新增 GameFlow 运行时状态机:PIE 与独立运行统一生命周期
Stopped→Loading→Running↔Paused 单一状态源,编辑器 Play/Stop 与 main.cpp 独立运行共用同一套加载/恢复/暂停语义
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+56
-35
@@ -21,7 +21,6 @@
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#include "panels/StatsPanel.h"
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#include <Engine/Core/Log.h>
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#include <Engine/Core/Time.h>
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#include <Engine/Serialization/SceneSerializer.h>
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#include <imgui.h>
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@@ -40,9 +39,22 @@ 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/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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// PIE 运行/暂停镜像指针:指向本对象成员(ctx 拷贝后补接,面板只读;
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// 权威 = GameFlow,镜像在 Draw 开头同步——面板接口保持 const bool*)
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m_Ctx.playState = &m_PlayingMirror;
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m_Ctx.pausedState = &m_PausedMirror;
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// PIE 转换副作用挂监听(GameFlow 不知场景;快照/恢复是编辑器职责)
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if (m_Ctx.flow)
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{
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m_Ctx.flow->AddListener(
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[this](GameFlowState, GameFlowState to) {
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if (to == GameFlowState::Loading) OnFlowEnterLoading();
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else if (to == GameFlowState::Stopped) OnFlowEnterStopped();
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// →Running/→Paused:timeScale 由 GameFlow 权威处理,
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// 编辑器无额外副作用
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});
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}
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m_Hierarchy = std::make_unique<HierarchyPanel>();
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m_Inspector = std::make_unique<InspectorPanel>();
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@@ -84,52 +96,52 @@ 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 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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// →Loading 监听器:Play 半程。当前场景 → 内存 YAML 快照 → 切 gameView
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//(Viewport 面板内嵌 primary 相机渲染,UE PIE 语义——编辑器 UI 保持
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// 可用,不切全屏)→ 同步加载完成即 CompleteLoading(快照是同步操作,
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// 不完成的 Loading 会卡死主循环的物理/脚本门控)。快照失败 → RequestStop
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// 回滚(现场不动)
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void Editor::OnFlowEnterLoading()
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{
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if (!m_Ctx.scene || !m_Ctx.assets || !m_Ctx.renderer) return;
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if (!m_Ctx.scene || !m_Ctx.assets || !m_Ctx.renderer || !m_Ctx.flow) return;
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m_PlaySnapshot = Serialization::SceneSerializer::SerializeToString(
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*m_Ctx.scene, *m_Ctx.assets, "PlaySnapshot");
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if (m_PlaySnapshot.empty())
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{
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ENGINE_ERROR("PIE: snapshot failed, play aborted");
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m_Ctx.flow->RequestStop(); // 回滚 → 触发 →Stopped 监听器(空快照跳过恢复)
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return;
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}
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m_Playing = true;
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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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m_Ctx.flow->CompleteLoading(); // 同步加载完成 → Running(解冻)
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ENGINE_INFO("PIE: playing (scene snapshot {} bytes)",
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m_PlaySnapshot.size());
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}
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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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// →Stopped 监听器:Stop 半程。快照原子换血恢复 → 回编辑器渲染。
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// 换血后所有 Entity 句柄悬空:清选中(描边同步清)、Gizmo 拖拽态
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// 复位。物理 body/约束/角色由对账系统随实体重建/清理,无需干预。
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// 恢复失败(快照损坏,理论罕见)也必须回编辑态,现场留给用户
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// File→Load 或退出前 Save
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void Editor::DoStop()
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// File→Load 或退出前 Save。空快照 = 快照失败回滚(未真 Play 过),跳过恢复
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void Editor::OnFlowEnterStopped()
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{
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if (!m_Ctx.scene || !m_Ctx.assets || !m_Ctx.renderer) return;
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if (!Serialization::SceneSerializer::DeserializeFromString(
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*m_Ctx.scene, *m_Ctx.assets, m_PlaySnapshot))
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if (!m_PlaySnapshot.empty())
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{
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ENGINE_ERROR("PIE: snapshot restore failed (scene is now the "
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"played-out state)");
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if (!Serialization::SceneSerializer::DeserializeFromString(
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*m_Ctx.scene, *m_Ctx.assets, m_PlaySnapshot))
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{
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ENGINE_ERROR("PIE: snapshot restore failed (scene is now the "
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"played-out state)");
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}
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m_PlaySnapshot.clear();
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}
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m_PlaySnapshot.clear();
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m_Playing = false;
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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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ENGINE_INFO("PIE: stopped, editor scene restored");
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@@ -137,19 +149,28 @@ void Editor::DoStop()
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void Editor::TogglePlay()
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{
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m_Playing ? DoStop() : DoPlay();
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if (!m_Ctx.flow) return;
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IsPlaying() ? m_Ctx.flow->RequestStop() : m_Ctx.flow->RequestStart();
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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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// PIE 暂停(UE Pause 语义):Running ↔ Paused。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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if (!m_Ctx.flow) return;
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IsPaused() ? m_Ctx.flow->RequestResume() : m_Ctx.flow->RequestPause();
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}
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void Editor::Draw()
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{
