using System; using System.Collections.Generic; using BansheeEngine; namespace BansheeEditor { class ProgramEd { private static InspectorWindow window; private static Debug_Component1 dbgComponent; static void Main() { window = EditorWindow.OpenWindow(); SceneObject newDbgObject = new SceneObject("NewDbgObject"); dbgComponent = newDbgObject.AddComponent(); newDbgObject.AddComponent(); window.SetObjectToInspect(newDbgObject); DbgResource testResource = new DbgResource(); //ProjectLibrary.Create(testResource, @"D:\DummyBansheeProject\Resources\testResource"); // Starts main editor window with the specified width/height and render system // (Window position and sizes are stored internally. Restored upon StartUp and saved upon ShutDown) //EditorApplication.StartUp(RenderSystem.DX11, 1024, 800); // TODO - A class to manipulate menu items //ProjectSelectWindow window = new ProjectSelectWindow(); //GUIElementStateStyle dbgStyle = new GUIElementStateStyle(); //Color newColor = Color.red; //dbgStyle.textColor = newColor; } static void EditorUpdate() { window.Refresh(); if (dbgComponent != null) dbgComponent.intArray[0] = dbgComponent.intArray[0] + 1; } } //class SceneView : EditorWindow //{ // SceneView() // { // GUI is a GUILayout that is initialized internally by EditorWindow //GUI.AddButton("Some text"); //GUI.AddXLayout(); //GUI.CreateAreaFixed(100, 100, 400, 400); // GUIArea creating another GUIArea // Add support for GUIContent // Add support for GUILayoutOptions // Add support for GUIElementStyle and GUISkin - For now ignore this as I need to deal with Fonts, Textures, SpriteTextures, etc. // } //} //class MyGUI : //GUIWidget // GUIWidget is automatically initialized with Game render window. Editor GUIWidgets are specially initialized //{ //} }