paused = false;
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m_Ctx.renderer->SetGameView(false);
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Time::SetTimeScale(0.0f);
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SelectEntity(entt::null);
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m_Gizmo.dragging = false;
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@@ -129,6 +135,14 @@ void Editor::TogglePlay()
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m_Playing ? DoStop() : DoPlay();
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}
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// PIE 暂停(UE Pause 语义):timeScale 0 ↔ 1。运行态才有意义
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//(编辑器态本来就冻结,Pause 按钮不出现)
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void Editor::TogglePause()
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{
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m_Paused = !m_Paused;
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Time::SetTimeScale(m_Paused ? 0.0f : 1.0f);
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}
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void Editor::Draw()
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{
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// ImGuizmo 每帧首调(官方约定):内部会清 mbOverGizmoHotspot 等
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@@ -154,6 +168,7 @@ void Editor::Draw()
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ImGui::PopStyleVar(3);
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DrawMenuBar();
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DrawToolbar();
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DrawDockSpace();
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ImGui::End();
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@@ -227,42 +242,6 @@ void Editor::DrawMenuBar()
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return;
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}
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// ---- PIE 工具栏(UE 主工具栏语义):Play/Stop 切换按钮 +
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// Ctrl+P 全局热键。运行态按钮变 Stop(黄底提示在视口内)----
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{
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const ImGuiIO& io = ImGui::GetIO();
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// Ctrl+P:文本输入中(改名/路径框)不触发,防打字误切 PIE
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if (!m_Playing && io.KeyCtrl && !io.WantTextInput &&
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ImGui::IsKeyPressed(ImGuiKey_P, false))
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{
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TogglePlay();
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}
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if (m_Playing)
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{
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ImGui::PushStyleColor(ImGuiCol_Button,
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ImVec4(0.75f, 0.45f, 0.10f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered,
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ImVec4(0.85f, 0.55f, 0.15f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive,
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ImVec4(0.90f, 0.62f, 0.20f, 1.0f));
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if (ImGui::SmallButton("Stop (Ctrl+P)"))
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{
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TogglePlay();
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}
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ImGui::PopStyleColor(3);
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ImGui::SameLine();
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ImGui::TextColored(ImVec4(1.0f, 0.72f, 0.25f, 1.0f),
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"PLAYING - editor input disabled");
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}
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else if (ImGui::SmallButton("Play (Ctrl+P)"))
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{
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TogglePlay();
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}
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ImGui::SameLine();
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ImGui::Separator();
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}
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if (ImGui::BeginMenu("File"))
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{
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// 运行态禁存取:Save 会把"玩出来的状态"当编辑结果落盘,
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@@ -298,6 +277,98 @@ void Editor::DrawMenuBar()
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ImGui::EndMenuBar();
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}
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// 主工具栏(UE Main Toolbar 语义):菜单栏下方独立一行,Play 组水平
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// 居中。编辑态 = [Play](绿);PIE 运行态 = [Pause][Stop](暂停高亮黄 /
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// 停止橙红)。kDisplayDirect 全屏预览是发布形态预览,不在此处
