fix for swapchain HDR change; fix and refactor in editor component wnd;

This commit is contained in:
Turánszki János
2023-10-09 17:15:44 +02:00
parent da9d96e839
commit df906ed231
3 changed files with 110 additions and 83 deletions
+97 -71
View File
@@ -43,6 +43,32 @@ void ComponentsWindow::Create(EditorComponent* _editor)
humanoidWnd.Create(editor);
terrainWnd.Create(editor);
enum ADD_THING
{
ADD_NAME,
ADD_LAYER,
ADD_HIERARCHY,
ADD_TRANSFORM,
ADD_LIGHT,
ADD_MATERIAL,
ADD_SPRING,
ADD_IK,
ADD_SOUND,
ADD_ENVPROBE,
ADD_EMITTER,
ADD_HAIR,
ADD_DECAL,
ADD_WEATHER,
ADD_FORCE,
ADD_ANIMATION,
ADD_SCRIPT,
ADD_RIGIDBODY,
ADD_SOFTBODY,
ADD_COLLIDER,
ADD_CAMERA,
ADD_OBJECT,
ADD_VIDEO,
};
newComponentCombo.Create("Add: ");
newComponentCombo.selected_font.anim.typewriter.looped = true;
@@ -50,36 +76,36 @@ void ComponentsWindow::Create(EditorComponent* _editor)
newComponentCombo.selected_font.anim.typewriter.character_start = 1;
newComponentCombo.SetTooltip("Add a component to the last selected entity.");
newComponentCombo.SetInvalidSelectionText("...");
newComponentCombo.AddItem("Name " ICON_NAME, 0);
newComponentCombo.AddItem("Layer " ICON_LAYER, 1);
newComponentCombo.AddItem("Hierarchy " ICON_HIERARCHY, 19);
newComponentCombo.AddItem("Transform " ICON_TRANSFORM, 2);
newComponentCombo.AddItem("Light " ICON_POINTLIGHT, 3);
newComponentCombo.AddItem("Material " ICON_MATERIAL, 4);
newComponentCombo.AddItem("Spring", 5);
newComponentCombo.AddItem("Inverse Kinematics " ICON_IK, 6);
newComponentCombo.AddItem("Sound " ICON_SOUND, 7);
newComponentCombo.AddItem("Environment Probe " ICON_ENVIRONMENTPROBE, 8);
newComponentCombo.AddItem("Emitted Particle System " ICON_EMITTER, 9);
newComponentCombo.AddItem("Hair Particle System " ICON_HAIR, 10);
newComponentCombo.AddItem("Decal " ICON_DECAL, 11);
newComponentCombo.AddItem("Weather " ICON_WEATHER, 12);
newComponentCombo.AddItem("Force Field " ICON_FORCE, 13);
newComponentCombo.AddItem("Animation " ICON_ANIMATION, 14);
newComponentCombo.AddItem("Script " ICON_SCRIPT, 15);
newComponentCombo.AddItem("Rigid Body Physics " ICON_RIGIDBODY, 16);
newComponentCombo.AddItem("Soft Body Physics " ICON_SOFTBODY, 17);
newComponentCombo.AddItem("Collider " ICON_COLLIDER, 18);
newComponentCombo.AddItem("Camera " ICON_CAMERA, 20);
newComponentCombo.AddItem("Object " ICON_OBJECT, 21);
newComponentCombo.AddItem("Video " ICON_VIDEO, 22);
newComponentCombo.AddItem("Name " ICON_NAME, ADD_NAME);
newComponentCombo.AddItem("Layer " ICON_LAYER, ADD_LAYER);
newComponentCombo.AddItem("Hierarchy " ICON_HIERARCHY, ADD_HIERARCHY);
newComponentCombo.AddItem("Transform " ICON_TRANSFORM, ADD_TRANSFORM);
newComponentCombo.AddItem("Light " ICON_POINTLIGHT, ADD_LIGHT);
newComponentCombo.AddItem("Material " ICON_MATERIAL, ADD_MATERIAL);
newComponentCombo.AddItem("Spring", ADD_SPRING);
newComponentCombo.AddItem("Inverse Kinematics " ICON_IK, ADD_IK);
newComponentCombo.AddItem("Sound " ICON_SOUND, ADD_SOUND);
newComponentCombo.AddItem("Environment Probe " ICON_ENVIRONMENTPROBE, ADD_ENVPROBE);
newComponentCombo.AddItem("Emitted Particle System " ICON_EMITTER, ADD_EMITTER);
newComponentCombo.AddItem("Hair Particle System " ICON_HAIR, ADD_HAIR);
newComponentCombo.AddItem("Decal " ICON_DECAL, ADD_DECAL);
newComponentCombo.AddItem("Weather " ICON_WEATHER, ADD_WEATHER);
newComponentCombo.AddItem("Force Field " ICON_FORCE, ADD_FORCE);
newComponentCombo.AddItem("Animation " ICON_ANIMATION, ADD_ANIMATION);
newComponentCombo.AddItem("Script " ICON_SCRIPT, ADD_SCRIPT);
newComponentCombo.AddItem("Rigid Body Physics " ICON_RIGIDBODY, ADD_RIGIDBODY);
newComponentCombo.AddItem("Soft Body Physics " ICON_SOFTBODY, ADD_SOFTBODY);
newComponentCombo.AddItem("Collider " ICON_COLLIDER, ADD_COLLIDER);
newComponentCombo.AddItem("Camera " ICON_CAMERA, ADD_CAMERA);
newComponentCombo.AddItem("Object " ICON_OBJECT, ADD_OBJECT);
newComponentCombo.AddItem("Video " ICON_VIDEO, ADD_VIDEO);
newComponentCombo.OnSelect([=](wi::gui::EventArgs args) {
newComponentCombo.SetSelectedWithoutCallback(-1);
if (editor->translator.selected.empty())
return;
Scene& scene = editor->GetCurrentScene();
Entity entity = editor->translator.selected.back().entity;
if (args.userdata == 17)
if (args.userdata == ADD_SOFTBODY)
{
// explanation: for softbody, we want to create it for the MeshComponent, if it's also selected together with the object:
ObjectComponent* object = scene.objects.GetComponent(entity);
@@ -97,95 +123,95 @@ void ComponentsWindow::Create(EditorComponent* _editor)
// Can early exit before creating history entry!
