180ddc3586
* renderer updates: material shadertype, customshaders * custom shader updates * hologram fix * editor windows refactor * major gui update: - gui no longer lifetime manager - window no longer needs gui to construct - removed gui constructors/destructors - rewritten every editor window * renderer update * gui hasfocus fix * editor fix * renderpath upgrades: hybrid forward-deferred * fix * water ripple refactor * cmake fix * cmake fix * renderer fix * volumetric light fix * customshader stencilref * cmake fix * rtdeferred fix * editor update * raytraced shadows denoise * anisotropic shader * sss stencil greater * added cartoon shader * using precomputed tangents * added unlit object shader * importer update * editor update * editor fix * vulkan envmap rendering fix * terrain shader simplification (normal texture mapping instead of triplanar) * added subsurface profiles, reduced gbuffer * denoise disocclusion fallback * editor fix * more sorting priority for blend than instancing * hairparticle culling * particle updates; font update instancing instead of index buffer; vulkan/dx12 fixes; * shader fixes * hairparticle trianglestrip and no cross section * editor fix * cam wnd update * terrain shader fix
60 lines
1.2 KiB
C++
60 lines
1.2 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 wiECS;
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using namespace wiScene;
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void NameWindow::Create(EditorComponent* editor)
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{
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wiWindow::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 += step));
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nameInput.SetSize(XMFLOAT2(siz, hei));
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nameInput.OnInputAccepted([&](wiEventArgs args) {
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NameComponent* name = wiScene::GetScene().names.GetComponent(entity);
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if (name == nullptr)
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{
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name = &wiScene::GetScene().names.Create(entity);
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}
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name->name = args.sValue;
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});
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AddWidget(&nameInput);
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Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 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 = wiScene::GetScene().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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