mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Improved Editor
- Added window docking - Added MenuBar - Added scene viewport - Added closing and reopening for editor windows
This commit is contained in:
@@ -7,16 +7,18 @@ namespace GlitchyEditor.EditWindows
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{
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{
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class ComponentEditWindow
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class ComponentEditWindow
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{
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{
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public const String s_WindowTitle = "Components";
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private Editor _editor;
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private Editor _editor;
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private bool _show = true;
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private bool _open = true;
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public Editor Editor => _editor;
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public Editor Editor => _editor;
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public bool Show
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public bool Open
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{
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{
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get => _show;
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get => _open;
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set => _show = value;
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set => _open = value;
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}
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}
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public this(Editor editor)
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public this(Editor editor)
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@@ -26,10 +28,10 @@ namespace GlitchyEditor.EditWindows
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public void Show()
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public void Show()
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{
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{
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if(!_show)
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if(!_open)
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return;
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return;
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if(!ImGui.Begin("Components"))
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if(!ImGui.Begin(s_WindowTitle, &_open, .None))
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{
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{
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ImGui.End();
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ImGui.End();
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return;
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return;
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@@ -12,19 +12,21 @@ namespace GlitchyEditor.EditWindows
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/// A window for viewing and editing the scene hierarchy
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/// A window for viewing and editing the scene hierarchy
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class EntityHierarchyWindow
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class EntityHierarchyWindow
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{
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{
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public const String s_WindowTitle = "Entity Hierarchy";
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private Editor _editor;
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private Editor _editor;
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/// Buffer for the entity search string.
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/// Buffer for the entity search string.
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private char8[64] _entitySearchChars;
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private char8[64] _entitySearchChars;
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private bool _show = true;
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private bool _open = true;
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public Editor Editor => _editor;
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public Editor Editor => _editor;
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public bool Show
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public bool Open
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{
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{
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get => _show;
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get => _open;
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set => _show = value;
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set => _open = value;
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}
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}
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public this(Editor editor)
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public this(Editor editor)
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@@ -34,10 +36,10 @@ namespace GlitchyEditor.EditWindows
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public void Show()
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public void Show()
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{
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{
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if(!_show)
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if(!_open)
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return;
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return;
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if(!ImGui.Begin("Entity Hierarchy", null, .MenuBar))
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if(!ImGui.Begin(s_WindowTitle, &_open, .MenuBar))
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{
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{
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ImGui.End();
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ImGui.End();
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return;
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return;
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@@ -0,0 +1,99 @@
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using System;
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using ImGui;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine;
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namespace GlitchyEditor.EditWindows
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{
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class SceneViewportWindow
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{
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public const String s_WindowTitle = "Scene";
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private bool _open = true;
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private Texture2D _texture ~ _?.ReleaseRef();
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private bool _hasFocus;
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public Event<EventHandler<Vector2>> ViewportSizeChangedEvent ~ _.Dispose();
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public bool Open
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{
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get => _open;
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set => _open = value;
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}
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public bool HasFocus
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{
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get => _hasFocus;
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}
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public Texture2D Texture
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{
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get => _texture;
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set
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{
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if(_texture == value)
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return;
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_texture?.ReleaseRef();
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_texture = value;
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_texture?.AddRef();
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}
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}
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public this()
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{
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}
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private ImGui.Vec2 oldViewportSize;
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Texture2D _lastTexture;
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public void Show()
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{
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// Hold a reference to the texture until the next frame.
