Files
WickedEngine/Editor/OptionsWindow.h
T
Turánszki János 6151fd82e6 VRM humanoid data import (#567)
* VRMhumanoid data import

* linux fix

* humanoid lookAt

* updates

* mouse look improvement

* head size

* theme color affects picker entity icons

* eye lookat

* blinking more random, collider aabb checks

* improvements

* editor: use humanoid information to improve bone picking
2022-09-16 15:05:23 +02:00

76 lines
1.8 KiB
C++

#pragma once
#include "WickedEngine.h"
#include "GraphicsWindow.h"
#include "CameraWindow.h"
#include "MaterialPickerWindow.h"
#include "PaintToolWindow.h"
class EditorComponent;
class OptionsWindow : public wi::gui::Window
{
public:
void Create(EditorComponent* editor);
void Update(float dt);
void ResizeLayout() override;
EditorComponent* editor = nullptr;
wi::gui::CheckBox isScalatorCheckBox;
wi::gui::CheckBox isRotatorCheckBox;
wi::gui::CheckBox isTranslatorCheckBox;
wi::gui::CheckBox profilerEnabledCheckBox;
wi::gui::CheckBox physicsEnabledCheckBox;
wi::gui::CheckBox cinemaModeCheckBox;
wi::gui::CheckBox versionCheckBox;
wi::gui::CheckBox fpsCheckBox;
wi::gui::CheckBox otherinfoCheckBox;
wi::gui::ComboBox themeCombo;
wi::gui::ComboBox saveModeComboBox;
wi::gui::ComboBox sceneComboBox;
GraphicsWindow graphicsWnd;
CameraWindow cameraWnd;
MaterialPickerWindow materialPickerWnd;
PaintToolWindow paintToolWnd;
enum class Filter : uint64_t
{
Transform = 1 << 0,
Material = 1 << 1,
Mesh = 1 << 2,
Object = 1 << 3,
EnvironmentProbe = 1 << 4,
Decal = 1 << 5,
Sound = 1 << 6,
Weather = 1 << 7,
Light = 1 << 8,
Animation = 1 << 9,
Force = 1 << 10,
Emitter = 1 << 11,
Hairparticle = 1 << 12,
IK = 1 << 13,
Camera = 1 << 14,
Armature = 1 << 15,
Collider = 1 << 16,
Script = 1 << 17,
Expression = 1 << 18,
Terrain = 1 << 19,
Spring = 1 << 20,
Humanoid = 1 << 21,
All = ~0ull,
} filter = Filter::All;
wi::gui::ComboBox newCombo;
wi::gui::ComboBox filterCombo;
wi::gui::TreeList entityTree;
wi::unordered_set<wi::ecs::Entity> entitytree_added_items;
wi::unordered_set<wi::ecs::Entity> entitytree_opened_items;
void PushToEntityTree(wi::ecs::Entity entity, int level);
void RefreshEntityTree();
};
template<>
struct enable_bitmask_operators<OptionsWindow::Filter> {
static const bool enable = true;
};