#include "CmEditorWindow.h" #include "CmRenderWindow.h" #include "CmApplication.h" #include "CmSceneObject.h" #include "CmCursor.h" #include "BsGUIManager.h" #include "BsGUIWidget.h" #include "BsGUILabel.h" #include "BsGUIWindowFrameWidget.h" #include "BsGUIButton.h" #include "BsGUIInputBox.h" #include "BsGUITexture.h" #include "BsGUISkin.h" #include "BsGUILayout.h" #include "BsOverlayManager.h" #include "BsCamera.h" #include "BsUpdateCallback.h" #include "BsEngineGUI.h" #include "BsGUIArea.h" #include "BsGUITabbedTitleBar.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); GameObjectHandle updateCallback = so->addComponent(); updateCallback->onUpdate.connect(boost::bind(&EditorWindow::update, this)); HCamera camera = so->addComponent(); camera->initialize(mRenderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0); camera->setNearClipDistance(5); camera->setAspectRatio(1.0f); camera->setIgnoreSceneRenderables(true); mGUI = so->addComponent(); mGUI->initialize(camera->getViewport().get(), mRenderWindow.get()); mGUI->setDepth(128); mGUI->setSkin(&EngineGUI::instance().getSkin()); GameObjectHandle titleBar = so->addComponent(); titleBar->setSkin(&EngineGUI::instance().getSkin()); titleBar->initialize(camera->getViewport().get(), mRenderWindow.get()); titleBar->setDepth(127); GameObjectHandle frame = so->addComponent(); frame->setSkin(&EngineGUI::instance().getSkin()); frame->initialize(camera->getViewport().get(), mRenderWindow.get()); frame->setDepth(129); //// DEBUG GUIArea* dbgArea = GUIArea::create(*mGUI, 0, 13, 0, 0, 475); GUILayout& layout = dbgArea->getLayout(); // //mDbgLabel = GUILabel::create(*mGUI, "Testing test"); //layout.addElement(mDbgLabel); layout.addElement(GUIInputBox::create(*mGUI)); layout.addElement(GUIInputBox::create(*mGUI, GUILayoutOptions::fixed(100, 100), true)); //GUIFlexibleSpace& space4 = otherLayout.addFlexibleSpace(); //otherLayout.addElement(mDbgLabel); //GUIFixedSpace& space = otherLayout.addSpace(10); // Due to bug in MSVC compiler I need to store return value //GUIFlexibleSpace& space3 = otherLayout.addFlexibleSpace(); //otherLayout.addElement(GUIWindowFrame::create(*mGUI, GUILayoutOptions::fixed(100, 100))); //GUIFixedSpace& space2 = otherLayout.addSpace(10); //otherLayout.addElement(GUIButton::create(*mGUI, "Test")); //otherLayout.addElement(GUIWindowFrame::create(*mGUI)); //GUIArea* backgroundArea = GUIArea::create(*mGUI, 0, 0, 0, 0, 2000); //backgroundArea->getLayout().addElement(GUITexture::create(*mGUI, GUILayoutOptions::expandableXY(), GUIImageScaleMode::RepeatToFit, mGUI->getSkin()->getStyle("WindowBackground"))); //GUIArea* windowFrameArea = GUIArea::create(*mGUI, 0, 0, 0, 0, 1999); //windowFrameArea->getLayout().addElement(GUIWindowFrame::create(*mGUI)); //GUIArea* titleBarBackgroundArea = GUIArea::create(*mGUI, 0, 1, 0, 11, 1999); //titleBarBackgroundArea->getLayout().addSpace(1); //titleBarBackgroundArea->getLayout().addElement(GUITexture::create(*mGUI, GUIImageScaleMode::RepeatToFit, GUILayoutOptions::expandableXY(), mGUI->getGUISkin()->getStyle("TitleBarBg"))); //titleBarBackgroundArea->getLayout().addSpace(1); //mRenderWindow->resize(300, 250); //mRenderWindow->setVisible(false); } EditorWindow::~EditorWindow() { mRenderWindow->destroy(); } void EditorWindow::update() { //Int2 cursorPos = Cursor::getWindowPosition(*mRenderWindow); //mDbgLabel->setText("Position: " + toString(cursorPos.x) + ", " + toString(cursorPos.y)); } }