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Documentation

Marko Pintera 10 years ago
parent
commit
7ff9dee1ec

+ 0 - 9
BansheeEditor/BansheeEditor.vcxproj

@@ -274,8 +274,6 @@
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+ 283 - 316
BansheeEditor/BansheeEditor.vcxproj.filters

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-    <ClCompile Include="Source\BsUndoRedo.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsEditorWidget.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsCmdReparentSO.cpp">
-      <Filter>Source Files\Editor\Command</Filter>
+    <ClCompile Include="Source\BsEditorWidgetContainer.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsDbgTestGameObjectRef.cpp">
+    <ClCompile Include="Source\BsEditorWidgetLayout.cpp">
       <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUITreeView.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsEditorWidgetManager.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsProjectLibrary.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsEditorWindow.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIResourceTreeView.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsEditorWindowBase.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsProjectLibraryEntries.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsEditorWindowManager.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsEditorWidgetManager.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGizmoManager.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsDockManagerLayout.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIColor.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsEditorWidgetLayout.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIColorField.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIIntField.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIComponentFoldout.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIFloatField.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIDockSlider.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUITextField.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIDropButton.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIVector4Field.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIFieldBase.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIVector3Field.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIFloatField.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIVector2Field.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIFoldout.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIToggleField.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIIntField.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIColor.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIMenuBar.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIColorField.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIResourceTreeView.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIDropButton.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUISceneTreeView.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIFieldBase.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUITabbedTitleBar.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsTestTextSprite.cpp">
+    <ClCompile Include="Source\BsGUITabButton.cpp">
       <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsProjectResourceMeta.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUITextField.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsResourceImporter.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIToggleField.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsCmdRecordSO.cpp">
-      <Filter>Source Files\Editor\Command</Filter>
+    <ClCompile Include="Source\BsGUITreeView.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsEditorTestSuite.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUITreeViewEditBox.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIComponentFoldout.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIVector2Field.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUIFoldout.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIVector3Field.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsSceneGrid.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIVector4Field.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsBuiltinEditorResources.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIWindowDropArea.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsScenePicking.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIWindowFrame.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsSelection.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsGUIWindowFrameWidget.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsHandleSlider.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsHandleDrawManager.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsHandleSliderLine.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsHandleManager.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsHandleSliderPlane.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsHandleSlider.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
     <ClCompile Include="Source\BsHandleSliderDisc.cpp">
-      <Filter>Source Files\Editor</Filter>
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsHandleDrawManager.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsHandleSliderLine.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
     <ClCompile Include="Source\BsHandleSliderManager.cpp">
-      <Filter>Source Files\Editor</Filter>
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsHandleManager.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsHandleSliderPlane.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsEditorUtility.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsMainEditorWindow.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsSceneViewHandler.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsModalWindow.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGizmoManager.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsPlatformInfo.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsGUITreeViewEditBox.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsProjectLibrary.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsEditorSettings.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsProjectLibraryEntries.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsModalWindow.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsProjectResourceMeta.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsCodeEditor.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsResourceImporter.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\Win32\BsVSCodeEditor.cpp">
-      <Filter>Source Files\Editor\Win32</Filter>
+    <ClCompile Include="Source\BsSceneGrid.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsBuildManager.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsScenePicking.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsPlatformInfo.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsSceneViewHandler.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="Source\BsSelection.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
     <ClCompile Include="Source\BsSelectionRenderer.cpp">
-      <Filter>Source Files\Editor</Filter>
+      <Filter>Source Files</Filter>
     </ClCompile>
     <ClCompile Include="Source\BsShaderIncludeHandler.cpp">
-      <Filter>Source Files\Editor</Filter>
-    </ClCompile>
-    <ClCompile Include="Source\BsDropDownWindowManager.cpp">
-      <Filter>Source Files\Editor</Filter>
+      <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Source\BsDropDownWindow.cpp">
-      <Filter>Source Files\Editor</Filter>
+    <ClCompile Include="Source\BsUndoRedo.cpp">
+      <Filter>Source Files</Filter>
     </ClCompile>
   </ItemGroup>
 </Project>

+ 0 - 38
BansheeEditor/Include/BsDbgTestGameObjectRef.h

@@ -1,38 +0,0 @@
-#pragma once
-
-#include "BsPrerequisites.h"
-#include "BsComponent.h"
-
-namespace BansheeEngine
-{
-	class DbgTestGameObjectRef : public Component
-	{
-	public:
-		HRenderable mRenderable;
-
-		/************************************************************************/
-		/* 							COMPONENT OVERRIDES                    		*/
-		/************************************************************************/
-
-	protected:
-		friend class SceneObject;
-
-		/** Standard constructor.
-        */
-		DbgTestGameObjectRef(const HSceneObject& parent);
-
-	public:
-		virtual void update() {}
-
-		/************************************************************************/
-		/* 								RTTI		                     		*/
-		/************************************************************************/
-	public:
-		friend class DbgTestGameObjectRefRTTI;
-		static RTTITypeBase* getRTTIStatic();
-		virtual RTTITypeBase* getRTTI() const;
-
-	protected:
-		DbgTestGameObjectRef() {} // Serialization only
-	};
-}

+ 0 - 41
BansheeEditor/Include/BsDbgTestGameObjectRefRTTI.h

@@ -1,41 +0,0 @@
-#pragma once
-
-#include "BsPrerequisites.h"
-#include "BsRTTIType.h"
-#include "BsDbgTestGameObjectRef.h"
-#include "BsGameObjectRTTI.h"
-
-namespace BansheeEngine
-{
-	class DbgTestGameObjectRefRTTI : public RTTIType<DbgTestGameObjectRef, Component, DbgTestGameObjectRefRTTI>
-	{
-	private:
-		HRenderable& getRenderable(DbgTestGameObjectRef* obj) { return obj->mRenderable; }
-		void setRenderable(DbgTestGameObjectRef* obj, HRenderable& val) 
-		{ 
-			obj->mRenderable = val; 
-		} 
-
-	public:
-		DbgTestGameObjectRefRTTI()
-		{
-			addReflectableField("mRenderable", 0, &DbgTestGameObjectRefRTTI::getRenderable, &DbgTestGameObjectRefRTTI::setRenderable);
-		}
-
-		virtual const String& getRTTIName()
-		{
-			static String name = "DbgTestGameObjectRef";
-			return name;
-		}
-
-		virtual UINT32 getRTTIId()
-		{
-			return 600001; // NOTE: Just a debug value
-		}
-
-		virtual std::shared_ptr<IReflectable> newRTTIObject()
-		{
-			return GameObjectRTTI::createGameObject<DbgTestGameObjectRef>();
-		}
-	};
-}

