Files
WickedEngine/Editor/NameWindow.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

62 lines
1.2 KiB
C++

#include "stdafx.h"
#include "NameWindow.h"
#include "Editor.h"
using namespace wiECS;
using namespace wiScene;
void NameWindow::Create(EditorComponent* editor)
{
wiWindow::Create("Name Window");
SetSize(XMFLOAT2(360, 80));
float x = 60;
float y = 0;
float step = 25;
float siz = 280;
float hei = 20;
nameInput.Create("");
nameInput.SetDescription("Name: ");
nameInput.SetPos(XMFLOAT2(x, y += step));
nameInput.SetSize(XMFLOAT2(siz, hei));
nameInput.OnInputAccepted([=](wiEventArgs args) {
NameComponent* name = wiScene::GetScene().names.GetComponent(entity);
if (name == nullptr)
{
name = &wiScene::GetScene().names.Create(entity);
}
name->name = args.sValue;
editor->RefreshSceneGraphView();
});
AddWidget(&nameInput);
Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 450, 200, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void NameWindow::SetEntity(Entity entity)
{
this->entity = entity;
if (entity != INVALID_ENTITY)
{
SetEnabled(true);
NameComponent* name = wiScene::GetScene().names.GetComponent(entity);
if (name != nullptr)
{
nameInput.SetValue(name->name);
}
}
else
{
SetEnabled(false);
nameInput.SetValue("Select entity to modify name...");
}
}