#include "BsMainEditorWindow.h" #include "BsEditorWindowManager.h" #include "BsDockManager.h" #include "BsGUIMenuBar.h" #include "BsCamera.h" #include "BsSceneObject.h" #include "BsRenderTexture.h" #include "BsApplication.h" #include "BsProfilingManager.h" #include "BsGUIArea.h" #include "BsGUILayout.h" // DEBUG ONLY #include "BsTestTextSprite.h" #include "BsDebugCamera.h" #include "BsDrawHelper2D.h" #include "BsDrawHelper3D.h" #include "BsRectF.h" #include "BsProfilerOverlay.h" #include "BsPlatform.h" namespace BansheeEngine { MainEditorWindow* MainEditorWindow::create(const RenderWindowPtr& renderWindow) { return EditorWindowManager::instance().createMain(renderWindow); } MainEditorWindow::MainEditorWindow(const RenderWindowPtr& renderWindow) :EditorWindowBase(renderWindow), mDockManager(nullptr), mMenuBar(bs_new(mGUI.get(), mRenderWindow.get())) { mDockManager = DockManager::create(mRenderWindow.get()); GUIArea* dockArea = GUIArea::createStretchedXY(*mGUI.get(), 0, 0, 0, 0); dockArea->getLayout().addElement(mDockManager); updateAreas(); mMenuBar->addMenuItem(L"File/New project", nullptr); mMenuBar->addMenuItem(L"File/Open project", nullptr); mMenuBar->addSeparator(L"File"); mMenuBar->addMenuItem(L"File/Recent projects/Project A", nullptr); mMenuBar->addMenuItem(L"File/Recent projects/Project B", nullptr); mMenuBar->addMenuItem(L"File/Recent projects/Project C", nullptr); mMenuBar->addSeparator(L"File"); mMenuBar->addMenuItem(L"File/Exit", nullptr); mMenuBar->addMenuItem(L"Window/Scene", nullptr); // DEBUG ONLY RenderTexturePtr sceneRenderTarget = RenderTexture::create(TEX_TYPE_2D, 800, 600); sceneRenderTarget->setPriority(1); HSceneObject sceneCameraGO = SceneObject::create("SceneCamera"); HCamera sceneCamera = sceneCameraGO->addComponent(sceneRenderTarget, 0.0f, 0.0f, 1.0f, 1.0f); sceneCamera->setPriority(1); sceneCameraGO->setPosition(Vector3(0,50,1240)); sceneCameraGO->lookAt(Vector3(0,50,-300)); sceneCamera->setNearClipDistance(5); sceneCamera->setAspectRatio(800.0f / 600.0f); GameObjectHandle debugCamera = sceneCameraGO->addComponent(); GameObjectHandle textSprite = mSceneObject->addComponent(mCamera->getViewport().get()); textSprite->init(sceneCamera, "Testing in a new row, does this work?", sceneRenderTarget); //DrawHelper2D::instance().drawQuad(sceneCamera, FRect(0.0f, 0.2f, 0.75f, 0.5f), Color::White, DebugDrawCoordType::Normalized, 250.0f); //DrawHelper2D::instance().drawQuad(sceneCamera, FRect(50.0f, 50.0f, 100.0f, 50.0f), Color::Blue, DebugDrawCoordType::Pixel, 250.0f); //DrawHelper2D::instance().drawLine_Pixel(sceneCamera, Vector2(0, 0), Vector2(20, 20), Color::Blue, DebugDrawCoordType::Pixel, 250.0f); //DrawHelper2D::instance().drawLine_AA(sceneCamera, Vector2(100, 10), Vector2(120, 40), 1.0f, 1.0f, Color::Blue, DebugDrawCoordType::Pixel, 250.0f); AABox dbgBox(Vector3(-300, -200, 1000), Vector3(300, 300, 1500)); //DrawHelper3D::instance().drawAABox(sceneCamera, dbgBox, Color::Green, 250.0f); ProfilerOverlay::startUp(sceneCamera->getViewport()); ProfilerOverlay::instance().show(ProfilerOverlayType::CPUSamples); } MainEditorWindow::~MainEditorWindow() { ProfilerOverlay::shutDown(); GUIElement::destroy(mDockManager); bs_delete(mMenuBar); } void MainEditorWindow::resized() { EditorWindowBase::resized(); updateAreas(); } void MainEditorWindow::updateAreas() { UINT32 widgetWidth = (UINT32)std::max(0, (INT32)getWidth() - 2); UINT32 widgetHeight = (UINT32)std::max(0, (INT32)getHeight() - 2); UINT32 menuBarHeight = 15; mMenuBar->setArea(1, 1, widgetWidth, menuBarHeight); UINT32 dockHeight = (UINT32)std::max(0, (INT32)widgetHeight - (INT32)menuBarHeight); mDockManager->setArea(1, menuBarHeight + 1, widgetWidth, dockHeight); } void MainEditorWindow::update() { mDockManager->update(); //PROFILE_CALL(ProfilerOverlay::instance().update(), "ProfilerOverlay"); } }