+ 116 - 2
BansheeEditor/Include/BsEditorWidgetContainer.h

@@ -5,36 +5,112 @@
 
 namespace BansheeEngine
 {
+	/**
+	 * @brief	A GUI object that contains one or multiple editor widgets.
+	 *			Each widget is represented by a single tab and can be activated,
+	 *			deactivated, moved or dragged off.
+	 *
+	 * @note	Internal class.
+	 */
 	class BS_ED_EXPORT EditorWidgetContainer
 	{
 	public:
 		EditorWidgetContainer(GUIWidget* parent, EditorWindowBase* parentEditorWindow);
 		virtual ~EditorWidgetContainer();
 
+		/**
+		 * @brief	Adds a new widget to the container, adding a new tab to
+		 *			the end of the tab bar.
+		 */
 		void add(EditorWidgetBase& widget);
+
+		/**
+		 * @brief	Removes a widget from the container.
+		 */
 		void remove(EditorWidgetBase& widget);
+
+		/**
+		 * @brief	Inserts a widget at the specified index, adding a new
+		 *			tab at that position.
+		 *
+		 * @param	idx		Sequential index where to insert the widget.
+		 * @param	widget	Widget to insert.
+		 */
 		void insert(UINT32 idx, EditorWidgetBase& widget);
+
+		/**
+		 * @brief	Checks if the container already contains the provided widget.
+		 */
 		bool contains(EditorWidgetBase& widget);
 
+		/**
+		 * @brief	Sets the size of the container in pixels. This also modifies
+		 *			the size of all child widgets.
+		 */
 		void setSize(UINT32 width, UINT32 height);
+
+		/**
+		 * @brief	Sets the position of the container, relative to the parent
+		 *			GUI widget. This also modifies the position of all child widgets.
+		 */
 		void setPosition(INT32 x, INT32 y);
 
+		/**
+		 * @brief	Returns the number of widgets currently docked in this container.
+		 */
 		UINT32 getNumWidgets() const { return (UINT32)mWidgets.size(); }
+
+		/**
+		 * @brief	Returns a widget at the specified index.
+		 *
+		 * @param	idx		Sequential index of the widget to retrieve.
+		 */
 		EditorWidgetBase* getWidget(UINT32 idx) const;
+
+		/**
+		 * @brief	Returns a widget that is currently visible (its tab is active).
+		 */
 		EditorWidgetBase* getActiveWidget() const;
+
+		/**
+		 * @brief	Returns the parent GUI widget the container is using to render the GUI on.
+		 */
 		GUIWidget& getParentWidget() const { return *mParent; }
+
+		/**
+		 * @brief	Returns the parent editor window the container is docked in.
+		 */
 		EditorWindowBase* getParentWindow() const { return mParentWindow; }
 
+		/**
+		 * @brief	Returns bounds not including the tabbed title bar. These are the bounds
+		 *			available to child widget GUI.
+		 */
 		Rect2I getContentBounds() const;
+
+		/**
+		 * @brief	Returns a list of areas that can be dragged off. These are normally areas
+		 *			represented by tab buttons.
+		 */
 		Vector<Rect2I> getDraggableAreas() const;
 
+		/**
+		 * @brief	Called once per frame. Calls update on all docked widgets.
+		 */
 		void update();
+
+		/**
+		 * @brief	Updates the tabbed title bar by refreshing the names of all docked widgets.
+		 */
 		void refreshWidgetNames();
 
+		/**
+		 * @brief	Triggers when a widget is about to be destroyed.
+		 */
 		void _notifyWidgetDestroyed(EditorWidgetBase* widget);
 
-		Event<void()> onWidgetAdded;
-		Event<void()> onWidgetClosed;
+		Event<void()> onWidgetAdded; /**< Triggered whenever a new widget is added to this container. */
+		Event<void()> onWidgetClosed; /**< Triggered whenever a widget docked in this container is closed. */
 	private:
 		EditorWindowBase* mParentWindow;
 		GUITabbedTitleBar* mTitleBar;
@@ -47,14 +123,52 @@ namespace BansheeEngine
 
 		static const UINT32 TitleBarHeight;
 
+		/**
+		 * @brief	Removes a widget without triggering a widget closed event.
+		 */
 		void removeInternal(EditorWidgetBase& widget);
 
+		/**
+		 * @brief	Changes the currently active widget to the one at the specified index. Making
+		 *			the widget active means it will be visible in the container.
+		 *
+		 * @param	idx		Unique widget index (not sequential).
+		 */
 		void setActiveWidget(UINT32 idx);
+
+		/**
+		 * @brief	Triggered when a user clicks on a tab in the tabbed title bar.
+		 *
+		 * @param	idx		Unique widget index (not sequential) of the tab that was activated.
+		 */
 		void tabActivated(UINT32 idx);
+
+		/**
+		 * @brief	Triggered when a user closes a tab in the tabbed title bar.
+		 *
+		 * @param	idx		Unique widget index (not sequential) of the tab that was closed.
+		 */
 		void tabClosed(UINT32 idx);
+
+		/**
+		 * @brief	Triggered when a user drags a tab off the tabbed title bar.
+		 *
+		 * @param	idx		Unique widget index (not sequential) of the tab that was dragged off.
+		 */
 		void tabDraggedOff(UINT32 idx);
+
+		/**
+		 * @brief	Triggered when a user drags a tab on the tabbed title bar.
+		 *
+		 * @param	idx		Sequential index at the position on which the tab has been dragged on.
+		 */
 		void tabDraggedOn(UINT32 idx);
 
