Init Repo

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2026-06-03 09:00:11 +08:00
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#pragma once
#include "ImGuiContext.h"
#include "IconManager.h"
#include "LayerPanel.h"
#include "SceneHierarchyPanel.h"
#include "ViewportPanel.h"
#include "PropertyPanel.h"
#include "../core/UsdStageManager.h"
#include "../core/LayerManager.h"
#include "../core/PropertyManager.h"
#include "../core/CommandHistory.h"
#include <memory>
#include <string>
namespace UsdLayerManager {
class Application {
public:
Application();
~Application();
bool Initialize(const std::string& windowTitle = "USD Layer Manager", int width = 1280, int height = 720);
void Run();
void Shutdown();
private:
void Update();
void RenderUI();
void RenderMenuBar();
void RenderStageInfo();
void RefreshManagers();
// File operations
void OpenUsdFile();
void CreateNewUsdFile(); // creates fresh in-memory stage
void SaveUsdFile();
void SaveUsdFileAs();
void CloseUsdFile(); // closes file-backed stage, falls back to default stage
// Stage editing operations (also exposed via Stage menu)
void AddReferenceToStage();
void CreatePrimOnStage(const std::string& typeName);
std::unique_ptr<ImGuiContext> m_imguiContext;
std::unique_ptr<IconManager> m_iconManager;
std::unique_ptr<UsdStageManager> m_stageManager;
std::unique_ptr<LayerManager> m_layerManager;
std::unique_ptr<PropertyManager> m_propertyManager;
CommandHistory m_commandHistory;
std::unique_ptr<LayerPanel> m_layerPanel;
std::unique_ptr<SceneHierarchyPanel> m_sceneHierarchyPanel;
std::unique_ptr<ViewportPanel> m_viewportPanel;
std::unique_ptr<PropertyPanel> m_propertyPanel;
bool m_showDemoWindow;
bool m_showStageInfo;
bool m_running;
};
} // namespace UsdLayerManager