switch (args.userdata)
{
case 0:
case ADD_NAME:
if (scene.names.Contains(entity))
return;
break;
case 1:
case ADD_LAYER:
if (scene.layers.Contains(entity))
return;
break;
case 2:
case ADD_TRANSFORM:
if (scene.transforms.Contains(entity))
return;
break;
case 3:
case ADD_LIGHT:
if (scene.lights.Contains(entity))
return;
break;
case 4:
case ADD_MATERIAL:
if (scene.materials.Contains(entity))
return;
break;
case 5:
case ADD_SPRING:
if (scene.springs.Contains(entity))
return;
break;
case 6:
case ADD_IK:
if (scene.inverse_kinematics.Contains(entity))
return;
break;
case 7:
if (scene.inverse_kinematics.Contains(entity))
case ADD_SOUND:
if (scene.sounds.Contains(entity))
return;
break;
case 8:
case ADD_ENVPROBE:
if (scene.probes.Contains(entity))
return;
break;
case 9:
case ADD_EMITTER:
if (scene.emitters.Contains(entity))
return;
break;
case 10:
case ADD_HAIR:
if (scene.hairs.Contains(entity))
return;
break;
case 11:
case ADD_DECAL:
if (scene.decals.Contains(entity))
return;
break;
case 12:
case ADD_WEATHER:
if (scene.weathers.Contains(entity))
return;
break;
case 13:
case ADD_FORCE:
if (scene.forces.Contains(entity))
return;
break;
case 14:
case ADD_ANIMATION:
if (scene.animations.Contains(entity))
return;
break;
case 15:
case ADD_SCRIPT:
if (scene.scripts.Contains(entity))
return;
break;
case 16:
case ADD_RIGIDBODY:
if (scene.rigidbodies.Contains(entity))
return;
break;
case 17:
case ADD_SOFTBODY:
if (scene.softbodies.Contains(entity))
return;
break;
case 18:
case ADD_COLLIDER:
if (scene.colliders.Contains(entity))
return;
break;
case 19:
case ADD_HIERARCHY:
if (scene.hierarchy.Contains(entity))
return;
break;
case 20:
case ADD_CAMERA:
if (scene.cameras.Contains(entity))
return;
break;
case 21:
case ADD_OBJECT:
if (scene.objects.Contains(entity))
return;
break;
case 22:
case ADD_VIDEO:
if (scene.videos.Contains(entity))
return;
break;
@@ -199,22 +225,22 @@ void ComponentsWindow::Create(EditorComponent* _editor)
switch (args.userdata)
{
case 0:
case ADD_NAME:
scene.names.Create(entity);
break;
case 1:
case ADD_LAYER:
scene.layers.Create(entity);
break;
case 2:
case ADD_TRANSFORM:
scene.transforms.Create(entity);
break;
case 3:
case ADD_LIGHT:
scene.lights.Create(entity);
break;
case 4:
case ADD_MATERIAL:
scene.materials.Create(entity);
break;
case 5:
case ADD_SPRING:
scene.springs.Create(entity);
// Springs are special because they are computed in ordered fashion
@@ -231,61 +257,61 @@ void ComponentsWindow::Create(EditorComponent* _editor)
}
}
break;
case 6:
case ADD_IK:
scene.inverse_kinematics.Create(entity);
break;
case 7:
case ADD_SOUND:
scene.sounds.Create(entity);
break;
case 8:
case ADD_ENVPROBE:
scene.probes.Create(entity);
break;
case 9:
case ADD_EMITTER:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.emitters.Create(entity);
break;
case 10:
case ADD_HAIR:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.hairs.Create(entity);
break;
case 11:
case ADD_DECAL:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.decals.Create(entity);
break;
case 12:
case ADD_WEATHER:
scene.weathers.Create(entity);
break;
case 13:
case ADD_FORCE:
scene.forces.Create(entity);
break;
case 14:
case ADD_ANIMATION:
scene.animations.Create(entity);
break;
case 15:
case ADD_SCRIPT:
scene.scripts.Create(entity);
break;
case 16:
case ADD_RIGIDBODY:
scene.rigidbodies.Create(entity);
break;
case 17:
case ADD_SOFTBODY:
scene.softbodies.Create(entity);
break;
case 18:
case ADD_COLLIDER:
scene.colliders.Create(entity);
break;
case 19:
case ADD_HIERARCHY:
scene.hierarchy.Create(entity);
break;
case 20:
case ADD_CAMERA:
scene.cameras.Create(entity);
break;
case 21:
case ADD_OBJECT:
scene.objects.Create(entity);
break;
case 22:
case ADD_VIDEO:
scene.videos.Create(entity);
break;
default: