/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "editoruilayer.h" #include "Globals.h" #include "scenenode.h" #include "renderer.h" editor_ui::editor_ui() { clear_panels(); // bind the panels with ui object. maybe not the best place for this but, eh add_external_panel(&m_itempropertiespanel); add_external_panel(&m_nodebankpanel); add_external_panel(&m_functionspanel); } // updates state of UI elements void editor_ui::update() { set_tooltip(""); if (Global.ControlPicking && DebugModeFlag) { const auto sceneryNode = GfxRenderer->Pick_Node(); const std::string content = sceneryNode ? sceneryNode->tooltip() : ""; set_tooltip(content); } ui_layer::update(); m_itempropertiespanel.update(m_node); m_functionspanel.update(m_node); } void editor_ui::set_node(scene::basic_node *Node) { m_node = Node; } void editor_ui::add_node_template(const std::string &desc) { m_nodebankpanel.add_template(desc); } std::string const *editor_ui::get_active_node_template() { return m_nodebankpanel.get_active_template(); } nodebank_panel::edit_mode editor_ui::mode() { return m_nodebankpanel.mode; } float editor_ui::getSpacing() { return m_nodebankpanel.spacing; } functions_panel::rotation_mode editor_ui::rot_mode() { return m_functionspanel.rot_mode; } float editor_ui::rot_val() { return m_functionspanel.rot_value; } bool editor_ui::rot_from_last() { return m_functionspanel.rot_from_last; }