BsMainEditorWindow.cpp 1.7 KB

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  1. #include "BsMainEditorWindow.h"
  2. #include "BsDockManager.h"
  3. #include "BsCamera.h"
  4. #include "CmSceneObject.h"
  5. #include "CmRenderTexture.h"
  6. // DEBUG ONLY
  7. #include "CmTestTextSprite.h"
  8. #include "CmDebugCamera.h"
  9. using namespace CamelotFramework;
  10. using namespace BansheeEngine;
  11. namespace BansheeEditor
  12. {
  13. MainEditorWindow::MainEditorWindow(CM::RenderWindowPtr renderWindow)
  14. :EditorWindowBase(renderWindow), mDockManager(cm_new<DockManager>(mGUI.get()))
  15. {
  16. // DEBUG ONLY
  17. HSceneObject sceneCameraGO = SceneObject::create("SceneCamera");
  18. HCamera sceneCamera = sceneCameraGO->addComponent<Camera>();
  19. //RenderTexturePtr sceneRenderTarget = RenderTexture::create(TEX_TYPE_2D, 800, 600);
  20. sceneCamera->initialize(mCamera->getViewport()->getTarget(), 0.0f, 0.0f, 1.0f, 1.0f, 0);
  21. sceneCamera->setPriority(-1);
  22. sceneCameraGO->setPosition(Vector3(0,50,1240));
  23. sceneCameraGO->lookAt(Vector3(0,50,-300));
  24. sceneCamera->setNearClipDistance(5);
  25. sceneCamera->setAspectRatio(800.0f / 600.0f);
  26. GameObjectHandle<DebugCamera> debugCamera = sceneCameraGO->addComponent<DebugCamera>();
  27. GameObjectHandle<TestTextSprite> textSprite = mSceneObject->addComponent<TestTextSprite>();
  28. textSprite->initialize(mCamera->getViewport().get(), renderWindow.get());
  29. textSprite->init(sceneCamera, "Testing in a new row, does this work?", nullptr);
  30. }
  31. MainEditorWindow::~MainEditorWindow()
  32. {
  33. cm_delete(mDockManager);
  34. }
  35. void MainEditorWindow::movedOrResized()
  36. {
  37. EditorWindowBase::movedOrResized();
  38. UINT32 widgetWidth = (UINT32)std::max(0, (INT32)getWidth() - 2);
  39. UINT32 widgetHeight = (UINT32)std::max(0, (INT32)getHeight() - 2);
  40. mDockManager->setArea(1, 1, widgetWidth, widgetHeight);
  41. }
  42. }