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.
37 lines
1.5 KiB
C
37 lines
1.5 KiB
C
//
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// EditorContext:Editor 层与 SandboxApp 之间的桥接上下文。
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//
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// Editor 是 App 层代码(不属于引擎),它需要的引擎门面与沙盒能力
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// 全部经此聚合注入——面板只认识 EditorContext,不反向依赖 main.cpp。
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//
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#ifndef HELLOVULKAN_EDITORCONTEXT_H
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#define HELLOVULKAN_EDITORCONTEXT_H
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#include <Engine/Core/Application.h>
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#include <Engine/ECS/Scene.h>
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Renderer/Renderer.h>
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#include <Engine/Renderer/EditorCamera.h>
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#include <Engine/Renderer/SceneTypes.h> // kDisplayViewport / kDisplayDirect
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// 沙盒特有状态(面板可选读取,空指针 = 该面板区块不显示)
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struct EditorContext {
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// 引擎门面
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Engine::Renderer *renderer = nullptr;
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Engine::ECS::Scene *scene = nullptr;
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Engine::Assets::AssetManager *assets = nullptr;
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Engine::Application *app = nullptr;
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// 编辑器相机(Scene view 专用,归 Renderer 持有——与场景相机实体
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// 无关;面板经此做 F 焦点/Gizmo 视图/对齐跳转)
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Engine::EditorCamera *editorCamera = nullptr;
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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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