Add ImGui Scene Explorer (F4) for runtime object inspection (#136)

New Features:
- Scene Explorer window (F4) displays hierarchical tree of all scenes
- Shows UIDrawable hierarchy with type, name, and visibility status
- Click scene name to switch active scene
- Double-click drawables to toggle visibility
- Displays Python repr() for cached objects, enabling custom class debugging
- Entity display within Grid nodes

Bug Fixes:
- Fix PythonObjectCache re-registration: when retrieving objects from
  collections, newly created Python wrappers are now re-registered in
  the cache. Previously, inline-created objects (e.g.,
  scene.children.append(Frame(...))) would lose their cache entry when
  the temporary Python object was GC'd, causing repeated wrapper
  allocation on each access.
- Fix console focus stealing: removed aggressive focus reclaim that
  caused title bar flashing when clicking in Scene Explorer

Infrastructure:
- Add GameEngine::getSceneNames() to expose scene list for explorer
- Scene Explorer uses same enabled flag as console (ImGuiConsole::isEnabled())

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
John McCardle 2026-01-21 23:26:33 -05:00
commit 5e45ab015c
7 changed files with 378 additions and 3 deletions

View file

@ -202,6 +202,16 @@ Scene* GameEngine::getScene(const std::string& name) {
auto it = scenes.find(name);
return (it != scenes.end()) ? it->second : nullptr;
}
std::vector<std::string> GameEngine::getSceneNames() const {
std::vector<std::string> names;
names.reserve(scenes.size());
for (const auto& [name, scene] : scenes) {
names.push_back(name);
}
return names;
}
void GameEngine::changeScene(std::string s)
{
changeScene(s, TransitionType::None, 0.0f);
@ -346,9 +356,10 @@ void GameEngine::run()
profilerOverlay->render(*render_target);
}
// Render ImGui console overlay
// Render ImGui overlays (console and scene explorer)
if (imguiInitialized && !headless) {
console.render();
sceneExplorer.render(*this);
ImGui::SFML::Render(*window);
}
@ -550,6 +561,12 @@ void GameEngine::sUserInput()
continue; // Don't pass grave key to game
}
// Handle F4 for scene explorer toggle
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::F4) {
sceneExplorer.toggle();
continue; // Don't pass F4 to game
}
// If console wants keyboard, don't pass keyboard events to game
if (console.wantsKeyboardInput()) {
// Still process non-keyboard events (mouse, window close, etc.)

View file

@ -11,6 +11,7 @@
#include "SceneTransition.h"
#include "Profiler.h"
#include "ImGuiConsole.h"
#include "ImGuiSceneExplorer.h"
#include <memory>
#include <sstream>
#include <mutex>
@ -191,6 +192,7 @@ private:
// ImGui console overlay
ImGuiConsole console;
ImGuiSceneExplorer sceneExplorer;
bool imguiInitialized = false;
// #219 - Thread synchronization for background Python threads
@ -214,6 +216,7 @@ public:
~GameEngine();
Scene* currentScene();
Scene* getScene(const std::string& name); // #118: Get scene by name
std::vector<std::string> getSceneNames() const; // #136: Get all scene names for explorer
void changeScene(std::string);
void changeScene(std::string sceneName, TransitionType transitionType, float duration);
void createScene(std::string);

View file

@ -381,9 +381,9 @@ void ImGuiConsole::render() {
}
ImGui::PopItemWidth();
// Keep focus on input
// Keep focus on input only after executing a command
ImGui::SetItemDefaultFocus();
if (reclaimFocus || (visible && !ImGui::IsAnyItemActive())) {
if (reclaimFocus) {
ImGui::SetKeyboardFocusHere(-1);
}

