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HelloVulkan/App/editor/EditorContext.h
T
atdunbg 1a278d5945 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.
2026-10-05 11:14:24 +08:00

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//
// EditorContext:Editor 层与 SandboxApp 之间的桥接上下文。
//
// Editor 是 App 层代码(不属于引擎),它需要的引擎门面与沙盒能力
// 全部经此聚合注入——面板只认识 EditorContext,不反向依赖 main.cpp。
//
#ifndef HELLOVULKAN_EDITORCONTEXT_H
#define HELLOVULKAN_EDITORCONTEXT_H
#include <Engine/Core/Application.h>
#include <Engine/ECS/Scene.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Renderer/EditorCamera.h>
#include <Engine/Renderer/SceneTypes.h> // kDisplayViewport / kDisplayDirect
// 沙盒特有状态(面板可选读取,空指针 = 该面板区块不显示)
struct EditorContext {
// 引擎门面
Engine::Renderer *renderer = nullptr;
Engine::ECS::Scene *scene = nullptr;
Engine::Assets::AssetManager *assets = nullptr;
Engine::Application *app = nullptr;
// 编辑器相机(Scene view 专用,归 Renderer 持有——与场景相机实体
// 无关;面板经此做 F 焦点/Gizmo 视图/对齐跳转)
Engine::EditorCamera *editorCamera = nullptr;
// PIE 运行态(Play-In-Editor):Editor 持有,只读指针。
// 面板门控用——运行态禁 Gizmo/编辑器热键,渲染源已是 primary 相机
const bool *playState = nullptr;
// PIE 暂停态(timeScale=0):Editor 持有,只读指针(视口 PAUSED 提示)
const bool *pausedState = nullptr;
};
#endif //HELLOVULKAN_EDITORCONTEXT_H