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Tool Framework

Open ashifolfi opened this issue 2 years ago • 2 comments

Currently the editor in editor extended is quite a mess in terms of how everything is setup.

The plan to make it much cleaner is to take some notes from source/source 2. Notably the Engine Tools system.

Separating each individual editor into it's own "plugin" will make both adding new editors easier and make the existing editors much cleaner as well.

Alongside giving the possibility of adding an API to allow new editor plugins to be made as dynamic libraries so that editors can be added without having to recompile the entire engine/editor to use them. It could also allow having the engine to contain only a tools mode and have all editor components being plugins you'd load in said tools mode.

Main work:

  • [ ] Base Tool Class
  • [ ] Tool Manager
  • [ ] Scripting Support for new plugins
  • [ ] Precompile plugins and load them from binary directory
  • [ ] Support for DLL based plugins?

Make tools:

  • [ ] Scene Editor
  • [ ] Script Editor
  • [ ] Shader Editor
  • [ ] Asset Browser

ashifolfi avatar Dec 10 '22 22:12 ashifolfi

Editor plugins as scripts will most likely end up waiting until script bindings are figured out. so as to not stall this any more the editor components will be reimplemented in C++ in a cleaner way.

ashifolfi avatar Jan 03 '23 23:01 ashifolfi

This is still unimplemented

craftablescience avatar May 08 '23 10:05 craftablescience