Implements Phase 1 of renderer abstraction plan: - SDL2Types.h: SFML-compatible type stubs in sf:: namespace - SDL2Renderer.h/cpp: OpenGL ES 2 rendering implementation - EmscriptenStubs.cpp: Stubs for missing POSIX functions (wait3, wait4, wcsftime) Build system changes: - Add MCRF_SDL2 compile-time backend selection - Add Emscripten SDL2 link options (-sUSE_SDL=2, -sFULL_ES2=1) - Fix LONG_BIT mismatch for Emscripten in pyport.h Code changes for SDL2/headless compatibility: - Guard ImGui includes with !MCRF_HEADLESS && !MCRF_SDL2 - Defer GL shader initialization until after context creation Current status: Python runs in browser, rendering WIP (canvas sizing issues) Build commands: emcmake cmake -DMCRF_SDL2=ON -B build-emscripten emmake make -C build-emscripten Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#pragma once
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// ImGuiSceneExplorer - excluded from headless and SDL2 builds (ImGui-SFML only)
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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#include <string>
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#include <memory>
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class GameEngine;
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class UIDrawable;
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class UIEntity;
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class UIFrame;
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class UIGrid;
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/**
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* @brief ImGui-based scene tree explorer for debugging
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*
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* Displays hierarchical view of all scenes and their UI elements.
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* Allows switching between scenes and collapsing/expanding the tree.
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* Activated by F4 key. Mutually exclusive with the console (grave key).
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*/
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class ImGuiSceneExplorer {
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public:
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ImGuiSceneExplorer() = default;
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// Core functionality
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void render(GameEngine& engine);
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void toggle();
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bool isVisible() const { return visible; }
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void setVisible(bool v) { visible = v; }
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// Configuration - uses same enabled flag as console
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static bool isEnabled();
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private:
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bool visible = false;
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// Tree rendering helpers
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void renderSceneNode(GameEngine& engine, const std::string& sceneName, bool isActive);
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void renderDrawableNode(std::shared_ptr<UIDrawable> drawable, int depth = 0);
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void renderEntityNode(std::shared_ptr<UIEntity> entity);
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// Get display name for a drawable (name or type + address)
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std::string getDisplayName(UIDrawable* drawable);
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std::string getEntityDisplayName(UIEntity* entity);
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// Get type name string
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const char* getTypeName(UIDrawable* drawable);
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};
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#endif // MCRF_HEADLESS
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