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BsEditorWindowBase.cpp 3.0 KB

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  1. #include "BsEditorWindowBase.h"
  2. #include "CmApplication.h"
  3. #include "CmSceneObject.h"
  4. #include "CmRenderWindow.h"
  5. #include "CmRenderWindowManager.h"
  6. #include "BsEditorWindowManager.h"
  7. #include "BsCamera.h"
  8. #include "BsGUIWindowFrameWidget.h"
  9. #include "BsEngineGUI.h"
  10. using namespace CamelotFramework;
  11. using namespace BansheeEngine;
  12. namespace BansheeEditor
  13. {
  14. EditorWindowBase::EditorWindowBase()
  15. :mOwnsRenderWindow(true)
  16. {
  17. RENDER_WINDOW_DESC renderWindowDesc;
  18. renderWindowDesc.width = 200;
  19. renderWindowDesc.height = 200;
  20. renderWindowDesc.title = "EditorWindow";
  21. renderWindowDesc.fullscreen = false;
  22. renderWindowDesc.border = WindowBorder::None;
  23. renderWindowDesc.toolWindow = true;
  24. mRenderWindow = RenderWindow::create(renderWindowDesc, gApplication().getPrimaryWindow());
  25. construct(mRenderWindow);
  26. }
  27. EditorWindowBase::EditorWindowBase(CM::RenderWindowPtr renderWindow)
  28. :mOwnsRenderWindow(false)
  29. {
  30. construct(renderWindow);
  31. }
  32. EditorWindowBase::~EditorWindowBase()
  33. {
  34. if(mOwnsRenderWindow)
  35. mRenderWindow->destroy();
  36. mSceneObject->destroy();
  37. }
  38. void EditorWindowBase::initialize()
  39. {
  40. setPosition(0, 0);
  41. setSize(200, 200);
  42. }
  43. void EditorWindowBase::close()
  44. {
  45. EditorWindowManager::instance().destroy(this);
  46. }
  47. void EditorWindowBase::construct(CM::RenderWindowPtr renderWindow)
  48. {
  49. mRenderWindow = renderWindow;
  50. mSceneObject = SceneObject::create("EditorWindow");
  51. mCamera = mSceneObject->addComponent<Camera>();
  52. mCamera->initialize(renderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  53. mCamera->setNearClipDistance(5);
  54. mCamera->setAspectRatio(1.0f);
  55. mCamera->setIgnoreSceneRenderables(true);
  56. mGUI = mSceneObject->addComponent<GUIWidget>();
  57. mGUI->initialize(mCamera->getViewport().get(), renderWindow.get());
  58. mGUI->setDepth(128);
  59. mGUI->setSkin(&EngineGUI::instance().getSkin());
  60. GameObjectHandle<WindowFrameWidget> frame = mSceneObject->addComponent<WindowFrameWidget>();
  61. frame->setSkin(&EngineGUI::instance().getSkin());
  62. frame->initialize(mCamera->getViewport().get(), renderWindow.get());
  63. frame->setDepth(129);
  64. RenderWindowManager::instance().onMovedOrResized.connect(boost::bind(&EditorWindowBase::movedOrResized, this, _1));
  65. }
  66. void EditorWindowBase::movedOrResized(RenderWindow& renderWindow)
  67. {
  68. if(&renderWindow == mRenderWindow.get())
  69. movedOrResized();
  70. }
  71. void EditorWindowBase::setPosition(CM::INT32 x, CM::INT32 y)
  72. {
  73. gMainCA().moveWindow(mRenderWindow, x, y);
  74. }
  75. void EditorWindowBase::setSize(CM::UINT32 width, CM::UINT32 height)
  76. {
  77. gMainCA().resizeWindow(mRenderWindow, width, height);
  78. }
  79. INT32 EditorWindowBase::getLeft() const
  80. {
  81. return mRenderWindow->getLeft();
  82. }
  83. INT32 EditorWindowBase::getTop() const
  84. {
  85. return mRenderWindow->getTop();
  86. }
  87. UINT32 EditorWindowBase::getWidth() const
  88. {
  89. return (UINT32) mRenderWindow->getWidth();
  90. }
  91. UINT32 EditorWindowBase::getHeight() const
  92. {
  93. return (UINT32) mRenderWindow->getHeight();
  94. }
  95. }