feat: add "Add component" button
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@@ -5,6 +5,7 @@
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/GameObject.h>
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@@ -17,6 +18,13 @@ public:
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Registry()[typeName] = std::move(createFn);
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}
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template <typename TComponent>
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static void Register(const char* typeName) {
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Register(std::string{typeName}, [](GameObject& owner) -> Component* {
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return owner.AddComponent<TComponent>();
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});
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}
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static Component* Create(const std::string& typeName, GameObject& owner) {
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const auto it = Registry().find(typeName);
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@@ -31,6 +39,15 @@ public:
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return Registry().contains(typeName);
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}
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[[nodiscard]] static std::vector<std::string> GetRegisteredTypeNames() {
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std::vector<std::string> typeNames;
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typeNames.reserve(Registry().size());
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for (const auto& [typeName, _] : Registry()) {
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typeNames.push_back(typeName);
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}
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return typeNames;
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}
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private:
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static std::unordered_map<std::string, CreateFn>& Registry() {
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static std::unordered_map<std::string, CreateFn> registry;
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@@ -0,0 +1,27 @@
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#ifndef DESTRUM_ENGINECOMPONENTLIST_H
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#define DESTRUM_ENGINECOMPONENTLIST_H
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// Keep the component manifest in one place. Consumers define X before
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// expanding one of these lists to generate registration or other metadata.
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#include <destrum/Components/Animator.h>
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#include <destrum/Components/MeshRendererComponent.h>
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#include <destrum/Components/OrbitAndSpin.h>
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#include <destrum/Components/Rotator.h>
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#include <destrum/Components/Spinner.h>
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#include <destrum/Components/Physics/BoxCollider.h>
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#include <destrum/Components/Physics/CapsuleCollider.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Components/Physics/SphereCollider.h>
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#define DESTRUM_ENGINE_COMPONENTS(X) \
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X(MeshRendererComponent) \
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X(Rotator) \
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X(Spinner) \
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X(OrbitAndSpin) \
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X(Animator) \
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X(Rigidbody) \
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X(BoxCollider) \
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X(SphereCollider) \
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X(CapsuleCollider)
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#endif // DESTRUM_ENGINECOMPONENTLIST_H
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@@ -1,18 +1,6 @@
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// destrum/Serialization/ComponentRegistry.cpp
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#include <destrum/Serialization/ComponentRegistry.h>
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#include <destrum/Serialization/ComponentFactory.h>
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#include <destrum/Components/MeshRendererComponent.h>
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#include <destrum/Components/Rotator.h>
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#include <destrum/Components/Spinner.h>
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#include <destrum/Components/OrbitAndSpin.h>
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#include <destrum/Components/Animator.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Components/Physics/BoxCollider.h>
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#include <destrum/Components/Physics/CapsuleCollider.h>
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#include <destrum/Components/Physics/SphereCollider.h>
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#include <destrum/Serialization/EngineComponentList.h>
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void RegisterEngineComponents()
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{
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@@ -23,47 +11,8 @@ void RegisterEngineComponents()
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registered = true;
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ComponentFactory::Register("MeshRendererComponent", [](GameObject& owner) {
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return owner.AddComponent<MeshRendererComponent>();
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});
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// Keep the old serialized spelling readable while writing the canonical
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// component name returned by MeshRendererComponent.
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ComponentFactory::Register("MeshRenderer", [](GameObject& owner) {
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return owner.AddComponent<MeshRendererComponent>();
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});
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ComponentFactory::Register("Rotator", [](GameObject& owner) {
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return owner.AddComponent<Rotator>();
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});
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ComponentFactory::Register("Spinner", [](GameObject& owner) {
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return owner.AddComponent<Spinner>();
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});
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ComponentFactory::Register("OrbitAndSpin", [](GameObject& owner) {
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return owner.AddComponent<OrbitAndSpin>();
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});
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ComponentFactory::Register("Animator", [](GameObject& owner) {
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return owner.AddComponent<Animator>();
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});
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ComponentFactory::Register("Rigidbody", [](GameObject& owner) {
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return owner.AddComponent<Rigidbody>();
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});
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ComponentFactory::Register("RigidBody", [](GameObject& owner) {
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return owner.AddComponent<Rigidbody>();
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});
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ComponentFactory::Register("BoxCollider", [](GameObject& owner) {
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return owner.AddComponent<BoxCollider>();
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});
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ComponentFactory::Register("SphereCollider", [](GameObject& owner) {
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return owner.AddComponent<SphereCollider>();
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});
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ComponentFactory::Register("CapsuleCollider", [](GameObject& owner) {
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return owner.AddComponent<CapsuleCollider>();
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});
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#define DESTRUM_REGISTER_COMPONENT(ComponentType) \
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ComponentFactory::Register<ComponentType>(#ComponentType);
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DESTRUM_ENGINE_COMPONENTS(DESTRUM_REGISTER_COMPONENT)
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#undef DESTRUM_REGISTER_COMPONENT
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}
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@@ -2,6 +2,7 @@
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#include <algorithm>
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#include <cfloat>
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#include <exception>
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#include <string>
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#include <unordered_set>
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#include <vector>
