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DbgEditorWidget2.cpp 3.2 KB

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  1. #include "DbgEditorWidget2.h"
  2. #include "BsEditorWidgetManager.h"
  3. #include "BsGUIToggle.h"
  4. #include "BsGUIScrollArea.h"
  5. #include "BsGUIArea.h"
  6. #include "BsGUILayout.h"
  7. #include "BsGUIWidget.h"
  8. #include "BsGUISkin.h"
  9. #include "BsGUIIntField.h"
  10. #include "BsGUIFloatField.h"
  11. #include "BsGUITextField.h"
  12. #include "BsGUIVector2Field.h"
  13. #include "BsGUIVector3Field.h"
  14. #include "BsGUIVector4Field.h"
  15. #include "BsGUIToggleField.h"
  16. #include "BsGUIColorField.h"
  17. #include "BsGUIGameObjectField.h"
  18. #include "BsGUIButton.h"
  19. #include "BsGUIFoldout.h"
  20. #include "BsGUISpace.h"
  21. #include "CmHString.h"
  22. namespace BansheeEngine
  23. {
  24. DbgEditorWidget2* DbgEditorWidget2::Instance = nullptr;
  25. DbgEditorWidget2::DbgEditorWidget2(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer)
  26. :EditorWidget<DbgEditorWidget2>(HString(L"DbgEditorWidget2"), parentContainer)
  27. {
  28. GUILayout& layout = mContent->getLayout().addLayoutY();
  29. GUIIntField* intField = GUIIntField::create(GUIContent(HString(L"Int Field")), 100, GUIOptions(GUIOption::fixedWidth(200)));
  30. GUIFloatField* floatField = GUIFloatField::create(HString(L"Float Field"), GUIOptions(GUIOption::fixedWidth(200)));
  31. GUITextField* textField = GUITextField::create(HString(L"Text Field"), GUIOptions(GUIOption::fixedWidth(200)));
  32. GUIVector4Field* vec4Field = GUIVector4Field::create(HString(L"Vec4 Field"), GUIOptions(GUIOption::fixedWidth(200)));
  33. GUIVector3Field* vec3Field = GUIVector3Field::create(HString(L"Vec3 Field"), GUIOptions(GUIOption::fixedWidth(200)));
  34. GUIVector2Field* vec2Field = GUIVector2Field::create(HString(L"Vec2 Field"), GUIOptions(GUIOption::fixedWidth(200)));
  35. GUIToggleField* toggleField = GUIToggleField::create(HString(L"Toggle Field"), GUIOptions(GUIOption::fixedWidth(200)));
  36. GUIColorField* colorField = GUIColorField::create(HString(L"Color Field"), GUIOptions(GUIOption::fixedWidth(200)));
  37. GUIFoldout* foldout = GUIFoldout::create(GUIOptions(GUIOption::fixedWidth(200)));
  38. GUIGameObjectField* gameObjectField = GUIGameObjectField::create(HString(L"Object Field"), GUIOptions(GUIOption::fixedWidth(200)));
  39. colorField->setValue(Color::Red);
  40. GUIButton* button = GUIButton::create(HString(L"Testing"), GUIOptions(GUIOption::fixedWidth(100)));
  41. layout.addElement(intField);
  42. layout.addElement(floatField);
  43. layout.addElement(textField);
  44. layout.addElement(vec4Field);
  45. layout.addElement(vec3Field);
  46. layout.addElement(vec2Field);
  47. layout.addElement(toggleField);
  48. layout.addElement(colorField);
  49. layout.addElement(foldout);
  50. layout.addElement(button);
  51. layout.addElement(gameObjectField);
  52. layout.addFlexibleSpace();
  53. }
  54. DbgEditorWidget2::~DbgEditorWidget2()
  55. {
  56. }
  57. DbgEditorWidget2* DbgEditorWidget2::instance()
  58. {
  59. return Instance;
  60. }
  61. DbgEditorWidget2* DbgEditorWidget2::open()
  62. {
  63. return static_cast<DbgEditorWidget2*>(EditorWidgetManager::instance().open(getTypeName()));
  64. }
  65. void DbgEditorWidget2::close()
  66. {
  67. if(Instance != nullptr)
  68. EditorWidgetManager::instance().close(Instance);
  69. Instance = nullptr;
  70. }
  71. const String& DbgEditorWidget2::getTypeName()
  72. {
  73. static String name = "DbgEditorWidget2";
  74. return name;
  75. }
  76. }