Files
Modularity/Scripts/EditorWindowSample.cpp
2025-12-18 17:42:03 -05:00

48 lines
1.4 KiB
C++

#include "ScriptRuntime.h"
#include "SceneObject.h"
#include "ThirdParty/imgui/imgui.h"
#include <string>
namespace {
bool toggle = false;
float sliderValue = 0.5f;
char note[128] = "Hello from script!";
void drawContent(ScriptContext& ctx) {
ImGui::TextUnformatted("EditorWindowSample");
ImGui::Separator();
ImGui::Checkbox("Toggle", &toggle);
ImGui::SliderFloat("Value", &sliderValue, 0.0f, 1.0f, "%.2f");
ImGui::InputText("Note", note, sizeof(note));
if (ImGui::Button("Log Message")) {
ctx.AddConsoleMessage(std::string("Script tab says: ") + note);
}
if (ctx.object) {
ImGui::Separator();
ImGui::TextDisabled("Selected object: %s (id=%d)", ctx.object->name.c_str(), ctx.object->id);
if (ImGui::Button("Nudge +Y")) {
auto pos = ctx.object->position;
pos.y += 0.25f;
ctx.SetPosition(pos);
ctx.MarkDirty();
}
} else {
ImGui::TextDisabled("Select an object to enable actions");
}
}
} // namespace
extern "C" void RenderEditorWindow(ScriptContext& ctx) {
// Called every frame while the scripted window is open. Use ImGui freely here.
drawContent(ctx);
}
extern "C" void ExitRenderEditorWindow(ScriptContext& ctx) {
// Called once when the user closes the tab from View -> Scripted Windows.
// Good place to persist settings or emit a final log.
(void)ctx;
}