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EditorState

Struct EditorState 

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pub struct EditorState {
Show 16 fields pub mode: EditorMode, pub config: EditorConfig, pub camera: EditorCamera, pub selection: SelectionSet, pub undo_history: UndoHistory, pub layout: EditorLayout, pub shortcuts: ShortcutRegistry, pub stats: EditorStats, pub grid: GridRenderer, pub entity_positions: HashMap<EntityId, Vec3>, pub entity_names: HashMap<EntityId, String>, pub entity_properties: HashMap<EntityId, HashMap<String, String>>, pub entity_groups: HashMap<EntityId, Vec<EntityId>>, pub dirty: bool, pub scene_path: Option<String>, pub next_entity_id: u32,
}
Expand description

The top-level editor state. Owns everything the editor needs to function.

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§mode: EditorMode§config: EditorConfig§camera: EditorCamera§selection: SelectionSet§undo_history: UndoHistory§layout: EditorLayout§shortcuts: ShortcutRegistry§stats: EditorStats§grid: GridRenderer§entity_positions: HashMap<EntityId, Vec3>§entity_names: HashMap<EntityId, String>§entity_properties: HashMap<EntityId, HashMap<String, String>>§entity_groups: HashMap<EntityId, Vec<EntityId>>§dirty: bool§scene_path: Option<String>§next_entity_id: u32

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impl EditorState

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pub fn new(config: EditorConfig) -> Self

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pub fn alloc_entity_id(&mut self) -> EntityId

Allocate a fresh EntityId.

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pub fn set_mode(&mut self, mode: EditorMode)

Switch the editor mode.

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pub fn tick(&mut self, dt: f32)

Tick the editor (update stats, process any deferred logic).

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pub fn do_command(&mut self, cmd: Box<dyn EditorCommand>)

Execute an undoable command.

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pub fn undo(&mut self) -> bool

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pub fn redo(&mut self) -> bool

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pub fn handle_shortcut(&mut self, shortcut: &Shortcut) -> Option<EditorAction>

Process a keyboard shortcut.

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pub fn snap_position(&self, pos: Vec3) -> Vec3

Snap a world-space position to the snap grid.

Trait Implementations§

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impl Debug for EditorState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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