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void Editor::DrawToolbar()
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{
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const ImGuiIO& io = ImGui::GetIO();
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// Ctrl+P:文本输入中(改名/路径框)不触发,防打字误切 PIE
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if (!m_Playing && io.KeyCtrl && !io.WantTextInput &&
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ImGui::IsKeyPressed(ImGuiKey_P, false))
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{
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TogglePlay();
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}
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// 按钮加大触感(工具栏行高 = 一个按钮高;DockSpace avail 自适应)
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(12.0f, 4.0f));
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const ImGuiStyle& st = ImGui::GetStyle();
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// Play 组宽度 → 水平居中(编辑态 1 钮 / 运行态 2 钮)
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float groupW = 0.0f;
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if (m_Playing)
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{
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groupW = ImGui::CalcTextSize("Pause").x + ImGui::CalcTextSize("Stop").x +
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4.0f * st.FramePadding.x + st.ItemSpacing.x;
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}
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else
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{
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groupW = ImGui::CalcTextSize("Play").x + 2.0f * st.FramePadding.x;
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}
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ImGui::SetCursorPosX((ImGui::GetWindowWidth() - groupW) * 0.5f);
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if (m_Playing)
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{
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// Pause:暂停中亮黄常驻(UE 按下态),运行中暗黄
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ImGui::PushStyleColor(ImGuiCol_Button,
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m_Paused ? ImVec4(0.85f, 0.62f, 0.12f, 1.0f)
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: ImVec4(0.55f, 0.42f, 0.10f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered,
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m_Paused ? ImVec4(0.92f, 0.70f, 0.18f, 1.0f)
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: ImVec4(0.65f, 0.50f, 0.14f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive,
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ImVec4(0.95f, 0.76f, 0.24f, 1.0f));
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if (ImGui::Button("Pause"))
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{
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TogglePause();
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}
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ImGui::PopStyleColor(3);
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip(m_Paused ? "Resume simulation"
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: "Pause simulation");
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}
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ImGui::SameLine();
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// Stop:橙红(沿用视口 PLAYING 提示色系)
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ImGui::PushStyleColor(ImGuiCol_Button,
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ImVec4(0.75f, 0.45f, 0.10f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered,
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ImVec4(0.85f, 0.55f, 0.15f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive,
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ImVec4(0.90f, 0.62f, 0.20f, 1.0f));
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if (ImGui::Button("Stop"))
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{
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TogglePlay();
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}
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ImGui::PopStyleColor(3);
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip("Stop and restore editor scene (Ctrl+P)");
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}
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}
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else
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{
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// Play:绿(UE Play 按钮语义)
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ImGui::PushStyleColor(ImGuiCol_Button,
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ImVec4(0.22f, 0.48f, 0.26f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered,
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ImVec4(0.28f, 0.58f, 0.32f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive,
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ImVec4(0.34f, 0.66f, 0.38f, 1.0f));
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if (ImGui::Button("Play"))
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{