285
src/ImGuiSceneExplorer.cpp Normal file
View file

@ -0,0 +1,285 @@
#include "ImGuiSceneExplorer.h"
#include "imgui.h"
#include "GameEngine.h"
#include "Scene.h"
#include "UIDrawable.h"
#include "UIFrame.h"
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UIEntity.h"
#include "ImGuiConsole.h"
#include "PythonObjectCache.h"
#include <sstream>
#include <iomanip>
#include <vector>
bool ImGuiSceneExplorer::isEnabled() {
// Use the same enabled flag as the console
return ImGuiConsole::isEnabled();
}
void ImGuiSceneExplorer::toggle() {
if (isEnabled()) {
visible = !visible;
}
}
void ImGuiSceneExplorer::render(GameEngine& engine) {
if (!visible || !isEnabled()) return;
ImGuiIO& io = ImGui::GetIO();
// Position on the right side of the screen
ImGui::SetNextWindowSize(ImVec2(350, io.DisplaySize.y * 0.6f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x - 360, 10), ImGuiCond_FirstUseEver);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoCollapse;
if (!ImGui::Begin("Scene Explorer", &visible, flags)) {
ImGui::End();
return;
}
// Scene tree header
ImGui::Text("Scenes (%zu):", engine.getSceneNames().size());
ImGui::Separator();
// Scrollable tree region
ImGui::BeginChild("SceneTree", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
// Get all scene names and render each
std::string currentSceneName = engine.scene;
std::vector<std::string> sceneNames = engine.getSceneNames();
for (const auto& sceneName : sceneNames) {
bool isActive = (sceneName == currentSceneName);
renderSceneNode(engine, sceneName, isActive);
}
ImGui::EndChild();
ImGui::End();
}
void ImGuiSceneExplorer::renderSceneNode(GameEngine& engine, const std::string& sceneName, bool isActive) {
ImGuiTreeNodeFlags sceneFlags = ImGuiTreeNodeFlags_OpenOnArrow
| ImGuiTreeNodeFlags_OpenOnDoubleClick
| ImGuiTreeNodeFlags_DefaultOpen;
if (isActive) {
sceneFlags |= ImGuiTreeNodeFlags_Selected;
}
// Build label with active indicator
std::string label = sceneName;
if (isActive) {
label += " [active]";
}
// Scene icon/indicator
bool sceneOpen = ImGui::TreeNodeEx(("##scene_" + sceneName).c_str(), sceneFlags, "%s %s",
isActive ? ">" : " ", label.c_str());
// Click to activate scene (if not already active)
if (ImGui::IsItemClicked() && !isActive) {
engine.changeScene(sceneName);
}
if (sceneOpen) {
// Get scene's UI elements
auto ui_elements = engine.scene_ui(sceneName);
if (ui_elements && !ui_elements->empty()) {
for (auto& drawable : *ui_elements) {
if (drawable) {
renderDrawableNode(drawable, 0);
}
}
} else {
ImGui::TextDisabled(" (empty)");
}
ImGui::TreePop();
}
}
void ImGuiSceneExplorer::renderDrawableNode(std::shared_ptr<UIDrawable> drawable, int depth) {
if (!drawable) return;
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_OpenOnArrow
| ImGuiTreeNodeFlags_OpenOnDoubleClick
| ImGuiTreeNodeFlags_SpanAvailWidth;
// Check if this node has children
bool hasChildren = false;
UIFrame* frame = nullptr;
UIGrid* grid = nullptr;
switch (drawable->derived_type()) {
case PyObjectsEnum::UIFRAME:
frame = static_cast<UIFrame*>(drawable.get());
hasChildren = frame->children && !frame->children->empty();
break;
case PyObjectsEnum::UIGRID:
grid = static_cast<UIGrid*>(drawable.get());
hasChildren = (grid->entities && !grid->entities->empty()) ||
(grid->children && !grid->children->empty());
break;
default:
break;
}
if (!hasChildren) {
flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen;
}
// Visibility indicator
const char* visIcon = drawable->visible ? "[v]" : "[h]";
// Build display string
std::string displayName = getDisplayName(drawable.get());
std::string nodeLabel = std::string(visIcon) + " " + getTypeName(drawable.get()) + ": " + displayName;
// Use pointer as unique ID
bool nodeOpen = ImGui::TreeNodeEx((void*)(intptr_t)drawable.get(), flags, "%s", nodeLabel.c_str());
// Double-click to toggle visibility
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(0)) {
drawable->visible = !drawable->visible;
}
// Handle leaf nodes (NoTreePushOnOpen means TreePop not needed)
if (!hasChildren) {
return;
}
if (nodeOpen) {
// Render children based on type
if (frame && frame->children) {
for (auto& child : *frame->children) {
if (child) {
renderDrawableNode(child, depth + 1);
}
}
}
if (grid) {
// Render entities
if (grid->entities && !grid->entities->empty()) {
ImGuiTreeNodeFlags entityGroupFlags = ImGuiTreeNodeFlags_OpenOnArrow;
bool entitiesOpen = ImGui::TreeNodeEx("Entities", entityGroupFlags, "Entities (%zu)",
grid->entities->size());
if (entitiesOpen) {
for (auto& entity : *grid->entities) {
if (entity) {
renderEntityNode(entity);
}
}
ImGui::TreePop();
}
}
// Render grid's drawable children (overlays)
if (grid->children && !grid->children->empty()) {
ImGuiTreeNodeFlags overlayGroupFlags = ImGuiTreeNodeFlags_OpenOnArrow;
bool overlaysOpen = ImGui::TreeNodeEx("Overlays", overlayGroupFlags, "Overlays (%zu)",
grid->children->size());
if (overlaysOpen) {
for (auto& child : *grid->children) {
if (child) {
renderDrawableNode(child, depth + 1);
}
}
ImGui::TreePop();
}
}
}
ImGui::TreePop();
}
}
void ImGuiSceneExplorer::renderEntityNode(std::shared_ptr<UIEntity> entity) {
if (!entity) return;
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf
| ImGuiTreeNodeFlags_NoTreePushOnOpen
| ImGuiTreeNodeFlags_SpanAvailWidth;
std::string displayName = getEntityDisplayName(entity.get());
std::string nodeLabel = "Entity: " + displayName;
ImGui::TreeNodeEx((void*)(intptr_t)entity.get(), flags, "%s", nodeLabel.c_str());
}
std::string ImGuiSceneExplorer::getDisplayName(UIDrawable* drawable) {
if (!drawable) return "(null)";
// Try to get Python object repr from cache
if (drawable->serial_number != 0) {
PyObject* pyObj = PythonObjectCache::getInstance().lookup(drawable->serial_number);
if (pyObj) {
PyObject* repr = PyObject_Repr(pyObj);
if (repr) {
const char* repr_str = PyUnicode_AsUTF8(repr);
if (repr_str) {
std::string result(repr_str);
Py_DECREF(repr);
Py_DECREF(pyObj);
return result;
}
Py_DECREF(repr);
}
Py_DECREF(pyObj);
}
}
// Use name if available
if (!drawable->name.empty()) {
return "\"" + drawable->name + "\"";
}
// Fall back to address
std::ostringstream oss;
oss << "@" << std::hex << std::setw(8) << std::setfill('0') << (uintptr_t)drawable;
return oss.str();
}
std::string ImGuiSceneExplorer::getEntityDisplayName(UIEntity* entity) {
if (!entity) return "(null)";
// Try to get Python object repr from cache
if (entity->serial_number != 0) {
PyObject* pyObj = PythonObjectCache::getInstance().lookup(entity->serial_number);
if (pyObj) {
PyObject* repr = PyObject_Repr(pyObj);
if (repr) {
const char* repr_str = PyUnicode_AsUTF8(repr);
if (repr_str) {
std::string result(repr_str);
Py_DECREF(repr);
Py_DECREF(pyObj);
return result;
}
Py_DECREF(repr);
}
Py_DECREF(pyObj);
}
}
// Fall back to position
std::ostringstream oss;
oss << "(" << entity->position.x << ", " << entity->position.y << ")";
return oss.str();
}
const char* ImGuiSceneExplorer::getTypeName(UIDrawable* drawable) {
if (!drawable) return "null";
switch (drawable->derived_type()) {
case PyObjectsEnum::UIFRAME: return "Frame";
case PyObjectsEnum::UICAPTION: return "Caption";
case PyObjectsEnum::UISPRITE: return "Sprite";
case PyObjectsEnum::UIGRID: return "Grid";
default: return "Unknown";
}
}

