Files
WickedEngine/Editor/ForceFieldWindow.cpp
T
Turánszki János f1ced24f05 Multi swapchain support (#257)
* multi swapchain draft

* uwp fix

* swapchain resize handling

* swapchain buffercount

* vsync toggle

* tests fix

* update

* everything removed from graphicsdevice regarding global screen params, engine refactor

* added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain

* linux fix: vulkan device needs window handle for instance creation

* refactor

* removed unused includes

* shader refactor and lensflare fix

* swapchain clearcolor and other refactors

* vulkan: no vector allocation in submit

* tests fix

* refactors

* lens flare canvas size fix

* gui refactor for canvas support

* refactors

* removed global canvas state

* msaa fix

* fixes

* refactor to minimize interface changes

* gui changes

* checkbox fix

* gui fixes

* fixes

* input system will accept window handle

* editor fixes

* refactor and removed resolution related system events

* small editor update

* refactor: renderpath inherits from canvas

* fixed tests duh

* image refactor

* image fix

* removed every using namespace std

* pushconstant fix

* editor: object picking only when necessary

* removed include

* dx12: copy fence waiting performed on CPU

* dx12 copyallocator update

* vulkan: copy allocator with timeline semaphores

* missing include

* dx12 copy allocator update

* refactor

* editor update

* vulkan copy allocator fix

* dx12 update

* vulkan, dx12 fixes

* version bump

* vsync event helper

* documentation update

* updated vulkan, dx12, dxc
2021-04-22 11:36:22 +02:00

142 lines
3.4 KiB
C++

#include "stdafx.h"
#include "ForceFieldWindow.h"
#include "Editor.h"
using namespace wiECS;
using namespace wiScene;
void ForceFieldWindow::Create(EditorComponent* editor)
{
wiWindow::Create("Force Field Window");
SetSize(XMFLOAT2(420, 120));
float x = 150;
float y = 10;
float hei = 18;
float step = hei + 2;
addButton.Create("Add Force Field");
addButton.SetSize(XMFLOAT2(150, hei));
addButton.SetPos(XMFLOAT2(x, y += step));
addButton.OnClick([=](wiEventArgs args) {
Entity entity = wiScene::GetScene().Entity_CreateForce("editorForce");
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
switch (typeComboBox.GetSelected())
{
case 0:
force->type = ENTITY_TYPE_FORCEFIELD_POINT;
break;
case 1:
force->type = ENTITY_TYPE_FORCEFIELD_PLANE;
break;
default:
assert(0);
break;
}
editor->ClearSelected();
editor->AddSelected(entity);
editor->RefreshSceneGraphView();
SetEntity(entity);
}
else
{
assert(0);
}
});
addButton.SetEnabled(true);
addButton.SetTooltip("Add new Force Field to the simulation.");
AddWidget(&addButton);
typeComboBox.Create("Force Field type: ");
typeComboBox.SetPos(XMFLOAT2(x, y += step));
typeComboBox.SetSize(XMFLOAT2(200, hei));
typeComboBox.OnSelect([&](wiEventArgs args) {
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr && args.iValue >= 0)
{
switch (args.iValue)
{
case 0:
force->type = ENTITY_TYPE_FORCEFIELD_POINT;
break;
case 1:
force->type = ENTITY_TYPE_FORCEFIELD_PLANE;
break;
default:
assert(0); // error
break;
}
}
});
typeComboBox.AddItem("Point");
typeComboBox.AddItem("Plane");
typeComboBox.SetEnabled(false);
typeComboBox.SetTooltip("Choose the force field type.");
AddWidget(&typeComboBox);
gravitySlider.Create(-10, 10, 0, 100000, "Gravity: ");
gravitySlider.SetSize(XMFLOAT2(200, hei));
gravitySlider.SetPos(XMFLOAT2(x, y += step));
gravitySlider.OnSlide([&](wiEventArgs args) {
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
force->gravity = args.fValue;
}
});
gravitySlider.SetEnabled(false);
gravitySlider.SetTooltip("Set the amount of gravity. Positive values attract, negatives deflect.");
AddWidget(&gravitySlider);
rangeSlider.Create(0.0f, 100.0f, 10, 100000, "Range: ");
rangeSlider.SetSize(XMFLOAT2(200, hei));
rangeSlider.SetPos(XMFLOAT2(x, y += step));
rangeSlider.OnSlide([&](wiEventArgs args) {
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
force->range_local = args.fValue;
}
});
rangeSlider.SetEnabled(false);
rangeSlider.SetTooltip("Set the range of affection.");
AddWidget(&rangeSlider);
Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 720, 50, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void ForceFieldWindow::SetEntity(Entity entity)
{
this->entity = entity;
const ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
typeComboBox.SetSelected(force->type == ENTITY_TYPE_FORCEFIELD_POINT ? 0 : 1);
gravitySlider.SetValue(force->gravity);
rangeSlider.SetValue(force->range_local);
gravitySlider.SetEnabled(true);
rangeSlider.SetEnabled(true);
}
else
{
gravitySlider.SetEnabled(false);
rangeSlider.SetEnabled(false);
}
addButton.SetEnabled(true);
}