|
| 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...
|
|
void | Activate () |
| Turn on the GUI. This should be called when Scene Lab is activated.
|
|
void | Deactivate () |
| Turn off the GUI. This should be called when Scene Lab is deactivated.
|
|
void | Render () |
| Render the GUI, then update based on button presses. More...
|
|
void | StartRender () |
| Prepare to draw the GUI. More...
|
|
void | DrawGui (const mathfu::vec2 &virtual_resolution) |
| Either call Render() above, or call the following sequence if you are using FlatUI elsewhere: More...
|
|
void | FinishRender () |
| Finish drawing the GUI, and update input. More...
|
|
bool | InputCaptured () const |
| Is the GUI capturing mouse and/or keyboard input? Returns true if you should ignore mouse and keyboard input. More...
|
|
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...
|
|
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...
|
|
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?
|
|
void | SetEditEntity (const GenericEntityId &entity) |
| Choose which entity we are currently editing.
|
|
GenericEntityId | edit_entity () const |
| Get the entity we are currently editing.
|
|
void | ClearEntityData () |
| Clear all cached or modified data that we have for the edit entity. More...
|
|
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...
|
|
bool | CanExit () |
| Should we let the editor exit? Not if there are pending changes.
|
|
bool | CanDeselectEntity () const |
| Should we let the editor deselect this as the current entity? Probably not if we've made any changes. More...
|
|
bool | EntityModified () const |
| Has the entity's flatbuffer been modified?
|
|
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...
|
|
bool | show_physics () const |
| Does the user want you to show the current entity's physics?
|
|
unsigned int | mouse_mode_index () const |
| Returns which mouse mode index we have selected.
|
|
void | set_mouse_mode_index (int m) |
| Set which mouse mode index the user wants to use.
|
|
const std::string & | menu_title_string () |
|
void | set_menu_title_string (const std::string &s) |
|
void | SetShowComponentDataView (const GenericComponentId &component, bool b) |
| Set whether to expand the given component's data.
|
|