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TogglePlay();
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}
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ImGui::PopStyleColor(3);
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip("Play in editor (Ctrl+P)");
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}
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}
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ImGui::PopStyleVar();
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}
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void Editor::DrawDockSpace()
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{
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const ImGuiID dockspaceId = ImGui::GetID("EditorDockSpace");
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+9
-3
@@ -57,12 +57,16 @@ public:
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// 请求退出(弹确认框;窗口关闭事件走这里)
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void RequestQuit() { m_ShowQuitConfirm = true; }
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// ---- PIE(Play-In-Editor,UE 工具栏语义)----
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// ---- PIE(Play-In-Editor,UE 主工具栏语义)----
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bool IsPlaying() const { return m_Playing; }
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// Play:内存快照当前场景 → 切游戏渲染(primary 相机)→ 解冻时间;
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bool IsPaused() const { return m_Paused; }
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// Play:内存快照当前场景 → 切 gameView(Viewport 内嵌 primary 相机
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// 渲染,UE PIE 语义;不切全屏)→ 解冻时间;
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// Stop:快照原子换血恢复 → 回编辑器渲染 → 冻结时间。
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// 编辑器态默认 timeScale=0(物理冻结 = UE 语义),Play 解冻
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void TogglePlay();
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// PIE 暂停切换(UE Pause 语义):timeScale 0 ↔ 1
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void TogglePause();
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private:
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void DoPlay(); // TogglePlay 的 Play 半程(快照 + 切渲染 + 解冻)
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@@ -86,7 +90,8 @@ private:
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entt::entity GetSelected() const { return m_Selected; }
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private:
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void DrawMenuBar(); // host 窗口内顶栏
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void DrawMenuBar(); // host 窗口内顶栏(File/View 菜单)
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void DrawToolbar(); // 菜单栏下方主工具栏(Play/Pause/Stop 居中)
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void DrawDockSpace(); // 全屏 host + dockspace + 默认布局
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void DrawQuitModal(); // 退出确认模态框
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void DrawSceneModals(); // 保存/加载路径模态框(共用一个路径输入)
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@@ -127,6 +132,7 @@ private:
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// PIE 状态:Play 时场景 YAML 内存快照,Stop 时原子换血恢复
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bool m_Playing = false;
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bool m_Paused = false; // PIE 暂停(timeScale=0;Stop 时复位)
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std::string m_PlaySnapshot;
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};
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@@ -29,6 +29,8 @@ struct EditorContext {
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// PIE 运行态(Play-In-Editor):Editor 持有,只读指针。
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// 面板门控用——运行态禁 Gizmo/编辑器热键,渲染源已是 primary 相机
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const bool *playState = nullptr;
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// PIE 暂停态(timeScale=0):Editor 持有,只读指针(视口 PAUSED 提示)
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const bool *pausedState = nullptr;
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};
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#endif //HELLOVULKAN_EDITORCONTEXT_H
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+15
-14
@@ -25,6 +25,9 @@ void StatsPanel::Draw(const EditorContext& ctx)
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// ---- View:看哪里(渲染目标)+ 相机位姿(跟随渲染源分派)----
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if (ImGui::CollapsingHeader("View", ImGuiTreeNodeFlags_DefaultOpen))
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{
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// 渲染源分派与 SceneRenderer::BuildFrame 同规则:PIE 内嵌播放
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// 或 kDisplayDirect 全屏预览 = primary 相机,否则编辑器相机
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const bool playing = ctx.playState && *ctx.playState;
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static const char* displayTarget[] = {
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"Fullscreen",
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"Viewport",
