feat: add play / editor mode

This commit is contained in:
2026-10-22 01:25:53 +02:00
parent 3df0f89343
commit e5d37965a1
13 changed files with 304 additions and 22 deletions
+23 -1
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@@ -2,8 +2,12 @@
#define APP_H
#include <filesystem>
#include <chrono>
#include <memory>
#include <optional>
#include <string>
#include <nlohmann/json.hpp>
#include "glm/vec2.hpp"
#include <SDL2/SDL.h>
@@ -17,6 +21,8 @@
#include <destrum/Input/InputManager.h>
class Scene;
class App {
public:
struct AppParams {
@@ -28,6 +34,7 @@ public:
bool showDebugUi{true};
WindowMode windowMode{WindowMode::Windowed};
bool startMaximized{false};
bool startInEditMode{false};
};
App();
@@ -45,7 +52,11 @@ public:
virtual void onWindowResize(int, int) {};
// Called inside the "Windows" menu of the main menu bar, add toggles for the game's own windows here
virtual void onPlayModeChanged(bool) {}
[[nodiscard]] bool isPlaying() const { return playing; }
void requestPlayModeToggle() { playModeToggleRequested = true; }
virtual void customWindowsMenu() {}
protected:
@@ -92,6 +103,17 @@ protected:
void drawWindowsMenu();
void drawPhysicsPanel(float dt, float fixedDt, float accumulator);
private:
void drawPlayControls();
void applyPlayModeToggle();
bool enterPlayMode();
void exitPlayMode();
bool playing{true};
bool playModeToggleRequested{false};
std::optional<nlohmann::json> editSnapshot;
std::weak_ptr<Scene> editScene;
};
@@ -18,6 +18,9 @@ public:
Scene& GetCurrentScene() const;
const std::vector<std::shared_ptr<Scene>>& GetActiveScenes() const { return m_activeScenes; }
void SetPlaying(bool playing) { m_playing = playing; }
[[nodiscard]] bool IsPlaying() const { return m_playing; }
void Update(float dt);
void FixedUpdate(float dt);
void LateUpdate(float dt);
@@ -52,6 +55,7 @@ private:
std::vector<std::shared_ptr<Scene>> m_activeScenes;
std::vector<std::shared_ptr<Scene>> m_scenes;
bool m_playing{true};
};
#endif //SCENEMANAGER_H
@@ -18,10 +18,8 @@ namespace MaterialSerialization {
[[nodiscard]] std::optional<std::string> Validate(const nlohmann::json& materials);
// Materials that only exist at runtime (no source file) are stored in the scene or prefab
// file under their cache key, so the materialKeys in its objects resolve after a restart
[[nodiscard]] nlohmann::json CollectEmbedded(const nlohmann::json& objects);
void RegisterEmbedded(const nlohmann::json& materials);
void RegisterEmbedded(const nlohmann::json& materials, bool overwriteExisting = false);
}
#endif //DESTRUM_MATERIALSERIALIZATION_H
@@ -4,6 +4,7 @@
#include <filesystem>
#include <functional>
#include <future>
#include <optional>
#include <nlohmann/json.hpp>
@@ -17,8 +18,11 @@ public:
nlohmann::json root;
};
[[nodiscard]] static std::optional<nlohmann::json> Capture(Scene& scene);
static bool Save(Scene& scene, const std::filesystem::path& path);
static bool LoadFromJson(Scene& scene, const nlohmann::json& root);
static bool Load(Scene& scene, const std::filesystem::path& path,
std::function<void(float)> progressCallback = nullptr);
@@ -27,8 +31,6 @@ public:
static bool ConstructScene(Scene& scene, LoadResult& result,
std::function<void(float)> progressCallback = nullptr);
// Parse the scene file on a background thread. Call LoadFromJson on the
// main thread once the future is ready.
