Olympe Engine 2.0
2D Game Engine with ECS Architecture
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PropertyInspectorPrefab.cpp
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2#include "../../Source/third_party/imgui/imgui.h"
3
4namespace Olympe
5{
8
10 void PropertyInspectorPrefab::Render() { if (!m_document) { return; } ImGui::Begin("Property Inspector"); ImGui::End(); }
11 void PropertyInspectorPrefab::Update(float deltaTime) { (void)deltaTime; }
12
16
21
22 void PropertyInspectorPrefab::SetPanelPosition(float x, float y) { m_panelX = x; m_panelY = y; }
24
31
32 void PropertyInspectorPrefab::SetReadOnly(bool readOnly) { m_readOnly = readOnly; }
34
35 void PropertyInspectorPrefab::AddProperty(const std::string& key, const std::string& value) { (void)key; (void)value; }
36 void PropertyInspectorPrefab::RemoveProperty(const std::string& key) { (void)key; }
37 void PropertyInspectorPrefab::SetProperty(const std::string& key, const std::string& value) { (void)key; (void)value; }
38 std::string PropertyInspectorPrefab::GetProperty(const std::string& key) const { (void)key; return ""; }
39
40 void PropertyInspectorPrefab::AddComponent(const std::string& componentType) { (void)componentType; }
41 void PropertyInspectorPrefab::RemoveComponent(const std::string& componentType) { (void)componentType; }
42 void PropertyInspectorPrefab::EnableComponent(const std::string& componentType, bool enabled) { (void)componentType; (void)enabled; }
43
44 bool PropertyInspectorPrefab::ValidatePropertyValue(const std::string& propertyName, const std::string& value) const { (void)propertyName; (void)value; return true; }
46
51
52 void PropertyInspectorPrefab::OnPropertyChanged(const std::string& key, const std::string& value) { (void)key; (void)value; }
53 void PropertyInspectorPrefab::OnComponentAdded(const std::string& componentType) { (void)componentType; }
54 void PropertyInspectorPrefab::OnComponentRemoved(const std::string& componentType) { (void)componentType; }
55
56} // namespace Olympe
ComponentTypeID GetComponentTypeID_Static()
Definition ECS_Entity.h:56
void SetProperty(const std::string &key, const std::string &value)
void RemoveComponent(const std::string &componentType)
void OnComponentAdded(const std::string &componentType)
void EnableComponent(const std::string &componentType, bool enabled)
void AddProperty(const std::string &key, const std::string &value)
void RemoveProperty(const std::string &key)
std::string GetProperty(const std::string &key) const
void OnPropertyChanged(const std::string &key, const std::string &value)
void OnComponentRemoved(const std::string &componentType)
void AddComponent(const std::string &componentType)
void Initialize(EntityPrefabGraphDocument *document)
bool ValidatePropertyValue(const std::string &propertyName, const std::string &value) const
EntityPrefabGraphDocument * m_document
void GetPanelPosition(float &outX, float &outY) const
< Provides AssetID and INVALID_ASSET_ID
uint32_t NodeId
const NodeId InvalidNodeId