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@@ -35,13 +38,7 @@ void StatsPanel::Draw(const EditorContext& ctx)
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{
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renderer.SetDisplayMode(mode);
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}
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if (renderer.GetDisplayMode() == kDisplayViewport && ctx.editorCamera)
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{
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const glm::vec3& pos = ctx.editorCamera->GetTransform().GetPosition();
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ImGui::Text("Editor Camera Pos");
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ImGui::Text("(%.3f, %.3f, %.3f)", pos.x, pos.y, pos.z);
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}
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else
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if ((playing || renderer.GetDisplayMode() == kDisplayDirect))
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{
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Engine::ECS::TransformComponent* camT = nullptr;
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if (ctx.scene->GetPrimaryCamera(&camT) != nullptr && camT != nullptr)
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@@ -56,17 +53,21 @@ void StatsPanel::Draw(const EditorContext& ctx)
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ImGui::TextDisabled("(no primary camera)");
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}
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}
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else if (ctx.editorCamera)
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{
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const glm::vec3& pos = ctx.editorCamera->GetTransform().GetPosition();
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ImGui::Text("Editor Camera Pos");
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ImGui::Text("(%.3f, %.3f, %.3f)", pos.x, pos.y, pos.z);
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}
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else
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{
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ImGui::TextDisabled("(no camera)");
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}
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}
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// ---- Scene:模拟控制 + 场景级设置 ----
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// ---- Scene:模拟控制 + 场景级设置。PIE 暂停在主工具栏(UE 语义)----
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if (ImGui::CollapsingHeader("Scene", ImGuiTreeNodeFlags_DefaultOpen))
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{
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// 暂停模拟(引擎 Time 门面:动画/物理统一冻结)
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bool paused = Time::TimeScale() == 0.0f;
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if (ImGui::Checkbox("Pause Simulation", &paused))
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{
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Time::SetTimeScale(paused ? 0.0f : 1.0f);
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}
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ImGui::ColorEdit4("Clear Color",
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glm::value_ptr(ctx.scene->GetSettings().ClearColor));
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}
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@@ -69,12 +69,14 @@ namespace
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// 视图相机分派(必须与 SceneRenderer::BuildFrame 渲染源同一规则,
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// 否则 Gizmo 杆与画面错位):编辑器形态 = EditorCamera(Scene view
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// 专用,与相机实体无关);游戏形态 = primary 相机实体。
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// 专用,与相机实体无关);游戏形态(kDisplayDirect 全屏预览或 PIE
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// 内嵌播放)= primary 相机实体。
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// 返回 nullptr = 游戏形态且无 primary 相机(本帧无 Gizmo)
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Engine::Camera* ViewCamera(const EditorContext& ctx,
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ECS::TransformComponent*& outT)
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{
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if (ctx.renderer->GetDisplayMode() == kDisplayViewport)
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const bool playing = ctx.playState && *ctx.playState;
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if (!playing && ctx.renderer->GetDisplayMode() == kDisplayViewport)
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{
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outT = &ctx.editorCamera->GetTransform();
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return &ctx.editorCamera->GetController();
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@@ -281,12 +283,14 @@ std::optional<entt::entity> ViewportPanel::Draw(const EditorContext &ctx,
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}
