Files
WickedEngine/Editor/LayerWindow.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

122 lines
2.5 KiB
C++

#include "stdafx.h"
#include "LayerWindow.h"
#include "Editor.h"
using namespace wiECS;
using namespace wiScene;
void LayerWindow::Create(EditorComponent* editor)
{
wiWindow::Create("Layer Window");
SetSize(XMFLOAT2(410, 160));
float x = 30;
float y = 0;
float step = 25;
float siz = 20;
for (uint32_t i = 0; i < arraysize(layers); ++i)
{
layers[i].Create("");
layers[i].SetText(std::to_string(i) + ": ");
layers[i].SetPos(XMFLOAT2(x + (i % 8) * 50, y + (i / 8 + 1) * step));
layers[i].OnClick([=](wiEventArgs args) {
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
if (layer == nullptr)
{
layer = &wiScene::GetScene().layers.Create(entity);
}
if (args.bValue)
{
layer->layerMask |= 1 << i;
}
else
{
layer->layerMask &= ~(1 << i);
}
});
AddWidget(&layers[i]);
}
y += step * 5;
enableAllButton.Create("Enable ALL");
enableAllButton.SetPos(XMFLOAT2(x, y));
enableAllButton.OnClick([this](wiEventArgs args) {
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
if (layer == nullptr)
{
layer = &wiScene::GetScene().layers.Create(entity);
}
if (layer == nullptr)
return;
layer->layerMask = ~0;
});
AddWidget(&enableAllButton);
enableNoneButton.Create("Enable NONE");
enableNoneButton.SetPos(XMFLOAT2(x + 120, y));
enableNoneButton.OnClick([this](wiEventArgs args) {
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
if (layer == nullptr)
{
layer = &wiScene::GetScene().layers.Create(entity);
}
if (layer == nullptr)
return;
layer->layerMask = 0;
});
AddWidget(&enableNoneButton);
Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 450, 300, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void LayerWindow::SetEntity(Entity entity)
{
this->entity = entity;
if (entity != INVALID_ENTITY)
{
SetEnabled(true);
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
if (layer == nullptr)
{
for (uint32_t i = 0; i < 32; ++i)
{
layers[i].SetCheck(true);
}
}
else
{
for (uint32_t i = 0; i < 32; ++i)
{
layers[i].SetCheck(layer->GetLayerMask() & 1 << i);
}
HierarchyComponent* hier = wiScene::GetScene().hierarchy.GetComponent(entity);
if (hier != nullptr)
{
hier->layerMask_bind = layer->layerMask;
}
MaterialComponent* material = wiScene::GetScene().materials.GetComponent(entity);
if (material != nullptr)
{
material->SetDirty();
}
}
}
else
{
SetEnabled(false);
}
}