static std::future<LoadResult> LoadSceneFileAsync(const std::filesystem::path& path);
};
+120
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@@ -7,7 +7,10 @@
#include <destrum/FS/AssetFS.h>
#include <destrum/Graphics/Resources/FontCache.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/Scene/Scene.h>
#include <destrum/Scene/SceneManager.h>
#include <destrum/Serialization/SceneSerializer.h>
#include <destrum/Util/DeltaTime.h>
#include "imgui.h"
@@ -67,6 +70,8 @@ void App::init(const AppParams& params)
customInitStarted = true;
customInit();
playing = !params.startInEditMode;
SceneManager::GetInstance().SetPlaying(playing);
cleanedUp = false;
} catch (...) {
try {
@@ -179,6 +184,11 @@ if (!isRunning) break;
continue;
}
if (InputManager::GetInstance().WasKeyPressed(SDL_SCANCODE_F5))
{
playModeToggleRequested = true;
}
// Consume SDL events before updating the base camera so held and
// newly pressed inputs are applied in the same frame.
camera.Update(dt);
@@ -239,6 +249,14 @@ if (!isRunning) break;
imguiPass.endFrame();
}
if (playModeToggleRequested)
{
ZoneScopedN("Play Mode Toggle");
playModeToggleRequested = false;
applyPlayModeToggle();
accumulator = 0.0f;
}
{
ZoneScopedN("FixedUpdate");
@@ -406,9 +424,111 @@ void App::drawWindowsMenu()
ImGui::EndMenu();
}
drawPlayControls();
ImGui::EndMainMenuBar();
}
void App::drawPlayControls()
{
const char* state = playing ? "PLAYING" : "EDIT";
const char* action = playing ? "Stop (F5)" : "Play (F5)";
const ImGuiStyle& style = ImGui::GetStyle();
const float width = ImGui::CalcTextSize(state).x + ImGui::CalcTextSize(action).x +
style.ItemSpacing.x * 2.0f + style.FramePadding.x * 2.0f;
// Centered like Godot's run buttons, unless the menus already reach past the middle
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), (ImGui::GetWindowWidth() - width) * 0.5f));
ImGui::TextColored(playing ? ImVec4{0.4f, 0.9f, 0.4f, 1.0f} : ImVec4{0.7f, 0.7f, 0.7f, 1.0f}, "%s", state);
if (ImGui::MenuItem(action))
{
playModeToggleRequested = true;
}
}
void App::applyPlayModeToggle()
{
if (playing)
{
exitPlayMode();
}
else
{
enterPlayMode();
}
}
bool App::enterPlayMode()
{
auto& sceneManager = SceneManager::GetInstance();
if (sceneManager.GetActiveScenes().empty())
{
spdlog::error("Cannot enter play mode without an active scene");
return false;
}
const std::shared_ptr<Scene> scene = sceneManager.GetActiveScenes().front();
auto snapshot = SceneSerializer::Capture(*scene);
if (!snapshot)
{
spdlog::error("Cannot enter play mode, scene \"{}\" could not be saved", scene->GetName());
return false;
}
if (const GameObject* selected = scene->GetSelectedObject())
{
(*snapshot)["selected"] = selected->GetId();
}
// Play runs the scene as it would load from disk, so nothing the editor did to the live objects
// (started components, unsaved runtime state) leaks into the game
if (!SceneSerializer::LoadFromJson(*scene, *snapshot))
{
spdlog::error("Cannot enter play mode, scene \"{}\" did not load back", scene->GetName());
return false;
}
editSnapshot = std::move(snapshot);
editScene = scene;
playing = true;
sceneManager.SetPlaying(true);
spdlog::info("Entered play mode");
onPlayModeChanged(true);
return true;
}
void App::exitPlayMode()
{
auto& sceneManager = SceneManager::GetInstance();
playing = false;
sceneManager.SetPlaying(false);
InputManager::GetInstance().SetMouseCaptured(false);
const std::shared_ptr<Scene> scene = editScene.lock();
if (scene && editSnapshot)
{
const auto& scenes = sceneManager.GetScenes();
const auto it = std::find(scenes.begin(), scenes.end(), scene);
if (it != scenes.end() && (sceneManager.GetActiveScenes().empty() ||
sceneManager.GetActiveScenes().front() != scene))
{
sceneManager.SwitchScene(static_cast<int>(std::distance(scenes.begin(), it)));
}
if (!SceneSerializer::LoadFromJson(*scene, *editSnapshot))
{
spdlog::error("Could not restore scene \"{}\" to its state before play mode", scene->GetName());
