74cb74d3c9
- namespace refactor (example: wiGraphics:: -> wi::graphics) - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59 - resource manager will return `Resource` instead of `shared_ptr<Resource>` objects - MAD shader optimizations - implemented alpha to coverage with alpha tested materials when MSAA is enabled - alpha testing fix with transparent shadow maps - TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
76 lines
1.9 KiB
C++
76 lines
1.9 KiB
C++
#include "stdafx.h"
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#include "DecalWindow.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 DecalWindow::Create(EditorComponent* editor)
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{
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wi::gui::Window::Create("Decal Window");
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SetSize(XMFLOAT2(400, 200));
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float x = 200;
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float y = 5;
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float hei = 18;
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float step = hei + 2;
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placementCheckBox.Create("Decal Placement Enabled: ");
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placementCheckBox.SetPos(XMFLOAT2(x, y += step));
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placementCheckBox.SetSize(XMFLOAT2(hei, hei));
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placementCheckBox.SetCheck(false);
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placementCheckBox.SetTooltip("Enable decal placement. Use the left mouse button to place decals to the scene.");
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AddWidget(&placementCheckBox);
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y += step;
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infoLabel.Create("");
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infoLabel.SetText("Selecting decals will select the according material. Set decal properties (texture, color, etc.) in the Material window.");
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infoLabel.SetSize(XMFLOAT2(400 - 20, 100));
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infoLabel.SetPos(XMFLOAT2(10, y));
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infoLabel.SetColor(wi::Color::Transparent());
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AddWidget(&infoLabel);
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y += infoLabel.GetScale().y - step + 5;
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decalNameField.Create("Decal Name");
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decalNameField.SetPos(XMFLOAT2(10, y+=step));
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decalNameField.SetSize(XMFLOAT2(300, hei));
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decalNameField.OnInputAccepted([=](wi::gui::EventArgs args) {
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NameComponent* name = wi::scene::GetScene().names.GetComponent(entity);
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if (name != nullptr)
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{
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*name = args.sValue;
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editor->RefreshSceneGraphView();
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}
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});
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AddWidget(&decalNameField);
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Translate(XMFLOAT3(30, 30, 0));
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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void DecalWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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Scene& scene = wi::scene::GetScene();
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const DecalComponent* decal = scene.decals.GetComponent(entity);
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if (decal != nullptr)
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{
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const NameComponent& name = *scene.names.GetComponent(entity);
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decalNameField.SetValue(name.name);
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decalNameField.SetEnabled(true);
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}
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else
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{
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decalNameField.SetValue("No decal selected");
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decalNameField.SetEnabled(false);
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}
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}
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