Reorganize directory layout: editor panels/, grouped shaders, drop stale header
- App/editor: move 7 panels into panels/ (Editor core stays at root) - shaders/: group into pbr/ post/ debug/ env/ (runtime load paths updated) - Delete outdated duplicate Engine/src/Renderer/VulkanAssetUploader.h
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//
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// HierarchyPanel.cpp:实体层级树实现(UE Outliner 语义)。
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//
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// 树形展示(根 = 无有效父链接的实体,子 = HierarchyComponent 挂载序)、
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// 点击选中、拖拽改父/拖到空白区挂根(keepWorld = 挂载前后世界位姿
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// 不变)、右键 Create Child / Detach / Delete(级联随葬,延迟销毁)。
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//
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#include "HierarchyPanel.h"
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#include "Engine/ECS/Components.h"
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#include "Engine/ECS/EntityHandle.h" // CreateEntity 返回完整 EntityHandle
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#include <imgui.h>
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#include <cstring>
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#include <string>
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#include <vector>
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using namespace Engine;
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namespace {
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// 拖拽 payload 类型名(Editor 内部约定;实体位模式 4 字节)
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constexpr const char* kHierPayload = "HIER_ENTITY";
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// 实体显示名
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std::string DisplayName(const entt::registry& reg, entt::entity e)
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{
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if (const auto* n = reg.try_get<Engine::ECS::NameComponent>(e);
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n && !n->name.empty()) {
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return n->name;
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}
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return "(unnamed)";
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}
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// 递归绘制单节点(含子树)。返回值无意义,选中写 selected
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void DrawEntityNode(const EditorContext& ctx, entt::entity e,
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entt::entity& selected)
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{
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auto& reg = ctx.scene->GetRegistry();
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// 稳定行 ID(UUID):折叠态跨帧保持 + 与 Inspector PushID 隔离
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u64 rowId = static_cast<u64>(static_cast<u32>(e));
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if (const auto* id = reg.try_get<Engine::ECS::IdComponent>(e)) {
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rowId = id->uuid.Value();
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}
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ImGui::PushID(reinterpret_cast<const void*>(rowId));
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// 子表(过滤悬空 + 无 Name 的防御性兜底)
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const auto* h = reg.try_get<Engine::ECS::HierarchyComponent>(e);
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std::vector<entt::entity> kids;
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if (h) {
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for (entt::entity c : h->children) {
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if (reg.valid(c) && reg.all_of<Engine::ECS::NameComponent>(c)) {
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kids.push_back(c);
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}
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}
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}
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const std::string label = DisplayName(reg, e);
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const ImGuiTreeNodeFlags flags =
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ImGuiTreeNodeFlags_OpenOnArrow |
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ImGuiTreeNodeFlags_SpanAvailWidth |
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(kids.empty() ? ImGuiTreeNodeFlags_Leaf : 0) |
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(selected == e ? ImGuiTreeNodeFlags_Selected : 0);
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const bool opened = ImGui::TreeNodeEx(label.c_str(), flags);
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const bool toggled = ImGui::IsItemToggledOpen();
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if (ImGui::IsItemClicked(ImGuiMouseButton_Left) && !toggled) {
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selected = e;
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}
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// ---- 拖拽源:拖动本实体去改父 ----
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if (ImGui::BeginDragDropSource()) {
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const u32 bits = static_cast<u32>(entt::to_integral(e));
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ImGui::SetDragDropPayload(kHierPayload, &bits, sizeof(bits));
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ImGui::TextUnformatted(label.c_str());
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ImGui::EndDragDropSource();
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}
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// ---- 拖放目标:挂到本实体下(keepWorld,世界位姿不变)----
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if (ImGui::BeginDragDropTarget()) {
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if (const ImGuiPayload* pl =
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ImGui::AcceptDragDropPayload(kHierPayload)) {
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u32 bits = 0;
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std::memcpy(&bits, pl->Data, sizeof(bits));
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const entt::entity dragged = static_cast<entt::entity>(bits);
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// 拒挂自身/自身后代(SetParent 内部同样防环,这里提前
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// 静默拦截,避免"看起来挂上了"的错觉)
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if (dragged != e && !ctx.scene->IsDescendantOf(dragged, e)) {
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ctx.scene->SetParent(dragged, e);
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}
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}
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ImGui::EndDragDropTarget();
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}
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// ---- 右键菜单 ----
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if (ImGui::BeginPopupContextItem("hier_ctx")) {
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if (ImGui::MenuItem("Create Child")) {
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// keepWorld=true:新实体出现在父的位置(UE attach 语义)
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const auto child = ctx.scene->CreateEntity("child entity");
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ctx.scene->SetParent(child, e);
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selected = child;
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}
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if (ctx.scene->GetParent(e) != entt::null &&
