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What it does

entities

Entities tab for the System Tools panel — hierarchical list / filter / select / spawn / delete / focus. Refreshes at 5 Hz when the tab is active. Selecting an entity flips state.entityDetails.id, which the system_tools/details floating screen picks up.

Hierarchy is built from parentId / children fields that the ECS-side snapshot already emits — see src/engine/systems/scripting/cache.rs. Expand state lives on state.entityHierarchy.expanded so chevron toggles survive across refreshes.

Exports

The module is consumed by system_tools/init.luau as a tab module:

  • M.label: string — "Entities".
  • M.refresh: number — 0.2 (5 Hz).
  • M.build(state) -> any — build the Entities widget tree.
  • M.onCallback(callbackId: string, data: any, state) -> boolean — handle selection, tree-toggle, filter, spawn / delete / duplicate / focus events.
  • M.onMount(state) — seed state.entityDetails and state.entityHierarchy slots once at mount time.

Types:

  • EntitiesState = any — shell-owned state table; carries entityDetails = { id, open } and entityHierarchy = { expanded }.

Usage

-- Registered by system_tools/init.luau:
local Entities = require("@builtin::modules.engine.editor.system_tools.tabs.entities")
TABS.entities = Entities

Notes

  • Cache key "entities:list" is invalidated on every spawn / delete / duplicate so the tree reflects ECS mutations immediately.
  • When a search filter is active, every match's ancestors are pulled back into the filtered set with expanded flipped to true — same behaviour as VS Code's tree search.
  • ei-focus-entity is currently a no-op pending a scripting-side "focus camera on entity" API.

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