// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #pragma once #include #include "../ResourceEditor.h" #include "SceneView3D.h" #include "Gizmo3D.h" using namespace Atomic; using namespace tb; namespace Atomic { class Scene; class Node; class View3D; class Camera; class DebugRenderer; class Octree; } namespace AtomicEditor { class SceneEditor3D: public ResourceEditor { OBJECT(SceneEditor3D); public: SceneEditor3D(Context* context, const String& fullpath, UITabContainer* container); virtual ~SceneEditor3D(); bool OnEvent(const TBWidgetEvent &ev); void SelectNode(Node* node); Scene* GetScene() { return scene_; } Gizmo3D* GetGizmo() { return gizmo3D_; } void SetFocus(); virtual bool RequiresInspector() { return true; } void Close(bool navigateToAvailableResource = true); bool Save(); private: void HandleUpdate(StringHash eventType, VariantMap& eventData); void HandleEditorActiveNodeChange(StringHash eventType, VariantMap& eventData); void HandlePlayStarted(StringHash eventType, VariantMap& eventData); void HandlePlayStopped(StringHash eventType, VariantMap& eventData); void HandleGizmoEditModeChanged(StringHash eventType, VariantMap& eventData); SharedPtr scene_; // TODO: multiple views SharedPtr sceneView_; SharedPtr gizmo3D_; WeakPtr selectedNode_; SharedPtr clipboardNode_; }; }