Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
#include <CEGUI/CEGUI.h>
#include "Headers/GUIEditor.h"
#include "Headers/GUIEditorAIInterface.h"
#include "Headers/GUIEditorLightInterface.h"
#include "Headers/GUIEditorSceneGraphInterface.h"

#include "GUI/Headers/GUI.h"
#include "Core/Headers/Application.h"
#include "Core/Headers/ParamHandler.h"

GUIEditor::GUIEditor() : _init(false), _editorWindow(NULL)
{
	GUIEditorAIInterface::createInstance();
	GUIEditorLightInterface::createInstance();
	GUIEditorSceneGraphInterface::createInstance();
}

GUIEditor::~GUIEditor()
{
	_init = false;
}

bool GUIEditor::init(){
	if(_init){
		ERROR_FN(Locale::get("ERROR_EDITOR_DOUBLE_INIT"));
		return false;
	}
	PRINT_FN(Locale::get("GUI_EDITOR_INIT"));
	// Get a local pointer to the CEGUI Window Manager, Purely for convenience to reduce typing
	CEGUI::WindowManager *pWindowManager = CEGUI::WindowManager::getSingletonPtr();
	// load the editor Window from the layout file
	std::string layoutFile = ParamHandler::getInstance().getParam<std::string>("GUI.editorLayout");
	_editorWindow = pWindowManager->loadLayoutFromFile(layoutFile);

	if (_editorWindow){
         // Add the Window to the GUI Root Sheet
		 CEGUI_DEFAULT_CONTEXT.getRootWindow()->addChild(_editorWindow);
		 _editorWindow = static_cast<CEGUI::Window*>(_editorWindow->getChild("WorldEditor"));
         // Now register the handlers for the events (Clicking, typing, etc)
         RegisterHandlers();
    }else{
         // Loading layout from file, failed, so output an error Message.
         CEGUI::Logger::getSingleton().logEvent("Error: Unable to load the Editorv from .layout");
		 ERROR_FN(Locale::get("ERROR_EDITOR_LAYOUT_FILE"),layoutFile.c_str());
		 return false;
    }

	setVisible(false);

	GUIEditorAIInterface::getInstance().init(_editorWindow);
	GUIEditorLightInterface::getInstance().init(_editorWindow);
	GUIEditorSceneGraphInterface::getInstance().init(_editorWindow);
	_init = true;
	PRINT_FN(Locale::get("GUI_EDITOR_CREATED"));
	return true;
}

void GUIEditor::RegisterHandlers(){
	CEGUI::Window* AIEditor = static_cast<CEGUI::Window*>(_editorWindow->getChild("AIEditor"));
	CEGUI::Window* createNavMesh = static_cast<CEGUI::Window*>(AIEditor->getChild("NavMeshButton"));
	createNavMesh->subscribeEvent(CEGUI::PushButton::EventClicked,CEGUI::Event::Subscriber(&GUIEditorAIInterface::Handle_CreateNavMesh,&GUIEditorAIInterface::getInstance()));
}

void GUIEditor::setVisible(bool visible){
	_editorWindow->setVisible(visible);
}

bool GUIEditor::isVisible(){
    return _editorWindow->isVisible();
}

bool GUIEditor::tick(U32 deltaMsTime){
	bool state = GUIEditorAIInterface::getInstance().tick(deltaMsTime);
	if(state) state = GUIEditorLightInterface::getInstance().tick(deltaMsTime);
	if(state) state = GUIEditorSceneGraphInterface::getInstance().tick(deltaMsTime);
	return state;
}

Commits for Divide-Framework/trunk/Source Code/GUI/GUIEditor/GUIEditor.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

157 Diff Diff k1ngp1n picture k1ngp1n Sat 06 Jul, 2013 00:07:09 +0000

[Ionut] [[BR]]
- Added per-scene ini config file for NavMesh creation [[BR]]
- Improved some IMEmulation cleanup code and fixed a memory leak with NavMesh debug rendering [[BR]]
- NavMesh debug rendering can now be toggled on/off in the Editor [[BR]]

152 k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]