+		/**
+		 * @brief	Triggered when the widget drag and drop operation finishes.
+		 *
+		 * @param	wasDragProcessed	Signals whether any object handled the drop.
+		 */
 		static void tabDroppedCallback(bool wasDragProcessed);
 	};
 }

+ 28 - 4
BansheeEditor/Include/BsEditorWidgetLayout.h

@@ -5,19 +5,27 @@
 
 namespace BansheeEngine
 {
+	/**
+	 * @brief	Contains stored positions and sizes of all editor 
+	 *			widgets, whether docked or floating.
+	 */
 	class EditorWidgetLayout : public IReflectable
 	{
 	public:
+		/**
+		 * @brief	An entry representing widgets and area of a single
+		 *			widget container.
+		 */
 		struct Entry
 		{
 		public:
 			Entry();
 			~Entry();
 
-			Vector<String> widgetNames;
-			bool isDocked;
-			INT32 x, y;
-			UINT32 width, height;
+			Vector<String> widgetNames; /**< Unique names of all widgets in the container. */
+			bool isDocked; /**< Whether the container is floating in its own window or docked. */
+			INT32 x, y; /**< Position of the container relative to parent window or dock manager. */
+			UINT32 width, height; /**< Size of the container. */
 		};
 
 	private:
@@ -27,10 +35,26 @@ namespace BansheeEngine
 		EditorWidgetLayout(const DockManagerLayoutPtr& dockLayout);
 		EditorWidgetLayout(const PrivatelyConstruct& dummy);
 
+		/**
+		 * @brief	Returns saved representations of all widget containers. Each entry contains information
+		 *			about a single widget container.
+		 */
 		Vector<Entry>& getEntries() { return mEntries; }
+
+		/**
+		 * @brief	Returns dock layout that contains data about how were widget containers docked in the
+		 *			dock manager.
+		 */
 		const DockManagerLayoutPtr& getDockLayout() const { return mDockLayout; }
 
+		/**
+		 * @brief	Sets whether the main editor window is maximized.
+		 */
 		void setIsMainWindowMaximized(bool maximized) { mMaximized = maximized; }
+
+		/**
+		 * @brief	Checks whether the main editor window was maximized.
+		 */
 		bool getIsMainWindowMaximized() const { return mMaximized; }
 
 	private:

+ 41 - 2
BansheeEditor/Include/BsEditorWindow.h

@@ -5,28 +5,67 @@
 
 namespace BansheeEngine
 {
+	/**
+	 * @brief	A draggable and resizeable window that has a single widget container
+	 *			you may use for docking editor widgets in.
+	 */
 	class BS_ED_EXPORT EditorWindow : public EditorWindowBase
 	{
 	public:
 		virtual ~EditorWindow();
 
+		/**
+		 * @brief	Returns the widget container for this window.
+		 */
 		EditorWidgetContainer& widgets() const { return *mWidgets; }
 
-		virtual void update();
+		/**
+		 * @copydoc	EditorWindowBase::update 
+		 */
+		virtual void update() override;
 
+		/**
+		 * @brief	Creates a new empty editor window.
+		 */
 		static EditorWindow* create();
 
 	protected:
 		friend class EditorWindowManager;
 		EditorWindow();
 
-		virtual void resized();
+		/**
+		 * @copydoc	EditorWindowBase::resized 
+		 */
+		virtual void resized() override;
 	private:
 		EditorWidgetContainer* mWidgets;
 
+		/**
+		 * @brief	Updates the sizes of the child widget container and
+		 *			OS non-client areas (like drag and resize). Call when window
+		 *			size changes.
+		 */
 		void updateSize();
+
+		/**
+		 * @brief	Called when a widget is added to the widget container.
+		 */
 		void widgetAdded();
+
+		/**
+		 * @brief	Called when a widget is removed from the widget container.
+		 */
 		void widgetRemoved();
+
+		/**
+		 * @brief	A callback that triggers when a drag and drop operation originated from
+		 *			this window ends. 
+		 *
+		 * @note	This is a workaround to get around the problem that closing the window
+		 *			when the drag operation starts (e.g. if the last widget is dragged from the window)
+		 *			will cause the application to lose mouse capture and will not receive mouse events.
+		 *			Therefore we delay the window closing until the drag ends.
+		 */
 		void closeWindowDelayed();
 	};
 }

+ 45 - 0
BansheeEditor/Include/BsEditorWindowBase.h

@@ -5,21 +5,55 @@
 
 namespace BansheeEngine
 {
+	/**
+	 * @brief	A base class for all editor window. Each editor window is backed by a render window
+	 *			(e.g. the OS "window"), and also provides a GUI widget for child elements to use.
+	 *			On top of that it also provides basic GUI like window background and frame, as well
+	 *			as setting up the OS-specific areas for resize/move operations.
+	 */
 	class BS_ED_EXPORT EditorWindowBase
 	{
 	public:
 		virtual ~EditorWindowBase();
 
+		/**
+		 * @brief	Moves the window on the desktop. Coordinates are in screen space.
+		 */
 		virtual void setPosition(INT32 x, INT32 y);
+
+		/**
+		 * @brief	Resizes the window.
+		 */
 		virtual void setSize(UINT32 width, UINT32 height);
 
+		/**
+	     * @brief	Returns the X position of the window in screen coordinates.
+		 */
 		INT32 getLeft() const;
+
+		/**
+	     * @brief	Returns the X position of the window in screen coordinates.
+		 */
 		INT32 getTop() const;
 
+		/**
+	     * @brief	Returns the width of the window in pixels.
+		 */
 		UINT32 getWidth() const;
+
+		/**
+	     * @brief	Returns the height of the window in pixels.
+		 */
 		UINT32 getHeight() const;
 
+		/**
+	     * @brief	Closes and destroys the window.
+		 */
 		virtual void close();
+
+		/**
+	     * @brief	Hides the window without closing it.
+		 */
 		void hide();
 
