#include "SceneWindow.h" #include "imgui.h" #include "glm/vec3.hpp" #include "Engine/AssetManager.h" #include "TestModel.h" // Globals extern std::vector<GameObject> g_GameObjects; extern GameObject* g_SelectedObject; extern AssetManager g_AssetManager; // Helper: Create a default cube GameObject GameObject CreateDefaultCube() { GameObject cube; cube.name = "Cube"; cube.transform.position = glm::vec3(0.f, 0.f, 0.f); cube.transform.rotation = glm::vec3(0.f, 0.5f, 0.f); cube.transform.scale = glm::vec3(1.f, 1.f, 1.f); cube.mesh.vao = CreateCubeVAO(); // Implement your VAO creation logic cube.mesh.indexCount = 36; cube.mesh.textureID = static_cast<unsigned int>(reinterpret_cast<uintptr_t>( g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/wood.png"))); return cube; } // Show function implementation void SceneWindow::Show() { if (ImGui::Begin("Scene Window")) { // Add Button if (ImGui::Button("Add Object")) { AddGameObject(); } ImGui::Separator(); // List GameObjects int index = 0; for (auto it = g_GameObjects.begin(); it != g_GameObjects.end(); ++it, ++index) { GameObject& obj = *it; std::string uniqueID = obj.name + "##" + std::to_string(index); if (ImGui::TreeNode(uniqueID.c_str())) { // Select GameObject if (ImGui::Selectable("Select", g_SelectedObject == &obj)) { g_SelectedObject = &obj; } // Right-click context menu to remove GameObject if (ImGui::BeginPopupContextItem()) { if (ImGui::MenuItem("Remove")) { RemoveGameObject(index); ImGui::EndPopup(); break; } ImGui::EndPopup(); } ImGui::TreePop(); } } ImGui::Separator(); // Show currently selected object details at the bottom if (g_SelectedObject) { ImGui::Text("Selected Object: %s", g_SelectedObject->name.c_str()); // Optionally add details or editable fields here } else { ImGui::Text("No Object Selected"); } } ImGui::End(); } // AddGameObject: Adds a new GameObject void SceneWindow::AddGameObject() { g_GameObjects.push_back(CreateDefaultCube()); } // RemoveGameObject: Removes a GameObject by index void SceneWindow::RemoveGameObject(int index) { if (index >= 0 && index < static_cast<int>(g_GameObjects.size())) { g_GameObjects.erase(g_GameObjects.begin() + index); g_SelectedObject = nullptr; // Clear selection if the removed object was selected } } // GetSelectedObject function implementation GameObject* SceneWindow::GetSelectedObject() const { return g_SelectedObject; }