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OpenScene

Struct OpenScene 

Source
struct OpenScene {
    path: PathBuf,
    world: World,
    entity_assets: HashMap<Entity, RenderableAsset>,
    selected: Option<Entity>,
    hovered: Option<Entity>,
    renaming: Option<Entity>,
    rename_buffer: String,
    fly_camera: FlyCamera,
    dirty: bool,
}
Expand description

One open scene tab: its own World, entity-asset tracking, hierarchy/inspector selection state, and viewport camera — everything that used to be a single set of fields directly on EditorScene before a project could have more than one scene open for editing at once. Kept fully loaded in memory for as long as its tab stays open (see EditorScene::open_scenes), unlike the old single-scene design, which discarded and reloaded a scene’s World from disk on every switch.

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§path: PathBuf

Project-relative path, e.g. "scenes/main.ron" — this tab’s identity; a scene can only be open in one tab at a time (see EditorScene::switch_or_open_scene).

§world: World§entity_assets: HashMap<Entity, RenderableAsset>§selected: Option<Entity>§hovered: Option<Entity>

The entity currently under the mouse cursor in the 3D viewport, if any. Recomputed every frame this tab is active (unlike selected, which only changes on click) so the hovered model can blink.

§renaming: Option<Entity>§rename_buffer: String§fly_camera: FlyCamera

This tab’s own viewport camera controller — kept per-tab (rather than shared) so switching tabs doesn’t disturb whatever framing you last left each scene at.

§dirty: bool

Whether this tab has edits not yet written to disk — set whenever the UI mutates its world/entity_assets (see ui::UiRequests::edited), cleared by a successful Save/ Export/tab-close autosave. Surfaced as a * on its tab (see ui::draw_scene_tabs) and drives the pre-Play “unsaved changes” prompt (see EditorScene::play_confirmation): scene.change(...) reads a scene’s .ron straight off disk (see libdqg::scripting’s WorldCommand::ChangeScene), so a dirty other open tab would otherwise be silently stale to a script that jumps to it mid-Play, even though its real, unsaved contents are fully visible on screen right now.

Implementations§

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impl OpenScene

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fn new( path: PathBuf, world: World, entity_assets: HashMap<Entity, RenderableAsset>, ) -> Self

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