 		/**
@@ -54,8 +88,19 @@ namespace BansheeEngine
 		bool mOwnsRenderWindow;
 		bool mIsModal;
 
+		/**
+		 * @brief	Common code for constructing the object to be called from all constructors.
+		 */
 		void construct(const RenderWindowPtr& renderWindow);
+
+		/**
+		 * @brief	Initializes elements that cannot be initialized in the constructor. Must be called right after construction.
+		 */
 		virtual void initialize();
+
+		/**
+		 * @brief	Callback that triggers whenever the underlying render window changes size.
+		 */
 		virtual void resized() { }
 	private:
 		HEvent mResizedConn;

+ 27 - 0
BansheeEditor/Include/BsEditorWindowManager.h

@@ -6,19 +6,46 @@
 
 namespace BansheeEngine
 {
+	/**
+	 * @brief	Manages that handles creation, destruction and updates of editor windows.
+	 *
+	 * @note	Internal class.
+	 */
 	class BS_ED_EXPORT EditorWindowManager : public Module<EditorWindowManager>
 	{
 	public:
 		EditorWindowManager();
 		~EditorWindowManager();
 
+		/**
+		 * @brief	Creates the main editor window using a previously created render window.
+		 *			If a main window already exists, this will return the existing instance.
+		 */
 		MainEditorWindow* createMain(const RenderWindowPtr& parentRenderWindow);
+
+		/**
+		 * @brief	Creates a new editor window. There is no limit on the number of editor windows.
+		 */
 		EditorWindow* create();
+
+		/**
+		 * @brief	Notifies the manager that a new editor window was created.
+		 */
 		void registerWindow(EditorWindowBase* window);
+
+		/**
+		 * @brief	Schedules the window for destruction. Actual destruction will happen on next update.
+		 */
 		void destroy(EditorWindowBase* window);
 
+		/**
+		 * @brief	Returns the main editor window, or null if one doesn't exist.
+		 */
 		MainEditorWindow* getMainWindow() const { return mMainWindow; }
 
+		/**
+		 * @brief	Update to be called once per frame. Calls update on all active editor windows.
+		 */
 		void update();
 	protected:
 		MainEditorWindow* mMainWindow;

+ 242 - 0
BansheeEditor/Include/BsGizmoManager.h

@@ -11,45 +11,179 @@ namespace BansheeEngine
 {
 	class GizmoManagerCore;
 
+	/**
+	 * @brief	Handles the rendering and picking of gizmo elements. Gizmos are icons and 3D objects
+	 *			usually rendered in scene view for various visualization purposes (e.g. a Camera component
+	 *			will have a gizmo that draws a Camera icon since otherwise it has no visual representation).
+	 *			Aside from being rendered, gizmos can also be selected by the user as if they were normal
+	 *			scene elements.
+	 */
 	class BS_ED_EXPORT GizmoManager : public Module<GizmoManager>
 	{
 	public:
 		GizmoManager();
 		~GizmoManager();
 
+		/**
+		 * @brief	Starts gizmo creation. All further call will be referencing this gizmo. 
+		 *			Must be followed by a matching "endGizmo".
+		 *
+		 * @note	gizmoParent	Scene object this gizmo is attached to. Selecting the gizmo will
+		 *			select this scene object.
+		 */
 		void startGizmo(const HSceneObject& gizmoParent);
+
+		/**
+		 * @brief	Ends gizmo creation. Must be called after a matching "startGizmo".
+		 */
 		void endGizmo();
 
+		/**
+		 * @brief	Changes the color of any further gizmo draw calls. 
+		 */
 		void setColor(const Color& color);
+
+		/**
+		 * @brief	Changes the transform that will be applied to meshes of any further gizmo draw calls. 
+		 */
 		void setTransform(const Matrix4& transform);
+
+		/**
+		 * @brief	If pickable is set to true, gizmo can be selected by the user, otherwise it will be
+		 *			drawn but cannot be interacted with.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void setPickable(bool pickable) { mPickable = pickable; }
 
+		/**
+		 * @brief	Returns the currently set gizmo color.
+		 */
 		Color getColor() const { return mColor; }
+
+		/**
+		 * @brief	Returns the currently set gizmo transform.
+		 */
 		Matrix4 getTransform() const { return mTransform; }
 
+		/**
+		 * @brief	Draws an axis aligned cuboid.
+		 *
+		 * @param	position	Center of the cuboid.
+		 * @param	extents		Radius of the cuboid in each axis.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void drawCube(const Vector3& position, const Vector3& extents);
+
+		/**
+		 * @brief	Draws a sphere.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void drawSphere(const Vector3& position, float radius);
+
+		/**
+		 * @brief	Draws a wireframe axis aligned cuboid.
+		 *
+		 * @param	position	Center of the cuboid.
+		 * @param	extents		Radius of the cuboid in each axis.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void drawWireCube(const Vector3& position, const Vector3& extents);
+
+		/**
+		 * @brief	Draws a wireframe sphere represented by three discs.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void drawWireSphere(const Vector3& position, float radius);
+
+		/**
+		 * @brief	Draws a line between two points.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void drawLine(const Vector3& start, const Vector3& end);
+
+		/**
+		 * @brief	Draws a wireframe frustum.
+		 *
+		 * @param	position	Origin of the frustum, or the eye point.
+		 * @param	aspect		Ratio of frustum width over frustum height.
+		 * @param	FOV			Horizontal field of view in degrees.
+		 * @param	near		Distance to the near frustum plane.
+		 * @param	far			Distance to the far frustum plane.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void drawFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far);
+
+		/**
+		 * @brief	Draws an icon that always faces the camera.
+		 *
+		 * @param	position	Position of the center of the icon.
+		 * @param	image		Sprite image for the icon to draw.
+		 * @param	fixedScale	If true then the icon will remain the same size
+		 *						regardless of the distance from camera.
+		 *
+		 * @note	Must be called between startGizmo/endGizmo calls.
+		 */
 		void drawIcon(Vector3 position, HSpriteTexture image, bool fixedScale);
 
