5a0c423ddd
- editor: quicksave, multiple scenes support, gui changes, additional shortcuts - physics: improvements for handling multiple scenes, and removal of physics objects - scripting: ability to override global scene and camera with custom scene and camera from cpp side
63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
#include "stdafx.h"
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#include "NameWindow.h"
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#include "Editor.h"
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using namespace wi::ecs;
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using namespace wi::scene;
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void NameWindow::Create(EditorComponent* _editor)
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{
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editor = _editor;
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wi::gui::Window::Create("Name Window");
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SetSize(XMFLOAT2(360, 80));
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float x = 60;
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float y = 0;
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float step = 25;
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float siz = 280;
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float hei = 20;
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nameInput.Create("");
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nameInput.SetDescription("Name: ");
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nameInput.SetPos(XMFLOAT2(x, y));
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nameInput.SetSize(XMFLOAT2(siz, hei));
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nameInput.OnInputAccepted([=](wi::gui::EventArgs args) {
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NameComponent* name = editor->GetCurrentScene().names.GetComponent(entity);
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if (name == nullptr)
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{
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name = &editor->GetCurrentScene().names.Create(entity);
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}
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name->name = args.sValue;
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editor->RefreshEntityTree();
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});
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AddWidget(&nameInput);
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Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 450, 200, 0));
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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void NameWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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if (entity != INVALID_ENTITY)
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{
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SetEnabled(true);
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NameComponent* name = editor->GetCurrentScene().names.GetComponent(entity);
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if (name != nullptr)
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{
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nameInput.SetValue(name->name);
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}
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}
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else
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{
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SetEnabled(false);
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nameInput.SetValue("Select entity to modify name...");
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}
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}
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