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ImGui::MenuItem("Detach to Root")) {
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ctx.scene->SetParent(e, entt::null);
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}
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if (ImGui::MenuItem("Delete")) {
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// 级联随葬:选中若是被删子树的一部分,一并清除
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const bool selInSubtree = ctx.scene->IsDescendantOf(selected, e);
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ctx.scene->DestroyEntity(e);
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if (selInSubtree) {
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selected = entt::null;
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}
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}
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ImGui::EndPopup();
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}
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// ---- 组件徽标(与行内同级显示)----
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std::string badge;
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if (reg.all_of<Engine::ECS::MeshRendererComponent>(e)) badge += "[M]";
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if (reg.all_of<Engine::ECS::AnimationComponent>(e)) badge += "[A]";
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if (reg.all_of<Engine::ECS::CameraComponent>(e)) badge += "[C]";
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if (reg.all_of<Engine::ECS::LightComponent>(e)) badge += "[L]";
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if (reg.all_of<Engine::ECS::RigidBodyComponent>(e)) badge += "[P]";
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if (!badge.empty()) {
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ImGui::SameLine();
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ImGui::TextDisabled("%s", badge.c_str());
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip(
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"M=Mesh A=Animation C=Camera L=Light P=Physics");
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}
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}
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if (opened) {
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for (entt::entity c : kids) {
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DrawEntityNode(ctx, c, selected);
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}
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ImGui::TreePop();
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}
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ImGui::PopID();
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}
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} // namespace
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void HierarchyPanel::Draw(const EditorContext& ctx, entt::entity& selected)
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{
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ImGui::Begin("Outliner");
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// 工具栏:创建实体(在遍历之前,不修改遍历中的注册表结构)。
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// Place Actors 简化语义:常用类型一键带组件,其余 Add Component 补
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if (ImGui::Button("+ Create"))
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{
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ImGui::OpenPopup("create_entity");
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}
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if (ImGui::BeginPopup("create_entity"))
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{
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if (ImGui::MenuItem("Empty"))
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{
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selected = ctx.scene->CreateEntity("Entity");
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}
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if (ImGui::MenuItem("Light"))
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{
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auto e = ctx.scene->CreateEntity("Light");
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e.AddComponent<Engine::ECS::LightComponent>();
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selected = e;
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}
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if (ImGui::MenuItem("Camera"))
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{
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auto e = ctx.scene->CreateEntity("Camera");
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e.AddComponent<Engine::ECS::CameraComponent>();
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selected = e;
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}
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if (ImGui::MenuItem("Environment"))
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{
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// UE 新关卡环境集简化:Skybox(背景)+ SkyLight(环境光)一体
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auto e = ctx.scene->CreateEntity("Environment");
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e.AddComponent<Engine::ECS::SkyboxComponent>();
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e.AddComponent<Engine::ECS::SkyLightComponent>();
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selected = e;
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}
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ImGui::EndPopup();
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}
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ImGui::Separator();
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auto& reg = ctx.scene->GetRegistry();
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// 树形遍历:根 = 无有效父链接的实体(creation 序),子按挂载序递归
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reg.view<Engine::ECS::NameComponent>().each(
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[&](const entt::entity e, const Engine::ECS::NameComponent&)
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{
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if (ctx.scene->GetParent(e) != entt::null) return; // 非根
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DrawEntityNode(ctx, e, selected);
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});
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// ---- 空白区 = 挂根落点(UE Outliner 拖到空白 = 顶层)----
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ImVec2 rem = ImGui::GetContentRegionAvail();
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if (rem.y > 4.0f) {
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ImGui::InvisibleButton("##hier_drop_root", rem);
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if (ImGui::BeginDragDropTarget()) {
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if (const ImGuiPayload* pl =
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ImGui::AcceptDragDropPayload(kHierPayload)) {
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u32 bits = 0;
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std::memcpy(&bits, pl->Data, sizeof(bits));
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ctx.scene->SetParent(static_cast<entt::entity>(bits),
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entt::null);
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}
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ImGui::EndDragDropTarget();
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}
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}
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ImGui::End();
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}
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