}
}
else
{
spdlog::warn("The scene play mode started from no longer exists, nothing to restore");
}
editSnapshot.reset();
editScene.reset();
spdlog::info("Exited play mode");
onPlayModeChanged(false);
}
void App::drawPhysicsPanel(float dt, float fixedDt, float accumulator)
{
if (!ImGui::Begin("Physics", &m_DebugWindows.physics))
+10
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@@ -16,17 +16,27 @@ Scene& SceneManager::GetCurrentScene() const {
void SceneManager::Update(float dt) {
for (const auto& scene : m_activeScenes) {
if (m_playing) {
scene->Update(dt);
} else {
scene->CommitPendingAdditions();
}
}
}
void SceneManager::FixedUpdate(float dt) {
if (!m_playing) {
return;
}
for (const auto& scene : m_activeScenes) {
scene->FixedUpdate(dt);
}
}
void SceneManager::LateUpdate(float dt) {
if (!m_playing) {
return;
}
for (const auto& scene : m_activeScenes) {
scene->LateUpdate(dt);
}
@@ -173,7 +173,7 @@ namespace MaterialSerialization {
return materials;
}
void RegisterEmbedded(const json& materials) {
void RegisterEmbedded(const json& materials, bool overwriteExisting) {
RenderResources* resources = GetResources();
if (resources == nullptr || !materials.is_object()) {
return;
@@ -197,12 +197,14 @@ namespace MaterialSerialization {
}
};
// A key that is already cached wins, so duplicating objects keeps sharing their material
for (auto it = materials.begin(); it != materials.end(); ++it) {
if (resources->materials().findMaterialByKey(it.key())) {
continue;
}
const auto existing = resources->materials().findMaterialByKey(it.key());
if (!existing) {
resources->materials().addMaterial(FromJson(it.value(), readTexture), it.key());
} else if (overwriteExisting) {
resources->materials().getMaterialMutable(*existing) = FromJson(it.value(), readTexture);
GameState::GetInstance().Renderer().updateMaterialGPU(*existing);
}
}
}
}
+36 -7
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@@ -50,6 +50,10 @@ namespace {
return "\"currentCamera\" must be an object id";
}
if (root.contains("selected") && !root.at("selected").is_number_unsigned()) {
return "\"selected\" must be an object id";
}
if (root.contains("materials")) {
if (auto error = MaterialSerialization::Validate(root.at("materials"))) {
return error;
@@ -60,10 +64,10 @@ namespace {
}
}
bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
std::optional<json> SceneSerializer::Capture(Scene& scene) {
if (scene.IsIterating()) {
spdlog::error("Cannot save a scene during an update or render phase: {}", scene.GetName());
return false;
return std::nullopt;
}
RegisterEngineComponents();
@@ -71,7 +75,7 @@ bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
scene.CommitPendingAdditions();
} catch (const std::exception& exception) {
spdlog::error("Failed to commit scene additions before save: {}", exception.what());
return false;
return std::nullopt;
}
json root;
@@ -106,23 +110,31 @@ bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
}
} catch (const std::exception& exception) {
spdlog::error("Cannot save scene \"{}\": {}", scene.GetName(), exception.what());
return false;
return std::nullopt;
}
if (auto bad = ObjectSerialization::FindNonFinite(root, "scene")) {
spdlog::error("Cannot save scene \"{}\": {} is NaN or Inf", scene.GetName(), *bad);
return false;
return std::nullopt;
}
// Refuse to write anything Load would reject
if (auto error = ValidateSceneJson(root)) {
spdlog::error("Cannot save scene \"{}\", it would not load back: {}", scene.GetName(), *error);
return std::nullopt;
}
return root;
}
bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
const auto root = Capture(scene);
if (!root) {
return false;
}
std::string contents;
try {
contents = root.dump(4);
contents = root->dump(4);
} catch (const std::exception& exception) {
spdlog::error("Failed to encode scene \"{}\": {}", scene.GetName(), exception.what());
return false;