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// Gizmo 状态提示(左上角 drawlist 叠加,原因同下:不占布局行)
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// PIE 运行态 = 黄色 PLAYING 提示替代编辑状态
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// PIE 运行态 = 黄色 PLAYING/PAUSED 提示替代编辑状态
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{
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char tip[64];
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if (playing) {
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const bool paused = ctx.pausedState && *ctx.pausedState;
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std::snprintf(tip, sizeof(tip),
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"PLAYING - Ctrl+P to stop");
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paused ? "PAUSED - Ctrl+P to stop"
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: "PLAYING - Ctrl+P to stop");
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} else {
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std::snprintf(tip, sizeof(tip),
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"Space: %s [T] Snap: Ctrl",
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@@ -335,8 +339,9 @@ std::optional<entt::entity> ViewportPanel::Draw(const EditorContext &ctx,
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// 点击拾取:单击 Image 且未命中 UI 遮挡(IsItemHovered 已含)。
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// 抓杆时不出 pick(IsOver 悬停杆/IsUsing 拖拽中)——否则按在
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// 操纵杆上的点击会穿透发拾取请求
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if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(0) &&
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// 操纵杆上的点击会穿透发拾取请求。PIE 运行态不出拾取:
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// 点击 = 游戏输入(UE Play 语义,编辑操作冻结)
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if (!playing && ImGui::IsItemHovered() && ImGui::IsMouseClicked(0) &&
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!ImGuizmo::IsOver() && !ImGuizmo::IsUsing()) {
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RequestPickAt(ctx, size);
|
||||
}
|
||||
|
||||
+4
-1
@@ -65,8 +65,11 @@ namespace
|
||||
{
|
||||
// 编辑器形态:驱动编辑器相机(RMB 飞行 / MMB 焦点环绕 /
|
||||
// 滚轮推拉)。暂停(timeScale=0)时仍可飞行——unscaled dt。
|
||||
// PIE 内嵌播放:渲染源已切 primary 相机,编辑器相机停驱
|
||||
//(否则与游戏脚本抢 WASD,Stop 后视角也被偷跑)。
|
||||
// 游戏形态:相机实体由游戏逻辑驱动(本沙盒无逻辑 = 静止)
|
||||
if (GetRenderer().GetDisplayMode() == kDisplayViewport)
|
||||
if (GetRenderer().GetDisplayMode() == kDisplayViewport &&
|
||||
!m_Editor->IsPlaying())
|
||||
{
|
||||
GetRenderer().GetEditorCamera().Update(GetWindow(),
|
||||
frameTime.UnscaledDt());
|
||||
|
||||
@@ -142,6 +142,7 @@ namespace Engine {
|
||||
// ---- 显示模式(Editor 视口 ↔ 全屏直出;帧首同步生效)----
|
||||
int GetDisplayMode() const { return m_DesiredDisplayMode; }
|
||||
void SetDisplayMode(int mode); // cpp 内定义(SceneRenderer 前置声明)
|
||||
void SetGameView(bool gameView); // PIE 内嵌播放(cpp 转发 SceneRenderer)
|
||||
// 编辑器相机(Scene view 恒用,与场景相机实体无关)。转发
|
||||
// SceneRenderer 持有的实例:Application 驱动 Update,面板读写位姿
|
||||
EditorCamera& GetEditorCamera(); // cpp 内定义(SceneRenderer 完整类型)
|
||||
|
||||
@@ -66,6 +66,10 @@ namespace Engine {
|
||||
void SetLodEnabled(bool b) { m_LodEnabled = b; }
|
||||
void SetDebugView(int v) { m_DebugView = v; }
|
||||
void SetDisplayMode(int m) { m_DisplayMode = m; } // kDisplayDirect / kDisplayViewport
|
||||
// PIE 内嵌播放(UE Play-In-Editor 语义):viewport 模式下也用
|
||||
// primary 相机渲染进 sceneTex(Play 后 Scene view 显示游戏画面,
|
||||
// 编辑器 UI 保持可用)。kDisplayDirect 恒为游戏形态不受此影响
|
||||
void SetGameView(bool g) { m_GameView = g; }
|
||||
// 编辑器相机(视口 UI 状态,SceneRenderer 持有 = 渲染源在此分派);
|
||||
// Application 驱动 Update,ViewportPanel/Inspector 经 Renderer 门面访问
|
||||
EditorCamera& GetEditorCamera() { return m_EditorCamera; }
|
||||
@@ -171,6 +175,7 @@ namespace Engine {
|
||||
bool m_LodEnabled = true; // 关 = 全部强制 LOD0(选级跳过)
|
||||
int m_DebugView = 0;
|
||||
int m_DisplayMode = kDisplayViewport; // Editor 视口为默认形态
|
||||
bool m_GameView = false; // PIE 内嵌播放(Editor Play/Stop 驱动)
|
||||
};
|
||||
|
||||
} // namespace Engine
|
||||
|
||||
@@ -234,6 +234,11 @@ namespace Engine
|
||||
m_SceneRenderer->SetDisplayMode(mode);
|
||||
}
|
||||
|
||||
void Renderer::SetGameView(bool gameView)
|
||||
{
|
||||
m_SceneRenderer->SetGameView(gameView);
|
||||
}
|
||||
|
||||
EditorCamera& Renderer::GetEditorCamera()
|
||||
{
|
||||
return m_SceneRenderer->GetEditorCamera();
|
||||
|
||||
@@ -269,12 +269,13 @@ namespace Engine
|
||||
ubo.prevView = m_LastView;
|
||||
ubo.prevProj = m_LastProjNoJitter;
|
||||
|
||||
// ---- 1. 相机:渲染源按显示模式分派(UE 语义)。编辑器形态
|
||||
// ---- 1. 相机:渲染源按形态分派(UE 语义)。编辑器形态
|
||||
// Scene view 恒用编辑器相机(视口 UI 状态,空场景可用);
|
||||
// 游戏形态用场景 primary 相机实体(游戏逻辑所有)----
|
||||
// 游戏形态(kDisplayDirect 全屏预览或 PIE 内嵌播放)用
|
||||
// 场景 primary 相机实体(游戏逻辑所有)----
|
||||
ECS::TransformComponent* camTransform = nullptr;
|
||||
const Camera* camera = nullptr;
|
||||
if (m_DisplayMode == kDisplayViewport) {
|
||||
if (m_DisplayMode == kDisplayViewport && !m_GameView) {
|
||||
camTransform = &m_EditorCamera.GetTransform();
|
||||
camera = &m_EditorCamera.GetController();
|
||||
} else if (auto* cameraComp = scene.GetPrimaryCamera(&camTransform)) {
|
||||
|
||||
Reference in New Issue
Block a user