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BsMainEditorWindow.cpp 4.7 KB

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  1. #include "BsMainEditorWindow.h"
  2. #include "BsEditorWindowManager.h"
  3. #include "BsDockManager.h"
  4. #include "BsGUIMenuBar.h"
  5. #include "BsCamera.h"
  6. #include "BsSceneObject.h"
  7. #include "BsRenderTexture.h"
  8. #include "BsApplication.h"
  9. #include "BsProfilingManager.h"
  10. #include "BsGUIArea.h"
  11. #include "BsGUILayout.h"
  12. #include "BsEditorTestSuite.h"
  13. #include "BsTestOutput.h"
  14. #include "BsVirtualInput.h"
  15. #include "BsSceneCameraController.h"
  16. // DEBUG ONLY
  17. #include "BsTestTextSprite.h"
  18. #include "BsShapeMeshes2D.h"
  19. #include "BsShapeMeshes3D.h"
  20. #include "BsRect2.h"
  21. #include "BsProfilerOverlay.h"
  22. #include "BsPlatform.h"
  23. namespace BansheeEngine
  24. {
  25. MainEditorWindow* MainEditorWindow::create(const RenderWindowPtr& renderWindow)
  26. {
  27. return EditorWindowManager::instance().createMain(renderWindow);
  28. }
  29. MainEditorWindow::MainEditorWindow(const RenderWindowPtr& renderWindow)
  30. :EditorWindowBase(renderWindow), mDockManager(nullptr),
  31. mMenuBar(bs_new<GUIMenuBar>(mGUI.get(), mRenderWindow.get()))
  32. {
  33. mDockManager = DockManager::create(mRenderWindow.get());
  34. GUIArea* dockArea = GUIArea::createStretchedXY(*mGUI.get(), 0, 0, 0, 0);
  35. dockArea->getLayout().addElement(mDockManager);
  36. updateAreas();
  37. mMenuBar->addMenuItem(L"File/New project", nullptr);
  38. mMenuBar->addMenuItem(L"File/Open project", nullptr);
  39. mMenuBar->addSeparator(L"File");
  40. mMenuBar->addMenuItem(L"File/Recent projects/Project A", nullptr);
  41. mMenuBar->addMenuItem(L"File/Recent projects/Project B", nullptr);
  42. mMenuBar->addMenuItem(L"File/Recent projects/Project C", nullptr);
  43. mMenuBar->addSeparator(L"File");
  44. mMenuBar->addMenuItem(L"File/Exit", nullptr);
  45. mMenuBar->addMenuItem(L"Window/Scene", nullptr);
  46. // Set up default editor input
  47. auto inputConfig = VirtualInput::instance().getConfiguration();
  48. inputConfig->registerButton(SceneCameraController::MOVE_FORWARD_BTN, BC_W);
  49. inputConfig->registerButton(SceneCameraController::MOVE_BACKWARD_BTN, BC_S);
  50. inputConfig->registerButton(SceneCameraController::MOVE_LEFT_BTN, BC_A);
  51. inputConfig->registerButton(SceneCameraController::MOVE_RIGHT_BTN, BC_D);
  52. inputConfig->registerButton(SceneCameraController::MOVE_FORWARD_BTN, BC_UP);
  53. inputConfig->registerButton(SceneCameraController::MOVE_BACKWARD_BTN, BC_BACK);
  54. inputConfig->registerButton(SceneCameraController::MOVE_LEFT_BTN, BC_LEFT);
  55. inputConfig->registerButton(SceneCameraController::MOVE_RIGHT_BTN, BC_RIGHT);
  56. inputConfig->registerButton(SceneCameraController::FAST_MOVE_BTN, BC_LSHIFT);
  57. inputConfig->registerButton(SceneCameraController::ROTATE_BTN, BC_MOUSE_RIGHT);
  58. inputConfig->registerAxis(SceneCameraController::HORIZONTAL_AXIS, VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseX));
  59. inputConfig->registerAxis(SceneCameraController::VERTICAL_AXIS, VIRTUAL_AXIS_DESC((UINT32)InputAxis::MouseY));
  60. //GameObjectHandle<TestTextSprite> textSprite = mSceneObject->addComponent<TestTextSprite>(mCamera->getViewport().get());
  61. //textSprite->init(sceneCamera, "Testing in a new row, does this work?", sceneRenderTarget);
  62. //DrawHelper2D::instance().drawQuad(sceneCamera, FRect(0.0f, 0.2f, 0.75f, 0.5f), Color::White, DebugDrawCoordType::Normalized, 250.0f);
  63. //DrawHelper2D::instance().drawQuad(sceneCamera, FRect(50.0f, 50.0f, 100.0f, 50.0f), Color::Blue, DebugDrawCoordType::Pixel, 250.0f);
  64. //DrawHelper2D::instance().drawLine_Pixel(sceneCamera, Vector2(0, 0), Vector2(20, 20), Color::Blue, DebugDrawCoordType::Pixel, 250.0f);
  65. //DrawHelper2D::instance().drawLine_AA(sceneCamera, Vector2(100, 10), Vector2(120, 40), 1.0f, 1.0f, Color::Blue, DebugDrawCoordType::Pixel, 250.0f);
  66. AABox dbgBox(Vector3(-300, -200, 1000), Vector3(300, 300, 1500));
  67. //DrawHelper3D::instance().drawAABox(sceneCamera, dbgBox, Color::Green, 250.0f);
  68. //mProfilerOverlay = mSceneObject->addComponent<ProfilerOverlay>(sceneCamera->getViewport());
  69. //mProfilerOverlay->show(ProfilerOverlayType::CPUSamples);
  70. TestSuitePtr testSuite = TestSuite::create<EditorTestSuite>();
  71. testSuite->run(ExceptionTestOutput());
  72. }
  73. MainEditorWindow::~MainEditorWindow()
  74. {
  75. mDockManager->closeAll();
  76. GUIElement::destroy(mDockManager);
  77. bs_delete(mMenuBar);
  78. }
  79. void MainEditorWindow::resized()
  80. {
  81. EditorWindowBase::resized();
  82. updateAreas();
  83. }
  84. void MainEditorWindow::updateAreas()
  85. {
  86. UINT32 widgetWidth = (UINT32)std::max(0, (INT32)getWidth() - 2);
  87. UINT32 widgetHeight = (UINT32)std::max(0, (INT32)getHeight() - 2);
  88. UINT32 menuBarHeight = 15;
  89. mMenuBar->setArea(1, 1, widgetWidth, menuBarHeight);
  90. UINT32 dockHeight = (UINT32)std::max(0, (INT32)widgetHeight - (INT32)menuBarHeight);
  91. mDockManager->setArea(1, menuBarHeight + 1, widgetWidth, dockHeight);
  92. }
  93. void MainEditorWindow::update()
  94. {
  95. mDockManager->update();
  96. }
  97. }