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// PIE 镜像同步(面板只读指针消费;权威 = GameFlow,此处适配)
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if (m_Ctx.flow)
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{
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m_PlayingMirror = m_Ctx.flow->IsIn(GameFlowState::Running) ||
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m_Ctx.flow->IsIn(GameFlowState::Paused);
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m_PausedMirror = m_Ctx.flow->IsIn(GameFlowState::Paused);
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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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// 帧级状态——不调则 hover 过一次杆后 hotspot 永久置位,GetMoveType
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// 恒返 MT_NONE → 杆可见但永远抓不住(只能看不能拖)
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@@ -253,7 +274,7 @@ void Editor::DrawMenuBar()
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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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// Load 会撕掉快照恢复链(UE 运行态同样禁)
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ImGui::BeginDisabled(m_Playing);
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ImGui::BeginDisabled(IsPlaying());
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if (ImGui::MenuItem("Save Scene...", nullptr))
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{
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m_ShowSaveModal = true;
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@@ -302,11 +323,11 @@ void Editor::DrawToolbar()
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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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const char* pauseLabel = m_Paused ? "Resume" : "Pause";
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const char* pauseLabel = IsPaused() ? "Resume" : "Pause";
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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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if (IsPlaying())
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{
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groupW = ImGui::CalcTextSize(pauseLabel).x +
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ImGui::CalcTextSize("Stop").x +
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@@ -318,14 +339,14 @@ void Editor::DrawToolbar()
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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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if (IsPlaying())
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{
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// Pause/Resume: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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IsPaused() ? 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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IsPaused() ? 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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@@ -336,7 +357,7 @@ void Editor::DrawToolbar()
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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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ImGui::SetTooltip(IsPaused() ? "Resume simulation"
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: "Pause simulation");
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}
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+30
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@@ -17,7 +17,8 @@
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#include "EditorContext.h"
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#include "panels/ViewportPanel.h" // ViewportInputState(成员按值持有)
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#include <Engine/Core/Types.h> // u32(SelectEntity 位模式转换)
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#include <Engine/Core/Types.h> // u32(SelectEntity 位模式转换)
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#include <Engine/Core/GameFlow.h> // PIE 状态权威(IsPlaying 直查)
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#include <entt/entt.hpp>
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@@ -60,19 +61,35 @@ public:
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void RequestQuit() { m_ShowQuitConfirm = true; }
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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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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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// 状态权威 = GameFlow(EditorContext::flow);编辑器只是转换的
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// 发起者(Request*)与监听器(快照/恢复挂在 →Loading/→Stopped)
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bool IsPlaying() const
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{
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return m_Ctx.flow &&
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(m_Ctx.flow->IsIn(Engine::GameFlowState::Running) ||
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m_Ctx.flow->IsIn(Engine::GameFlowState::Paused));
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}
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bool IsPaused() const
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{
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return m_Ctx.flow &&
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m_Ctx.flow->IsIn(Engine::GameFlowState::Paused);
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}
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// Play:RequestStart → →Loading 监听器做快照 + 切 gameView(Viewport
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// 内嵌 primary 相机渲染,UE PIE 语义;不切全屏)→ 同步加载完成
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// CompleteLoading → Running 解冻;Stop:RequestStop → →Stopped 监听器
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// 快照原子换血恢复 → 回编辑器渲染。编辑器态默认冻结(GameFlow 构造
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// 即 timeScale=0),Play 解冻由 GameFlow 权威处理
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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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// PIE 暂停切换(UE Pause 语义):Running ↔ Paused(timeScale 由
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// GameFlow 权威处理)。运行态才有意义(编辑器态本来就冻结,
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// Pause 按钮不出现)
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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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void DoStop(); // TogglePlay 的 Stop 半程(恢复 + 回编辑器 + 冻结)
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// GameFlow 监听器(Init 注册):编辑器快照/恢复挂在此处——
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// GameFlow 不知场景,转换的副作用由消费端自己挂
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void OnFlowEnterLoading(); // →Loading:快照 + 切 gameView + 同步完成加载
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void OnFlowEnterStopped(); // →Stopped:快照换血恢复 + 回编辑器渲染
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// ---- 选中状态 ----
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// 同步描边:Renderer 落帧后 SelectionMask/Outline 只画选中实体。
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@@ -135,9 +152,9 @@ private:
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bool m_ShowLoadModal = false;
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char m_ScenePathBuf[256] = "scenes/sandbox.scene";
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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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// PIE 镜像态(面板只读指针消费;权威 = GameFlow,Draw 开头同步)
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bool m_PlayingMirror = false;
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bool m_PausedMirror = false;
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std::string m_PlaySnapshot;
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};
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