/******************************************************************************/ /******************************************************************************/ class PreviewClass : Window // create as window so it will be above other windows in the editor { ObjectPtr obj; MeshPtr mesh, body; MaterialPtr mtrl; WaterMtrlPtr water_mtrl; ImagePtr image; ImageAtlasPtr atlas; Skeleton *skel; Animation *anim; SkelAnim skel_anim; AnimatedSkeleton anim_skel; Mesh ball; EnvironmentPtr env; ELM_TYPE elm_type; Camera cam; Video video; Str sound_info; Game::MiniMap mini_map; UID sound_id, video_id, mini_map_id; int mesh_variation; flt video_time; GuiObjs objs; Tab objs_container; // needed in order to display objects in correct order UID objs_last_id; void create(); static void Render(); void render(); void closeElm(C UID &elm_id); void elmChanged(C UID &elm_id); void clearProj(); void drawBack(C Rect &rect); void draw(Elm &elm, C Rect &rect); void clipRect(Rect &rect); void drawAround(Elm &elm, C Rect &rect, flt y=Ms.pos().y); virtual GuiObj* test (C GuiPC &gpc, C Vec2 &pos, GuiObj* &mouse_wheel)override; virtual void update(C GuiPC &gpc)override; virtual void draw (C GuiPC &gpc)override; public: PreviewClass(); }; /******************************************************************************/ /******************************************************************************/ extern PreviewClass Preview; /******************************************************************************/