@@ -195,7 +207,7 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
try {
if (root.contains("materials")) {
context = "materials";
MaterialSerialization::RegisterEmbedded(root.at("materials"));
MaterialSerialization::RegisterEmbedded(root.at("materials"), true);
context = "scene";
}
idMap = ObjectSerialization::BuildObjects(stagingScene, root.at("objects")).idMap;
@@ -247,6 +259,11 @@ bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
scene.m_name = root.at("name").get<std::string>();
}
scene.m_SelectedObjectId = InvalidObjectId;
if (const ObjectId selectedFileId = root.value("selected", InvalidObjectId); selectedFileId != InvalidObjectId) {
if (const auto it = idMap.find(selectedFileId); it != idMap.end()) {
scene.m_SelectedObjectId = it->second->GetId();
}
}
scene.m_CurrentCameraId = InvalidObjectId;
if (const ObjectId cameraFileId = root.value("currentCamera", InvalidObjectId); cameraFileId != InvalidObjectId) {
if (const auto it = idMap.find(cameraFileId); it != idMap.end()) {
@@ -313,6 +330,18 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path,
return ConstructScene(scene, result, std::move(progressCallback));
}
bool SceneSerializer::LoadFromJson(Scene& scene, const json& root) {
RegisterEngineComponents();
LoadResult result;
if (auto error = ValidateSceneJson(root)) {
spdlog::error("Invalid scene data for \"{}\": {}", scene.GetName(), *error);
return false;
}
result.root = root;
result.success = true;
return ConstructScene(scene, result);
}
std::future<SceneSerializer::LoadResult> SceneSerializer::LoadSceneFileAsync(
const std::filesystem::path& path) {
return std::async(std::launch::async, [path]() {
+3
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@@ -1,6 +1,7 @@
#ifndef LIGHTKEEPER_H
#define LIGHTKEEPER_H
#include <optional>
#include <string>
#include <destrum/App.h>
@@ -28,6 +29,7 @@ public:
void onWindowResize(int newWidth, int newHeight) override;
void customWindowsMenu() override;
void onPlayModeChanged(bool nowPlaying) override;
private:
void setupSkybox();
@@ -53,6 +55,7 @@ private:
void submitColliderDebugLines();
Camera camera{glm::vec3(0.f, 0.f, -5.f), glm::vec3(0, 1, 0)};
std::optional<Camera> editorCamera;
std::unique_ptr<CubeMap> skyboxCubemap;
MainSceneObjects mainScene{};
+20 -3
View File
@@ -83,7 +83,7 @@ void LightKeeper::updateViewMode()
auto& input = InputManager::GetInstance();
FirstPersonController* player = mainScene.playerController;
if (player != nullptr && input.WasKeyPressed(SDL_SCANCODE_F5))
if (isPlaying() && player != nullptr && input.WasKeyPressed(SDL_SCANCODE_F6))
{
player->SetPossessed(!player->IsPossessed());
}
@@ -100,13 +100,13 @@ void LightKeeper::updateViewMode()
bool LightKeeper::isPlayerViewActive() const
{
return mainScene.playerController != nullptr && mainScene.playerController->IsPossessed();
return isPlaying() && mainScene.playerController != nullptr && mainScene.playerController->IsPossessed();
}
CameraComponent* LightKeeper::getSceneCamera() const
{
const auto& activeScenes = SceneManager::GetInstance().GetActiveScenes();
if (useFreeCamera || activeScenes.empty()) {
if (!isPlaying() || useFreeCamera || activeScenes.empty()) {
return nullptr;
}
return activeScenes.front()->GetCurrentCamera();
@@ -187,6 +187,23 @@ void LightKeeper::customFixedUpdate(float dt)
SceneManager::GetInstance().FixedUpdate(dt);
}
void LightKeeper::onPlayModeChanged(bool nowPlaying)
{
findPlayer();
if (nowPlaying) {
// The player view moves the free camera, put it back where the editor left it on Stop
editorCamera = camera;
if (mainScene.playerController != nullptr) {
mainScene.playerController->SetPossessed(true);
}
} else if (editorCamera) {
const float aspectRatio = camera.GetAspectRatio();
camera = *editorCamera;
camera.setAspectRatio(aspectRatio);
editorCamera.reset();
}
}
void LightKeeper::onWindowResize(int newWidth, int newHeight)
{
renderer.resize(gfxDevice, glm::ivec2{newWidth, newHeight});
