BuildWindow.cs 1.4 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546
  1. using System;
  2. using BansheeEngine;
  3. namespace BansheeEditor
  4. {
  5. /// <summary>
  6. /// Provides options for customizing and activating the build process which will output an executable of the game for a
  7. /// specific platform, as well as any required resources.
  8. /// </summary>
  9. [DefaultSize(300, 200)]
  10. internal sealed class BuildWindow : EditorWindow
  11. {
  12. /// <summary>
  13. /// Opens the build window if its not open already.
  14. /// </summary>
  15. [MenuItem("Tools/Build", 9296)]
  16. private static void OpenSettingsWindow()
  17. {
  18. OpenWindow<SettingsWindow>();
  19. }
  20. /// <inheritdoc/>
  21. protected override LocString GetDisplayName()
  22. {
  23. return new LocEdString("Build");
  24. }
  25. private void OnInitialize()
  26. {
  27. GUILayoutX splitLayout = GUI.AddLayoutX();
  28. GUILayoutY platformLayout = splitLayout.AddLayoutY();
  29. GUILayoutY optionsLayout = splitLayout.AddLayoutY();
  30. GUITextField titleField = new GUITextField(new LocEdString("Title"));
  31. GUITextureField iconField = new GUITextureField(new LocEdString("Icon"));
  32. GUIToggleField debugToggle = new GUIToggleField(new LocEdString("Debug"));
  33. GUIResourceField sceneField = new GUIResourceField(typeof(Prefab), new LocEdString("Startup scene"));
  34. }
  35. private void OnEditorUpdate()
  36. {
  37. }
  38. }
  39. }