+		/**
+		 * @brief	Updates all the gizmo meshes to reflect all draw calls submitted since "clearGizmos".
+		 *
+		 * @note	Internal method.
+		 */
 		void update(const CameraHandlerPtr& camera);
+
+		/**
+		 * @brief	Queues all gizmos to be rendered for picking. Each gizmo is draw with a separate
+		 *			color so we can identify them later.
+		 *
+		 * @param	camera				Camera to draw the gizmos on.
+		 * @param	idxToColorCallback	Callback that assigns a unique color to each gizmo index.
+		 *
+		 * @note	Internal method.
+		 */
 		void renderForPicking(const CameraHandlerPtr& camera, std::function<Color(UINT32)> idxToColorCallback);
+
+		/**
+		 * @brief	Clears all gizmo data, but doesn't update the meshes
+		 *			or the render data. (Calling update would create empty
+		 *			meshes, but before calling update gizmos will still be drawn).
+		 */
 		void clearGizmos();
+
+		/**
+		 * @brief	Clears gizmo render data like meshes, but doesn't clear the original gizmo data.
+		 *			(Calling update would just recreate the render data).
+		 */
 		void clearRenderData();
 
+		/**
+		 * @brief	Returns a scene object that was attached to a specific gizmo.
+		 *
+		 * @param	gizmoIdx	Index of the gizmo to look for.
+		 */
 		HSceneObject getSceneObject(UINT32 gizmoIdx);
 
 	private:
 		friend class GizmoManagerCore;
 
+		/**
+		 * @brief	Supported types of gizmo materials (i.e. shaders)
+		 */
 		enum class GizmoMaterial
 		{
 			Solid, Wire, Picking
 		};
 
+		/**
+		 * @brief	Common data shared by all gizmo types.
+		 */
 		struct CommonData
 		{
 			UINT32 idx;
@@ -59,24 +193,36 @@ namespace BansheeEngine
 			bool pickable;
 		};
 
+		/**
+		 * @brief	Data required for rendering a cuboid gizmo.
+		 */
 		struct CubeData : public CommonData
 		{
 			Vector3 position;
 			Vector3 extents;
 		};
 
+		/**
+		 * @brief	Data required for rendering a sphere gizmo.
+		 */
 		struct SphereData : public CommonData
 		{
 			Vector3 position;
 			float radius;
 		};
 
+		/**
+		 * @brief	Data required for rendering a line gizmo.
+		 */
 		struct LineData : public CommonData
 		{
 			Vector3 start;
 			Vector3 end;
 		};
 
+		/**
+		 * @brief	Data required for rendering a frustum gizmo.
+		 */
 		struct FrustumData : public CommonData
 		{
 			Vector3 position;
@@ -86,6 +232,9 @@ namespace BansheeEngine
 			float far;
 		};
 
+		/**
+		 * @brief	Data required for rendering an icon gizmo.
+		 */
 		struct IconData : public CommonData
 		{
 			Vector3 position;
@@ -93,12 +242,18 @@ namespace BansheeEngine
 			HSpriteTexture texture;
 		};
 
+		/**
+		 * @brief	Stores how many icons use a specific texture.
+		 */
 		struct IconRenderData
 		{
 			UINT32 count;
 			SPtr<TextureCore> texture;
 		};
 
+		/**
+		 * @brief	Data used for initializing the core thread equivalent of the gizmo manager.
+		 */
 		struct CoreInitData
 		{
 			SPtr<MaterialCore> solidMat;
@@ -111,13 +266,45 @@ namespace BansheeEngine
 		typedef Vector<IconRenderData> IconRenderDataVec;
 		typedef std::shared_ptr<IconRenderDataVec> IconRenderDataVecPtr;
 
+		/**
+		 * @brief	Builds a brand new mesh that can be used for rendering all icon gizmos.
+		 *
+		 * @param	camera		Camera the mesh will be rendered to.
+		 * @param	iconData	A list of all icons and their properties.
+		 * @param	forPicking	Whether the icons will be rendered normally, or with a special material for picking.
+		 * @param	renderData	Output data that outlines the structure of the returned mesh. It tells us which portions of the
+		 *						mesh use which icon texture.
+		 *
+		 * @returns	A mesh containing all of the visible icons. Mesh is allocated using the icon mesh heap and should be deallocated manually.
+		 */
 		TransientMeshPtr buildIconMesh(const CameraHandlerPtr& camera, const Vector<IconData>& iconData, bool forPicking, IconRenderDataVecPtr& renderData);
 
+		/**
+		 * @brief	Resizes the icon width/height so it is always scaled to optimal size (with preserved aspect).
+		 */
 		void limitIconSize(UINT32& width, UINT32& height);
+
+		/**
+		 * @brief	Calculates colors for an icon based on its position in the camera. e.g. icons too close to too far might be faded.
+		 *
+		 * @param	tint		Primary tint for the icon.
+		 * @param	camera		Camera in which the icon will be rendered in.
+		 * @param	iconHeight	Height of the icon in pixels.
+		 * @param	fixedScale	Whether the icon size changes depending on distance from the camera.
+		 * @param	normalColor	Normal color of the icon.
+		 * @param	fadedColor	Faded color to be used when icon is occluded by geometry.
+		 */
 		void calculateIconColors(const Color& tint, const CameraHandlerPtr& camera, UINT32 iconHeight, bool fixedScale,
 			Color& normalColor, Color& fadedColor);
 
+		/**
+		 * @brief	Initializes the core thread version of the gizmo manager.
+		 */
 		void initializeCore(const CoreInitData& initData);
+
+		/**
+		 * @brief	Destroys the core thread version of the gizmo manager.
+		 */
 		void destroyCore(GizmoManagerCore* core);
 
 		static const UINT32 VERTEX_BUFFER_GROWTH;
@@ -168,10 +355,17 @@ namespace BansheeEngine
 		Vector<SortedIconData> mSortedIconData;
 	};
 
