#include "BsEditorWindowBase.h" #include "CmApplication.h" #include "CmSceneObject.h" #include "CmRenderWindow.h" #include "BsCamera.h" #include "BsGUIWindowFrameWidget.h" #include "BsEngineGUI.h" using namespace CamelotFramework; using namespace BansheeEngine; namespace BansheeEditor { EditorWindowBase::EditorWindowBase() { 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()); mSceneObject = SceneObject::create("EditorWindow"); HCamera camera = mSceneObject->addComponent(); camera->initialize(mRenderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0); camera->setNearClipDistance(5); camera->setAspectRatio(1.0f); camera->setIgnoreSceneRenderables(true); mGUI = mSceneObject->addComponent(); mGUI->initialize(camera->getViewport().get(), mRenderWindow.get()); mGUI->setDepth(128); mGUI->setSkin(&EngineGUI::instance().getSkin()); GameObjectHandle frame = mSceneObject->addComponent(); frame->setSkin(&EngineGUI::instance().getSkin()); frame->initialize(camera->getViewport().get(), mRenderWindow.get()); frame->setDepth(129); } EditorWindowBase::~EditorWindowBase() { mRenderWindow->destroy(); } void EditorWindowBase::setPosition(CM::INT32 x, CM::INT32 y) { // TODO } void EditorWindowBase::setSize(CM::UINT32 width, CM::UINT32 height) { // TODO } }