gui updates, editor window refactors
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+10
-7
@@ -16,13 +16,13 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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meshWindow = new wiWindow(GUI, "Mesh Window");
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meshWindow->SetSize(XMFLOAT2(580, 640));
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meshWindow->SetSize(XMFLOAT2(580, 500));
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GUI->AddWidget(meshWindow);
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float x = 150;
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float y = 0;
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float step = 30;
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float hei = 25;
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float hei = 18;
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float step = hei + 2;
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meshInfoLabel = new wiLabel("Mesh Info");
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meshInfoLabel->SetPos(XMFLOAT2(x - 50, y += step));
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@@ -33,6 +33,7 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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doubleSidedCheckBox = new wiCheckBox("Double Sided: ");
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doubleSidedCheckBox->SetTooltip("If enabled, the inside of the mesh will be visible.");
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doubleSidedCheckBox->SetSize(XMFLOAT2(hei, hei));
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doubleSidedCheckBox->SetPos(XMFLOAT2(x, y += step));
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doubleSidedCheckBox->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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@@ -45,6 +46,7 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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softbodyCheckBox = new wiCheckBox("Soft body: ");
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softbodyCheckBox->SetTooltip("Enable soft body simulation. Tip: Use the Paint Tool to control vertex pinning.");
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softbodyCheckBox->SetSize(XMFLOAT2(hei, hei));
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softbodyCheckBox->SetPos(XMFLOAT2(x, y += step));
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softbodyCheckBox->OnClick([&](wiEventArgs args) {
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@@ -226,6 +228,7 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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terrainCheckBox = new wiCheckBox("Terrain: ");
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terrainCheckBox->SetTooltip("If enabled, the mesh will use multiple materials and blend between them based on vertex colors.");
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terrainCheckBox->SetSize(XMFLOAT2(hei, hei));
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terrainCheckBox->SetPos(XMFLOAT2(x, y += step));
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terrainCheckBox->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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@@ -253,7 +256,7 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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meshWindow->AddWidget(terrainCheckBox);
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terrainMat1Combo = new wiComboBox("Terrain Material 1: ");
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terrainMat1Combo->SetSize(XMFLOAT2(200, 20));
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terrainMat1Combo->SetSize(XMFLOAT2(200, hei));
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terrainMat1Combo->SetPos(XMFLOAT2(x + 180, y));
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terrainMat1Combo->SetEnabled(false);
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terrainMat1Combo->OnSelect([&](wiEventArgs args) {
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@@ -275,7 +278,7 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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meshWindow->AddWidget(terrainMat1Combo);
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terrainMat2Combo = new wiComboBox("Terrain Material 2: ");
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terrainMat2Combo->SetSize(XMFLOAT2(200, 20));
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terrainMat2Combo->SetSize(XMFLOAT2(200, hei));
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terrainMat2Combo->SetPos(XMFLOAT2(x + 180, y += step));
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terrainMat2Combo->SetEnabled(false);
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terrainMat2Combo->OnSelect([&](wiEventArgs args) {
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@@ -297,7 +300,7 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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meshWindow->AddWidget(terrainMat2Combo);
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terrainMat3Combo = new wiComboBox("Terrain Material 3: ");
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terrainMat3Combo->SetSize(XMFLOAT2(200, 20));
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terrainMat3Combo->SetSize(XMFLOAT2(200, hei));
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terrainMat3Combo->SetPos(XMFLOAT2(x + 180, y += step));
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terrainMat3Combo->SetEnabled(false);
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terrainMat3Combo->OnSelect([&](wiEventArgs args) {
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@@ -320,7 +323,7 @@ MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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terrainGenButton = new wiButton("Generate Terrain...");
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terrainGenButton->SetTooltip("Generate terrain meshes.");
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terrainGenButton->SetSize(XMFLOAT2(200, 20));
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terrainGenButton->SetSize(XMFLOAT2(200, hei));
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terrainGenButton->SetPos(XMFLOAT2(x + 180, y += step));
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terrainGenButton->OnClick([=](wiEventArgs args) {
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