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@@ -14,6 +15,8 @@
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/ObjectModel/Transform.h>
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#include <destrum/Serialization/ComponentFactory.h>
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#include <destrum/Serialization/ComponentRegistry.h>
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namespace {
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[[nodiscard]] bool IsInspectableObject(const GameObject* object) {
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@@ -121,6 +124,8 @@ namespace ImGuiUtils {
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const std::vector<std::shared_ptr<GameObject>>& objectsSource,
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const std::vector<std::shared_ptr<GameObject>>& pendingAdditions,
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ObjectId& selectedObjectId) {
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RegisterEngineComponents();
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std::vector<GameObject*> objects;
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objects.reserve(objectsSource.size() + pendingAdditions.size());
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@@ -268,9 +273,69 @@ namespace ImGuiUtils {
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worldPosition.z);
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}
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if (ImGui::CollapsingHeader(
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"Components",
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ImGuiTreeNodeFlags_DefaultOpen)) {
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const bool componentsOpen = ImGui::CollapsingHeader(
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"Components",
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ImGuiTreeNodeFlags_DefaultOpen);
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if (componentsOpen) {
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if (ImGui::Button("+ Add Component")) {
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ImGui::OpenPopup("AddComponentPopup");
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}
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std::string addComponentError;
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if (ImGui::BeginPopup("AddComponentPopup")) {
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std::vector<std::string> componentTypes =
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ComponentFactory::GetRegisteredTypeNames();
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std::sort(componentTypes.begin(), componentTypes.end());
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bool hasAvailableComponent = false;
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for (const std::string& componentType : componentTypes) {
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const bool alreadyAdded = std::any_of(
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selectedObject->GetComponents().begin(),
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selectedObject->GetComponents().end(),
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[&componentType](const auto& component) {
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return component != nullptr &&
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!component->IsBeingDestroyed() &&
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component->GetTypeName() == componentType;
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});
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if (alreadyAdded) {
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const std::string label =
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componentType + " (already added)";
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ImGui::BeginDisabled();
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ImGui::MenuItem(label.c_str());
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ImGui::EndDisabled();
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continue;
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}
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hasAvailableComponent = true;
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if (ImGui::MenuItem(componentType.c_str())) {
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try {
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if (ComponentFactory::Create(
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componentType,
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*selectedObject) == nullptr) {
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addComponentError =
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"Component type is not registered: " +
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componentType;
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} else {
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ImGui::CloseCurrentPopup();
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}
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} catch (const std::exception& exception) {
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addComponentError = exception.what();
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}
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}
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}
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if (!hasAvailableComponent) {
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ImGui::TextDisabled("All components are already added.");
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}
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if (!addComponentError.empty()) {
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ImGui::TextWrapped("Failed to add component: %s",
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addComponentError.c_str());
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}
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ImGui::EndPopup();
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}
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bool hasComponents = false;
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for (const auto& component : selectedObject->GetComponents()) {
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if (component == nullptr || component->IsBeingDestroyed()) {
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@@ -13,6 +13,8 @@
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/Scene/Scene.h>
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#include <destrum/Scene/SceneManager.h>
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#include <destrum/Serialization/ComponentFactory.h>
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#include <destrum/Serialization/ComponentRegistry.h>
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#include <destrum/Serialization/SceneSerializer.h>
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#include <destrum/Physics/SimplePhysicsWorld.h>
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#include <destrum/Physics/JoltPhysicsWorld.h>
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@@ -161,6 +163,32 @@ namespace {
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SceneManager::GetInstance().Destroy();
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}
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void testEngineComponentRegistration()
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{
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RegisterEngineComponents();
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const char* canonicalNames[] = {
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"MeshRendererComponent",
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"Rotator",
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"Spinner",
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"OrbitAndSpin",
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"Animator",
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"Rigidbody",
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"BoxCollider",
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"SphereCollider",
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"CapsuleCollider"
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};
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for (const char* name : canonicalNames) {
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check(ComponentFactory::IsRegistered(name),
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"all canonical engine component names must be registered");
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}
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check(!ComponentFactory::IsRegistered("MeshRenderer"),
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"MeshRenderer legacy alias must not be registered");
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check(!ComponentFactory::IsRegistered("RigidBody"),
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"RigidBody legacy alias must not be registered");
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}
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void testAssetPathValidation()
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{
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const auto root = std::filesystem::temp_directory_path() / "destrum_asset_test";
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@@ -440,6 +468,7 @@ int main()
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testEventMutation();
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testEventRemoval();
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testComponentRemoval();
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testEngineComponentRegistration();
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testAssetPathValidation();
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testLegacySceneLoad();
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testSceneLoadRollback();
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