/* 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 "renderer.h" editor_ui::editor_ui() { clear_panels(); // bind the panels with ui object. maybe not the best place for this but, eh push_back( &m_itempropertiespanel ); } // potentially processes provided input key. returns: true if key was processed, false otherwise bool editor_ui::on_key( int const Key, int const Action ) { if (ui_layer::on_key(Key, Action)) return true; return false; } // updates state of UI elements void editor_ui::update() { set_tooltip( "" ); if( ( true == Global.ControlPicking ) && ( true == DebugModeFlag ) ) { auto const scenerynode = GfxRenderer.Pick_Node(); set_tooltip( ( scenerynode ? scenerynode->name() : "" ) ); } ui_layer::update(); m_itempropertiespanel.update( m_node ); } void editor_ui::set_node( scene::basic_node * Node ) { m_node = Node; }