DbgEditorWidget2.cpp 3.7 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 "BsHString.h"
  22. #include "BsCoreThread.h"
  23. #include "BsCoreApplication.h"
  24. namespace BansheeEngine
  25. {
  26. bool bs_dbg_fullscreen = false;
  27. void toggleFullscreen()
  28. {
  29. if (bs_dbg_fullscreen)
  30. {
  31. gCoreAccessor().setWindowed(gCoreApplication().getPrimaryWindow(), 1280, 720);
  32. }
  33. else
  34. {
  35. //gCoreAccessor().setFullscreen(window, *videoMode);
  36. gCoreAccessor().setFullscreen(gCoreApplication().getPrimaryWindow(), 1920, 1200, 60, 0);
  37. }
  38. bs_dbg_fullscreen = !bs_dbg_fullscreen;
  39. }
  40. DbgEditorWidget2* DbgEditorWidget2::Instance = nullptr;
  41. DbgEditorWidget2::DbgEditorWidget2(const ConstructPrivately& dummy, EditorWidgetContainer& parentContainer)
  42. :EditorWidget<DbgEditorWidget2>(HString(L"DbgEditorWidget2"), parentContainer)
  43. {
  44. GUILayout& layout = mContent->getLayout().addLayoutY();
  45. GUIIntField* intField = GUIIntField::create(GUIContent(HString(L"Int Field")), 100, GUIOptions(GUIOption::fixedWidth(200)));
  46. GUIFloatField* floatField = GUIFloatField::create(HString(L"Float Field"), GUIOptions(GUIOption::fixedWidth(200)));
  47. GUITextField* textField = GUITextField::create(HString(L"Text Field"), GUIOptions(GUIOption::fixedWidth(200)));
  48. GUIVector4Field* vec4Field = GUIVector4Field::create(HString(L"Vec4 Field"), GUIOptions(GUIOption::fixedWidth(200)));
  49. GUIVector3Field* vec3Field = GUIVector3Field::create(HString(L"Vec3 Field"), GUIOptions(GUIOption::fixedWidth(200)));
  50. GUIVector2Field* vec2Field = GUIVector2Field::create(HString(L"Vec2 Field"), GUIOptions(GUIOption::fixedWidth(200)));
  51. GUIToggleField* toggleField = GUIToggleField::create(HString(L"Toggle Field"), GUIOptions(GUIOption::fixedWidth(200)));
  52. GUIColorField* colorField = GUIColorField::create(HString(L"Color Field"), GUIOptions(GUIOption::fixedWidth(200)));
  53. GUIFoldout* foldout = GUIFoldout::create(HString(L"Test"), GUIOptions(GUIOption::fixedWidth(200)));
  54. GUIGameObjectField* gameObjectField = GUIGameObjectField::create(HString(L"Object Field"), GUIOptions(GUIOption::fixedWidth(200)));
  55. colorField->setValue(Color::Red);
  56. GUIButton* button = GUIButton::create(HString(L"Testing"), GUIOptions(GUIOption::fixedWidth(100)));
  57. button->onClick.connect(&toggleFullscreen);
  58. layout.addElement(intField);
  59. layout.addElement(floatField);
  60. layout.addElement(textField);
  61. layout.addElement(vec4Field);
  62. layout.addElement(vec3Field);
  63. layout.addElement(vec2Field);
  64. layout.addElement(toggleField);
  65. layout.addElement(colorField);
  66. layout.addElement(foldout);
  67. layout.addElement(button);
  68. layout.addElement(gameObjectField);
  69. layout.addFlexibleSpace();
  70. }
  71. DbgEditorWidget2::~DbgEditorWidget2()
  72. {
  73. }
  74. DbgEditorWidget2* DbgEditorWidget2::instance()
  75. {
  76. return Instance;
  77. }
  78. DbgEditorWidget2* DbgEditorWidget2::open()
  79. {
  80. return static_cast<DbgEditorWidget2*>(EditorWidgetManager::instance().open(getTypeName()));
  81. }
  82. void DbgEditorWidget2::close()
  83. {
  84. if(Instance != nullptr)
  85. EditorWidgetManager::instance().close(Instance);
  86. Instance = nullptr;
  87. }
  88. const String& DbgEditorWidget2::getTypeName()
  89. {
  90. static String name = "DbgEditorWidget2";
  91. return name;
  92. }
  93. }