+	/**
+	 * @brief	Core thread version of the gizmo manager that handles most of the rendering
+	 *			of meshes provided by the gizmo manager.
+	 */
 	class GizmoManagerCore
 	{
 		friend class GizmoManager;
 
+		/**
+		 * @brief	Solid gizmo material and parameter handles.
+		 */
 		struct SolidMaterialData
 		{
 			SPtr<MaterialCore> mat;
@@ -179,12 +373,18 @@ namespace BansheeEngine
 			GpuParamVec4Core mViewDir;
 		};
 
+		/**
+		 * @brief	Wire gizmo material and parameter handles.
+		 */
 		struct WireMaterialData
 		{
 			SPtr<MaterialCore> mat;
 			GpuParamMat4Core mViewProj;
 		};
 
+		/**
+		 * @brief	Icon gizmo material and parameter handles.
+		 */
 		struct IconMaterialData
 		{
 			SPtr<MaterialCore> mat;
@@ -193,12 +393,19 @@ namespace BansheeEngine
 			GpuParamTextureCore mTexture[2];
 		};
 
+		/**
+		 * @brief	Gizmo material and parameter handles used for picking.
+		 */
 		struct PickingMaterialData
 		{
 			SPtr<MaterialCore> mat;
 			GpuParamMat4Core mViewProj;
 		};
 
+		/**
+		 * @brief	Gizmo material and parameter handles used for picking, with
+		 *			blending support (generally used for icon picking).
+		 */
 		struct AlphaPickingMaterialData
 		{
 			SPtr<MaterialCore> mat;
@@ -213,12 +420,47 @@ namespace BansheeEngine
 		GizmoManagerCore(const PrivatelyConstuct& dummy);
 
 	private:
+		/**
+		 * @brief	Initializes the core gizmo manager. Must be called right after creation.
+		 */
 		void initialize(const GizmoManager::CoreInitData& initData);
 
+		/**
+		 * @brief	Renders all gizmos in the parent camera.
+		 */
 		void render();
+
+		/**
+		 * @brief	Renders a non-icon gizmo mesh using the provided parameters.
+		 *
+		 * @param	viewMatrix	View matrix of the camera we are rendering with.
+		 * @param	projMatrix	Projection matrix of the camera we are rendering with.
+		 * @param	viewDir		View direction of the camera we are rendering with.
+		 * @param	mesh		Mesh to render. This is normally the solid or wireframe gizmo mesh.
+		 * @param	material	Material to use for rendering. This is normally the solid, wireframe or picking material.
+		 */
 		void renderGizmos(Matrix4 viewMatrix, Matrix4 projMatrix, Vector3 viewDir, SPtr<MeshCoreBase> mesh, GizmoManager::GizmoMaterial material);
+
+		/**
+		 * @brief	Renders the icon gizmo mesh using the provided parameters.
+		 *
+		 * @param	screenArea			Area of the viewport to render the gizmos in, in pixels.
+		 * @param	mesh				Mesh containing the icons.
+		 * @param	renderData			Icon render data outlining which parts of the icon mesh use which textures.
+		 * @param	usePickingMaterial	Should the icons be rendered normally or for picking.
+		 */
 		void renderIconGizmos(Rect2I screenArea, SPtr<MeshCoreBase> mesh, GizmoManager::IconRenderDataVecPtr renderData, bool usePickingMaterial);
 
+		/**
+		 * @brief	Updates the internal data that is used for rendering. Normally you would call this after 
+		 *			updating the camera or meshes on the sim thread.
+		 *
+		 * @param	camera			Sets the camera all rendering will be performed to.
+		 * @param	solidMesh		Mesh containing solid gizmos.
+		 * @param	wireMesh		Mesh containing wireframe gizmos.
+		 * @param	iconMesh		Mesh containing icon meshes.
+		 * @param	iconRenderData	Icon render data outlining which parts of the icon mesh use which textures.
+		 */
 		void updateData(const SPtr<CameraHandlerCore>& camera, const SPtr<MeshCoreBase>& solidMesh, const SPtr<MeshCoreBase>& wireMesh,
 			const SPtr<MeshCoreBase>& iconMesh, const GizmoManager::IconRenderDataVecPtr& iconRenderData);
 

+ 0 - 23
BansheeEditor/Include/BsTestTextSprite.h

@@ -1,23 +0,0 @@
-#include "BsEditorPrerequisites.h"
-#include "BsGUIWidget.h"
-
-namespace BansheeEngine
-{
-	class TestTextSprite : public GUIWidget
-	{
-	protected:
-		friend class SceneObject;
-
-		TestTextSprite(const HSceneObject& parent, Viewport* target);
-	public:
-		~TestTextSprite();
-
-		virtual void update();
-
-		void init(const HCamera& camera, const String& text, RenderTexturePtr sceneView);
-
-	private:
-		GUISceneTreeView* mSceneTreeView;
-		GUIResourceTreeView* mResourceTreeView;
-	};
-}

+ 0 - 29
BansheeEditor/Include/DbgEditorWidget1.h

@@ -1,29 +0,0 @@
-#pragma once
-
-#include "BsEditorPrerequisites.h"
-#include "BsEditorWidget.h"
-
-namespace BansheeEngine
-{
-	class DbgEditorWidget1 : public EditorWidget<DbgEditorWidget1>
-	{
-	public:
-		DbgEditorWidget1(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer);
-		virtual ~DbgEditorWidget1();
-
-		virtual void update();
-
-		static DbgEditorWidget1* instance();
-		static DbgEditorWidget1* open();
-		static void close();
-		static const String& getTypeName();
-
-		GUISceneTreeView* getSceneTreeView() const { return mSceneTreeView; }
-		GUIResourceTreeView* getResourceTreeView() const { return mResourceTreeView; }
-
-	private:
-		static DbgEditorWidget1* Instance;
-		GUISceneTreeView* mSceneTreeView = nullptr;
-		GUIResourceTreeView* mResourceTreeView = nullptr;
-	};
-}

