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| | EditorGui (const SceneLabConfig *config, SceneLab *scene_lab, fplbase::AssetManager *asset_manager, fplbase::InputSystem *input_system, fplbase::Renderer *renderer, flatui::FontManager *font_manager) |
| | Initialize the user interface. More...
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void | Activate () |
| | Turn on the GUI. This should be called when Scene Lab is activated.
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void | Deactivate () |
| | Turn off the GUI. This should be called when Scene Lab is deactivated.
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| void | Render () |
| | Render the GUI, then update based on button presses. More...
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| void | StartRender () |
| | Prepare to draw the GUI. More...
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| void | DrawGui (const mathfu::vec2 &virtual_resolution) |
| | Either call Render() above, or call the following sequence if you are using FlatUI elsewhere: More...
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| void | FinishRender () |
| | Finish drawing the GUI, and update input. More...
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| bool | InputCaptured () const |
| | Is the GUI capturing mouse and/or keyboard input? Returns true if you should ignore mouse and keyboard input. More...
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| bool | mouse_in_window () const |
| | Is the mouse pointer over a GUI element? If true, you should ignore mouse clicks as the user is clicking on GUI elements instead. More...
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| bool | keyboard_in_use () const |
| | If we've taken ownership of the keyboard (generally when a editable field is being edited), this will return true, telling you to ignore keyboard input. More...
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bool | lock_camera_height () const |
| | Should camera movement in Scene Lab be parallel to the ground, so your camera's height doesn't change unless you want it to?
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void | SetEditEntity (const GenericEntityId &entity) |
| | Choose which entity we are currently editing.
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GenericEntityId | edit_entity () const |
| | Get the entity we are currently editing.
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| void | ClearEntityData () |
| | Clear all cached or modified data that we have for the edit entity. More...
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| void | CommitEntityData () |
| | Write the entity fields that were changed to the entity_data_ flatbuffer, then import the changed flatbuffers back to the edit_entity_. More...
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bool | CanExit () |
| | Should we let the editor exit? Not if there are pending changes.
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| bool | CanDeselectEntity () const |
| | Should we let the editor deselect this as the current entity? Probably not if we've made any changes. More...
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bool | EntityModified () const |
| | Has the entity's flatbuffer been modified?
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| void | EntityUpdated (const GenericEntityId &entity) |
| | "Entity Updated" callback for Scene Lab; if the entity is updated externally, we reload its data by calling ClearEntityData(). More...
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bool | show_physics () const |
| | Does the user want you to show the current entity's physics?
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unsigned int | mouse_mode_index () const |
| | Returns which mouse mode index we have selected.
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void | set_mouse_mode_index (int m) |
| | Set which mouse mode index the user wants to use.
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const std::string & | menu_title_string () |
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void | set_menu_title_string (const std::string &s) |
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void | SetShowComponentDataView (const GenericComponentId &component, bool b) |
| | Set whether to expand the given component's data.
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