#include "CmEditorWindow.h" #include "CmRenderWindow.h" #include "CmApplication.h" #include "CmSceneObject.h" #include "CmCursor.h" #include "BsGUIWidget.h" #include "BsGUILabel.h" #include "BsGUISkin.h" #include "BsOverlayManager.h" #include "BsCamera.h" #include "BsUpdateCallback.h" #include "BsEngineGUI.h" using namespace CamelotFramework; using namespace BansheeEngine; namespace BansheeEditor { EditorWindow::EditorWindow(const String& name) { RENDER_WINDOW_DESC renderWindowDesc; renderWindowDesc.width = 200; renderWindowDesc.height = 200; renderWindowDesc.title = "EditorWindow"; renderWindowDesc.fullscreen = false; renderWindowDesc.border = WindowBorder::None; renderWindowDesc.toolWindow = true; mRenderWindow = RenderWindow::create(renderWindowDesc, gApplication().getPrimaryWindow()); HSceneObject so = SceneObject::create("EditorWindow-" + name); HGUIWidget gui = so->addComponent(); GameObjectHandle updateCallback = so->addComponent(); updateCallback->onUpdate.connect(boost::bind(&EditorWindow::update, this)); HCamera camera = so->addComponent(); camera->init(mRenderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0); camera->setNearClipDistance(5); camera->setAspectRatio(1.0f); camera->setIgnoreSceneRenderables(true); //// DEBUG ONLY - Skin should exist externally //mSkin = CM_NEW(GUISkin, GUIAlloc) GUISkin(); OverlayManager::instance().attachOverlay(camera.get(), gui.get()); //GUIElementStyle labelStyle; //labelStyle.font = dbgFont; //labelStyle.fontSize = dbgFontSize; //mSkin->setStyle(GUILabel::getGUITypeName(), labelStyle); //gui->setSkin(mSkin); //// END DEBUG gui->setSkin(&EngineGUI::instance().getSkin()); mDbgLabel = GUILabel::create(gui.get(), "Testing test", renderWindowDesc.width); } EditorWindow::~EditorWindow() { mRenderWindow->destroy(); } void EditorWindow::update() { Int2 cursorPos = Cursor::getWindowPosition(*mRenderWindow); //mDbgLabel->setText(toString(cursorPos.x) + ", " + toString(cursorPos.y)); } }