+ 0 - 22
BansheeEditor/Include/DbgEditorWidget2.h

@@ -1,22 +0,0 @@
-#pragma once
-
-#include "BsEditorPrerequisites.h"
-#include "BsEditorWidget.h"
-
-namespace BansheeEngine
-{
-	class DbgEditorWidget2 : public EditorWidget<DbgEditorWidget2>
-	{
-	public:
-		DbgEditorWidget2(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer);
-		virtual ~DbgEditorWidget2();
-
-		static DbgEditorWidget2* instance();
-		static DbgEditorWidget2* open();
-		static void close();
-		static const String& getTypeName();
-
-	private:
-		static DbgEditorWidget2* Instance;
-	};
-}

+ 0 - 23
BansheeEditor/Source/BsDbgTestGameObjectRef.cpp

@@ -1,23 +0,0 @@
-#include "BsDbgTestGameObjectRef.h"
-#include "BsDbgTestGameObjectRefRTTI.h"
-#include "BsSceneObject.h"
-#include "BsRenderable.h"
-
-namespace BansheeEngine
-{
-	DbgTestGameObjectRef::DbgTestGameObjectRef(const HSceneObject& parent)
-		:Component(parent)
-	{
-
-	}
-
-	RTTITypeBase* DbgTestGameObjectRef::getRTTIStatic()
-	{
-		return DbgTestGameObjectRefRTTI::instance();
-	}
-
-	RTTITypeBase* DbgTestGameObjectRef::getRTTI() const
-	{
-		return DbgTestGameObjectRef::getRTTIStatic();
-	}
-}

+ 0 - 66
BansheeEditor/Source/BsTestTextSprite.cpp

@@ -1,66 +0,0 @@
-#include "BsTestTextSprite.h"
-#include "BsSceneObject.h"
-#include "BsRenderable.h"
-#include "BsMesh.h"
-#include "BsVector2.h"
-#include "BsTextSprite.h"
-#include "BsFont.h"
-#include "BsMaterial.h"
-#include "BsGUILabel.h"
-#include "BsGUIListBox.h"
-#include "BsGUISkin.h"
-#include "BsOverlayManager.h"
-#include "BsSpriteTexture.h"
-#include "BsBuiltinEditorResources.h"
-#include "BsGUITexture.h"
-#include "BsGUIRenderTexture.h"
-#include "BsGUILayout.h"
-#include "BsGUISpace.h"
-#include "BsGUIViewport.h"
-#include "BsGUIButton.h"
-#include "BsCamera.h"
-#include "BsInput.h"
-#include "BsPlatform.h"
-#include "BsGUIContent.h"
-#include "BsStringTable.h"
-#include "BsGUISceneTreeView.h"
-#include "BsGUIResourceTreeView.h"
-#include "BsGUIScrollArea.h"
-#include "BsGUIIntField.h"
-#include "BsGUIFloatField.h"
-
-namespace BansheeEngine
-{
-	TestTextSprite::TestTextSprite(const HSceneObject& parent, Viewport* target)
-		:GUIWidget(parent, target)
-	{
-	}
-
-	TestTextSprite::~TestTextSprite()
-	{
-	}
-
-	void TestTextSprite::init(const HCamera& camera, const String& text, RenderTexturePtr sceneView)
-	{
-		setSkin(BansheeEngine::BuiltinEditorResources::instance().getSkin());
-		setDepth(128);
-
-		SceneObject::create("FILLER_A");
-		SceneObject::create("FILLER_B");
-		SceneObject::create("FILLER_C");
-		SceneObject::create("FILLER_D");
-		SceneObject::create("FILLER_E");
-		SceneObject::create("FILLER_F");
-		SceneObject::create("FILLER_G");
-		SceneObject::create("FILLER_H");
-		SceneObject::create("FILLER_I");
-		SceneObject::create("FILLER_J");
-		SceneObject::create("FILLER_K");
-		SceneObject::create("FILLER_L");
-	}
-
-	void TestTextSprite::update()
-	{
-
-	}
-}

+ 0 - 70
BansheeEditor/Source/DbgEditorWidget1.cpp

@@ -1,70 +0,0 @@
-#include "DbgEditorWidget1.h"
-#include "BsEditorWindow.h"
-#include "BsGUILabel.h"
-#include "BsGUIButton.h"
-#include "BsGUIInputBox.h"
-#include "BsGUIScrollArea.h"
-#include "BsGUILayout.h"
-#include "BsGUILayoutY.h"
-#include "BsGUIPanel.h"
-#include "BsEditorWidgetManager.h"
-#include "BsGUISceneTreeView.h"
-#include "BsGUIResourceTreeView.h"
-
-namespace BansheeEngine
-{
-	DbgEditorWidget1* DbgEditorWidget1::Instance = nullptr;
-
-	DbgEditorWidget1::DbgEditorWidget1(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer)
-		:EditorWidget<DbgEditorWidget1>(HString(L"DbgEditorWidget1"), parentContainer)
-	{
-		GUIScrollArea* scrollArea = GUIScrollArea::create();
-		mContent->addElement(scrollArea);
-
-		GUILayout* treeViewLayout = scrollArea->getLayout().addNewElement<GUILayoutY>();
-
-		mSceneTreeView = GUISceneTreeView::create(GUIOptions(GUIOption::flexibleWidth(), GUIOption::flexibleHeight()));
-		mResourceTreeView = GUIResourceTreeView::create(GUIOptions(GUIOption::flexibleWidth(), GUIOption::flexibleHeight()));
-
-		treeViewLayout->addElement(GUILabel::create(HString(L"<<<<<<<<<<<<<<SCENE VIEW>>>>>>>>>>>>>>")));
-		treeViewLayout->addElement(mSceneTreeView);
-
-		treeViewLayout->addElement(GUILabel::create(HString(L"<<<<<<<<<<<<<<RESOURCE VIEW>>>>>>>>>>>>>>")));
-		treeViewLayout->addElement(mResourceTreeView);
-	}
-
-	DbgEditorWidget1::~DbgEditorWidget1()
-	{
-
-	}
-
-	void DbgEditorWidget1::update()
-	{
-		mSceneTreeView->update();
-		mResourceTreeView->update();
-	}
-
-	DbgEditorWidget1* DbgEditorWidget1::instance()
-	{
-		return Instance;
-	}
-
-	DbgEditorWidget1* DbgEditorWidget1::open()
-	{
-		return static_cast<DbgEditorWidget1*>(EditorWidgetManager::instance().open(getTypeName()));
-	}
-
-	void DbgEditorWidget1::close()
-	{
-		if(Instance != nullptr)
-			EditorWidgetManager::instance().close(Instance);
-		
-		Instance = nullptr; 
-	}
-
-	const String& DbgEditorWidget1::getTypeName()
-	{
-		static String name = "DbgEditorWidget1";
-		return name;
-	}
-}