46
src/ImGuiSceneExplorer.h Normal file
View file

@ -0,0 +1,46 @@
#pragma once
#include <string>
#include <memory>
class GameEngine;
class UIDrawable;
class UIEntity;
class UIFrame;
class UIGrid;
/**
* @brief ImGui-based scene tree explorer for debugging
*
* Displays hierarchical view of all scenes and their UI elements.
* Allows switching between scenes and collapsing/expanding the tree.
* Activated by F4 key. Mutually exclusive with the console (grave key).
*/
class ImGuiSceneExplorer {
public:
ImGuiSceneExplorer() = default;
// Core functionality
void render(GameEngine& engine);
void toggle();
bool isVisible() const { return visible; }
void setVisible(bool v) { visible = v; }
// Configuration - uses same enabled flag as console
static bool isEnabled();
private:
bool visible = false;
// Tree rendering helpers
void renderSceneNode(GameEngine& engine, const std::string& sceneName, bool isActive);
void renderDrawableNode(std::shared_ptr<UIDrawable> drawable, int depth = 0);
void renderEntityNode(std::shared_ptr<UIEntity> entity);
// Get display name for a drawable (name or type + address)
std::string getDisplayName(UIDrawable* drawable);
std::string getEntityDisplayName(UIEntity* entity);
// Get type name string
const char* getTypeName(UIDrawable* drawable);
};

View file

@ -126,6 +126,18 @@ static PyObject* convertDrawableToPython(std::shared_ptr<UIDrawable> drawable) {
if (type) {
Py_DECREF(type);
}
// Re-register in cache if the object has a serial number
// This handles the case where the original Python wrapper was GC'd
// but the C++ object persists (e.g., inline-created objects added to collections)
if (obj && drawable->serial_number != 0) {
PyObject* weakref = PyWeakref_NewRef(obj, NULL);
if (weakref) {
PythonObjectCache::getInstance().registerObject(drawable->serial_number, weakref);
Py_DECREF(weakref);
}
}
return obj;
}

View file

@ -130,6 +130,18 @@ PyObject* UIEntityCollection::getitem(PyUIEntityCollectionObject* self, Py_ssize
o->data = std::static_pointer_cast<UIEntity>(target);
o->weakreflist = NULL;
// Re-register in cache if the entity has a serial number
// This handles the case where the original Python wrapper was GC'd
// but the C++ object persists (e.g., inline-created objects added to collections)
if (target->serial_number != 0) {
PyObject* weakref = PyWeakref_NewRef((PyObject*)o, NULL);
if (weakref) {
PythonObjectCache::getInstance().registerObject(target->serial_number, weakref);
Py_DECREF(weakref);
}
}
return (PyObject*)o;
}