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// This is a workaround for the issue that changing the window size will release the texture
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_lastTexture?.ReleaseRef();
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_lastTexture = _texture;
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_lastTexture.AddRef();
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if(!_open)
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return;
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ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
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defer ImGui.PopStyleVar();
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if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar))
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{
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ImGui.End();
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return;
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}
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if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
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{
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var currentWindow = ImGui.GetCurrentWindow();
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ImGui.FocusWindow(currentWindow);
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}
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_hasFocus = ImGui.IsWindowFocused();
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var viewportSize = ImGui.GetContentRegionAvail();
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if(_lastTexture != null)
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{
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ImGui.Image(_lastTexture, viewportSize);
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}
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ImGui.End();
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if(oldViewportSize != viewportSize)
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{
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ViewportSizeChangedEvent.Invoke(this, *(Vector2*)&viewportSize);
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oldViewportSize = viewportSize;
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}
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}
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}
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}
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@@ -13,6 +13,7 @@ namespace GlitchyEditor
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private EntityHierarchyWindow _entityHierarchyWindow = new .(this) ~ delete _;
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private EntityHierarchyWindow _entityHierarchyWindow = new .(this) ~ delete _;
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private ComponentEditWindow _componentEditWindow = new .(this) ~ delete _;
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private ComponentEditWindow _componentEditWindow = new .(this) ~ delete _;
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private SceneViewportWindow _sceneViewportWindow = new .() ~ delete _;
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private List<Entity> _selectedEntities = new .() ~ delete _;
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private List<Entity> _selectedEntities = new .() ~ delete _;
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@@ -20,6 +21,10 @@ namespace GlitchyEditor
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public List<Entity> SelectedEntities => _selectedEntities;
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public List<Entity> SelectedEntities => _selectedEntities;
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public EntityHierarchyWindow EntityHierarchyWindow => _entityHierarchyWindow;
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public ComponentEditWindow ComponentEditWindow => _componentEditWindow;
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public SceneViewportWindow SceneViewportWindow => _sceneViewportWindow;
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/// Creates a new editor for the given world
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/// Creates a new editor for the given world
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public this(EcsWorld world)
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public this(EcsWorld world)
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{
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{
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@@ -30,6 +35,7 @@ namespace GlitchyEditor
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{
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{
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_entityHierarchyWindow.Show();
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_entityHierarchyWindow.Show();
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_componentEditWindow.Show();
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_componentEditWindow.Show();
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_sceneViewportWindow.Show();
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}
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}
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/// Creates a new entity with a transform component.
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/// Creates a new entity with a transform component.
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@@ -2,9 +2,12 @@ using GlitchyEditor.EditWindows;
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using GlitchyEngine;
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using GlitchyEngine;
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using GlitchyEngine.Events;
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using GlitchyEngine.Events;
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using GlitchyEngine.ImGui;
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using GlitchyEngine.ImGui;
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using GlitchyEngine.Math;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.World;
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using GlitchyEngine.World;
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using ImGui;
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using ImGui;
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using System;
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using GlitchyEngine.Renderer.Text;
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namespace GlitchyEditor
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namespace GlitchyEditor
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{
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{
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@@ -14,28 +17,34 @@ namespace GlitchyEditor
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RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef();
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RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef();
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GraphicsContext _context ~ _?.ReleaseRef();
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GraphicsContext _context ~ _?.ReleaseRef();
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DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
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DepthStencilTarget _swapchainDepthBuffer ~ _?.ReleaseRef();
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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BlendState _opaqueBlendState ~ _?.ReleaseRef();
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BlendState _opaqueBlendState ~ _?.ReleaseRef();
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EcsWorld _world = new EcsWorld() ~ delete _;
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EcsWorld _world = new EcsWorld() ~ delete _;
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Editor _editor = new Editor(_world) ~ delete _;
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Editor _editor ~ delete _;
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PerspectiveCameraController _cameraController ~ delete _;
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RenderTarget2D _renderTarget2D ~ _?.ReleaseRef();
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DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
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public this() : base("Example")
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public this() : base("Example")
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{
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{
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Application.Get().Window.IsVSync = false;
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Application.Get().Window.IsVSync = false;
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InitGraphics();
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InitGraphics();
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InitEcs();
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InitEcs();
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InitEditor();
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}
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}
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private void InitGraphics()
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private void InitGraphics()
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{
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{
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_context = Application.Get().Window.Context..AddRef();
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_context = Application.Get().Window.Context..AddRef();
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_depthTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
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_swapchainDepthBuffer = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
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RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
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RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
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_rasterizerState = new RasterizerState(_context, rsDesc);
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_rasterizerState = new RasterizerState(_context, rsDesc);
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@@ -47,6 +56,17 @@ namespace GlitchyEditor