+ 0 - 116
BansheeEditor/Source/DbgEditorWidget2.cpp

@@ -1,116 +0,0 @@
-#include "DbgEditorWidget2.h"
-#include "BsEditorWidgetManager.h"
-#include "BsGUIToggle.h"
-#include "BsGUIScrollArea.h"
-#include "BsGUILayoutY.h"
-#include "BsGUIPanel.h"
-#include "BsGUIWidget.h"
-#include "BsGUISkin.h"
-#include "BsGUIIntField.h"
-#include "BsGUIFloatField.h"
-#include "BsGUITextField.h"
-#include "BsGUIVector2Field.h"
-#include "BsGUIVector3Field.h"
-#include "BsGUIVector4Field.h"
-#include "BsGUIToggleField.h"
-#include "BsGUIColorField.h"
-#include "BsGUIButton.h"
-#include "BsGUIComponentFoldout.h"
-#include "BsGUISpace.h"
-#include "BsGUISlider.h"
-#include "BsGUIProgressBar.h"
-#include "BsHString.h"
-
-#include "BsCoreThread.h"
-#include "BsCoreApplication.h"
-
-namespace BansheeEngine
-{
-	bool bs_dbg_fullscreen = false;
-
-	void toggleFullscreen()
-	{
-		RenderWindowPtr window = gCoreApplication().getPrimaryWindow();
-		if (bs_dbg_fullscreen)
-		{
-			window->setWindowed(gCoreAccessor(), 1280, 720);
-		}
-		else
-		{
-			window->setFullscreen(gCoreAccessor(), 1920, 1200, 60, 0);
-		}
-
-		bs_dbg_fullscreen = !bs_dbg_fullscreen;
-	}
-
-
-	DbgEditorWidget2* DbgEditorWidget2::Instance = nullptr;
-
-	DbgEditorWidget2::DbgEditorWidget2(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer)
-		:EditorWidget<DbgEditorWidget2>(HString(L"DbgEditorWidget2"), parentContainer)
-	{
-		GUILayout* layout = mContent->addNewElement<GUILayoutY>();
-
-		GUIIntField* intField = GUIIntField::create(GUIContent(HString(L"Int Field")), 100, GUIOptions(GUIOption::fixedWidth(200)));
-		GUIFloatField* floatField = GUIFloatField::create(HString(L"Float Field"), GUIOptions(GUIOption::fixedWidth(200)));
-		GUITextField* textField = GUITextField::create(false, HString(L"Text Field"), GUIOptions(GUIOption::fixedWidth(200)));
-		GUIVector4Field* vec4Field = GUIVector4Field::create(HString(L"Vec4 Field"), GUIOptions(GUIOption::fixedWidth(200)));
-		GUIVector3Field* vec3Field = GUIVector3Field::create(HString(L"Vec3 Field"), GUIOptions(GUIOption::fixedWidth(200)));
-		GUIVector2Field* vec2Field = GUIVector2Field::create(HString(L"Vec2 Field"), GUIOptions(GUIOption::fixedWidth(200)));
-		GUIToggleField* toggleField = GUIToggleField::create(HString(L"Toggle Field"), GUIOptions(GUIOption::fixedWidth(200)));
-		GUIColorField* colorField = GUIColorField::create(HString(L"Color Field"), GUIOptions(GUIOption::fixedWidth(200)));
-		GUIComponentFoldout* foldout = GUIComponentFoldout::create(HString(L"Test"), GUIOptions(GUIOption::fixedWidth(200)));
-		colorField->setValue(Color::Red);
-
-		GUIButton* button = GUIButton::create(HString(L"Testing"), GUIOptions(GUIOption::fixedWidth(100)));
-		button->onClick.connect(&toggleFullscreen);
-
-		GUISlider* slider = GUISliderHorz::create(GUIOptions(GUIOption::fixedWidth(200)), "ColorPickerSlider");
-		GUIProgressBar* progressBar = GUIProgressBar::create(GUIOptions(GUIOption::fixedWidth(200)));
-		progressBar->setPercent(0.33f);
-
-		layout->addElement(intField);
-		layout->addElement(floatField);
-		layout->addElement(textField);
-		layout->addElement(vec4Field);
-		layout->addElement(vec3Field);
-		layout->addElement(vec2Field);
-		layout->addElement(toggleField);
-		layout->addElement(colorField);
-		layout->addElement(foldout);
-		layout->addElement(button);
-		layout->addElement(slider);
-		layout->addElement(progressBar);
-
-		layout->addNewElement<GUIFlexibleSpace>();
-	}
-
-	DbgEditorWidget2::~DbgEditorWidget2()
-	{
-
-	}
-
-	DbgEditorWidget2* DbgEditorWidget2::instance()
-	{
-		return Instance;
-	}
-
-	DbgEditorWidget2* DbgEditorWidget2::open()
-	{
-		return static_cast<DbgEditorWidget2*>(EditorWidgetManager::instance().open(getTypeName()));
-	}
-
-	void DbgEditorWidget2::close()
-	{
-		if(Instance != nullptr)
-			EditorWidgetManager::instance().close(Instance);
-
-		Instance = nullptr; 
-	}
-
-	const String& DbgEditorWidget2::getTypeName()
-	{
-		static String name = "DbgEditorWidget2";
-		return name;
-	}
-}