+1
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@@ -28,6 +28,7 @@ int main(int argc, char* argv[]) {
.appName = "Destrum Engine",
.windowTitle = "Lightkeeper",
.exeDir = exeDir,
.startInEditMode = true,
});
app.run();
app.cleanup();
+39
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@@ -37,6 +37,20 @@ namespace {
std::string GetTypeName() const override { return "TestComponent"; }
};
class CountingComponent final : public Component {
public:
explicit CountingComponent(GameObject& owner) : Component(owner, "CountingComponent") {}
void Update(float) override { ++updates; }
void LateUpdate(float) override { ++lateUpdates; }
void FixedUpdate(float) override { ++fixedUpdates; }
std::string GetTypeName() const override { return "CountingComponent"; }
int updates{0};
int lateUpdates{0};
int fixedUpdates{0};
};
class RemovingListener final : public EventListener {
public:
explicit RemovingListener(std::unique_ptr<RemovingListener>* victim)
@@ -268,6 +282,30 @@ namespace {
SceneManager::GetInstance().Destroy();
}
void testEditModeSkipsUpdates()
{
SceneManager& sceneManager = SceneManager::GetInstance();
Scene& scene = sceneManager.CreateScene("edit mode");
auto* counter = scene.CreateGameObject("counter")->AddComponent<CountingComponent>();
sceneManager.SetPlaying(false);
sceneManager.Update(0.1f);
sceneManager.FixedUpdate(0.1f);
sceneManager.LateUpdate(0.1f);
check(counter->updates == 0 && counter->fixedUpdates == 0 && counter->lateUpdates == 0,
"edit mode must not tick components");
check(scene.GetObjects().size() == 1, "edit mode must still add objects created in the editor");
sceneManager.SetPlaying(true);
sceneManager.Update(0.1f);
sceneManager.FixedUpdate(0.1f);
sceneManager.LateUpdate(0.1f);
check(counter->updates == 1 && counter->fixedUpdates == 1 && counter->lateUpdates == 1,
"play mode must tick components");
sceneManager.Destroy();
}
}
void RunCoreTests()
@@ -280,4 +318,5 @@ void RunCoreTests()
testEngineComponentRegistration();
testSceneCurrentCamera();
testHierarchyMoves();
testEditModeSkipsUpdates();
}
+35
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@@ -334,6 +334,40 @@ namespace {
SceneManager::GetInstance().Destroy();
}
void testPlayModeSnapshotRestore()
{
Scene& scene = SceneManager::GetInstance().CreateScene("snapshot");
GameObject* box = scene.CreateGameObject("box");
box->GetTransform().SetLocalPosition({1.f, 2.f, 3.f});
scene.CreateGameObject("other");
scene.CommitPendingAdditions();
scene.SetSelectedObject(box->GetId());
auto snapshot = SceneSerializer::Capture(scene);
check(snapshot.has_value(), "a scene must be capturable without a file");
(*snapshot)["selected"] = box->GetId();
// What play mode does to the scene before Stop restores it
box->GetTransform().SetLocalPosition({9.f, 9.f, 9.f});
scene.CreateGameObject("spawned during play");
scene.CommitPendingAdditions();
check(SceneSerializer::LoadFromJson(scene, *snapshot), "restoring a snapshot must succeed");
scene.CommitPendingAdditions();
check(scene.GetObjects().size() == 2 && findByName(scene, "spawned during play") == nullptr,
"restoring must drop objects created after the snapshot");
const GameObject* restored = findByName(scene, "box");
check(restored != nullptr && close(restored->GetTransform().GetLocalPosition().x, 1.f),
"restoring must bring back the captured transforms");
check(scene.GetSelectedObject() == restored, "the selection must follow the restored object");
check(!SceneSerializer::LoadFromJson(scene, nlohmann::json{{"objects", 5}}),
"an invalid snapshot must be rejected");
check(scene.GetObjects().size() == 2, "a rejected snapshot must leave the scene alone");
SceneManager::GetInstance().Destroy();
}
}
void RunSerializationTests()
@@ -350,4 +384,5 @@ void RunSerializationTests()
testSceneFileIdsAreLocal();
testMaterialJsonRoundTrip();
testSceneValidatesEmbeddedMaterials();
testPlayModeSnapshotRestore();
}