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blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
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blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
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_alphaBlendState = new BlendState(_context, blendDesc);
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_alphaBlendState = new BlendState(_context, blendDesc);
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_opaqueBlendState = new BlendState(_context, .Default);
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_opaqueBlendState = new BlendState(_context, .Default);
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_renderTarget2D = new RenderTarget2D(_context, 100, 100, .R8G8B8A8_UNorm);
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_depthTarget = new DepthStencilTarget(_context, 100, 100, .D32_Float);
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SamplerStateDescription desc = .();
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SamplerState sampler = new SamplerState(_context, desc);
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_renderTarget2D.SamplerState = sampler;
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sampler.ReleaseRef();
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}
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}
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private void InitEcs()
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private void InitEcs()
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@@ -61,30 +81,143 @@ namespace GlitchyEditor
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_world.Register<AnimationComponent>();
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_world.Register<AnimationComponent>();
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}
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}
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private void InitEditor()
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{
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_editor = new Editor(_world);
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_editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e));
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_cameraController = new .(Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
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Application.Get().Window.Context.SwapChain.BackbufferViewport.Height);
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_cameraController.CameraPosition = .(0, 0, -5);
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_cameraController.TranslationSpeed = 10;
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_editor.[Friend]CreateEntityWithTransform();
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}
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public override void Update(GameTime gameTime)
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public override void Update(GameTime gameTime)
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{
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{
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RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
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if(_editor.SceneViewportWindow.HasFocus && Input.IsMouseButtonPressed(.RightButton))
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_cameraController.Update(gameTime);
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TransformSystem.Update(_world);
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RenderCommand.Clear(_renderTarget2D, .(0.2f, 0.2f, 0.2f));
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_depthTarget.Clear(1.0f, 0, .Depth);
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_depthTarget.Clear(1.0f, 0, .Depth);
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_context.SetRenderTarget(null);
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_context.SetRenderTarget(_renderTarget2D);
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_depthTarget.Bind();
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_depthTarget.Bind();
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_context.BindRenderTargets();
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_context.BindRenderTargets();
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_context.SetViewport(Viewport(0, 0, _renderTarget2D.Width, _renderTarget2D.Height));
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_opaqueBlendState.Bind();
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Renderer.BeginScene(_cameraController.Camera);
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DebugRenderer.Render(_world);
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Renderer.EndScene();
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RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
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_swapchainDepthBuffer.Clear(1.0f, 0, .Depth);
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_context.SetRenderTarget(null);
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_swapchainDepthBuffer.Bind();
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_context.BindRenderTargets();
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_context.SetViewport(_context.SwapChain.BackbufferViewport);
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_context.SetViewport(_context.SwapChain.BackbufferViewport);
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}
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}
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public override void OnEvent(Event event)
|
public override void OnEvent(Event event)
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{
|
{
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_cameraController.OnEvent(event);
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EventDispatcher dispatcher = EventDispatcher(event);
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EventDispatcher dispatcher = EventDispatcher(event);
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dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
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dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
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dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
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}
|
}
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|
ImGui.ID _mainDockspaceId;
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|
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private bool OnImGuiRender(ImGuiRenderEvent event)
|
private bool OnImGuiRender(ImGuiRenderEvent event)
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{
|
{
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ImGui.Viewport* viewport = ImGui.GetMainViewport();
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ImGui.DockSpaceOverViewport(viewport);
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DrawMainMenuBar();
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_editor.SceneViewportWindow.Texture = _renderTarget2D;
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_editor.Update();
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_editor.Update();
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return false;
|
return false;
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}
|
}
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private void DrawMainMenuBar()
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{
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ImGui.BeginMainMenuBar();
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if(ImGui.BeginMenu("File", false))
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{
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ImGui.EndMenu();
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|
}
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if(ImGui.BeginMenu("View", true))
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{
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if(ImGui.MenuItem(EntityHierarchyWindow.s_WindowTitle))
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{
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_editor.EntityHierarchyWindow.Open = true;
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}
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if(ImGui.MenuItem(ComponentEditWindow.s_WindowTitle))
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{
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_editor.ComponentEditWindow.Open = true;
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}
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if(ImGui.MenuItem(SceneViewportWindow.s_WindowTitle))
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{
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_editor.SceneViewportWindow.Open = true;
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}
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ImGui.EndMenu();
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}
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ImGui.EndMainMenuBar();
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}
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|
||||||
|
private bool OnWindowResize(WindowResizeEvent e)
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||||||
|
{
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|
_swapchainDepthBuffer.ReleaseRef();
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|
_swapchainDepthBuffer = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
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|
|
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return false;
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|
}
|
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|
|
||||||
|
private void ViewportSizeChanged(Object sender, Vector2 viewportSize)
|
||||||
|
{
|
||||||
|
uint32 sizeX = (uint32)viewportSize.X;
|
||||||
|
uint32 sizeY = (uint32)viewportSize.Y;
|
||||||
|
|
||||||
|
if(sizeX == 0 || sizeY == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var sampler = _renderTarget2D.SamplerState;
|
||||||
|
|
||||||
|
_renderTarget2D.ReleaseRef();
|
||||||
|
_depthTarget.ReleaseRef();
|
||||||
|
|
||||||
|
_renderTarget2D = new RenderTarget2D(_context, sizeX, sizeY, .R8G8B8A8_UNorm);
|
||||||
|
_editor.SceneViewportWindow.Texture = _renderTarget2D;
|
||||||
|
|
||||||
|
_depthTarget = new DepthStencilTarget(_context, sizeX, sizeY, .D32_Float);
|
||||||
|
|
||||||
|
_cameraController.AspectRatio = (float)sizeX / (float)sizeY;
|
||||||
|
|
||||||
|
|
||||||
|
_renderTarget2D.SamplerState = sampler;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user