Beispiel #1
0
        /// <summary>
        /// Initializes the Singleton instance
        /// </summary>
        private void Initialize()
        {
            title = "Options";
            Rectangle screenRectangle = Rectangle.FromSize(new Point(Screen.currentResolution.width, Screen.currentResolution.height));
            Rectangle winRectangle    = Rectangle.FromSize(new Point(450, 400));

            winRectangle = winRectangle.CenterInside(screenRectangle);
            position     = winRectangle.ToRect();
            //Debug.Log("position: " + position);
            minSize        = maxSize = winRectangle.Size.ToVector2();
            wantsMouseMove = true;

            IconSetter.SetIcon(this);
        }
// ReSharper disable UnusedMember.Local
        static void Init()
// ReSharper restore UnusedMember.Local
        {
            /**
             * Instantiate window
             * */
            var window = GetWindow(typeof(ReferenceWindow), false, "Reference");

            window.autoRepaintOnSceneChange = true;
            window.minSize = new Vector2(100, 100);
            window.Show();

            IconSetter.SetIcon(window);
        }
// ReSharper disable UnusedMember.Local
        static void Init()
// ReSharper restore UnusedMember.Local
        {
            /**
             * Instantiate window
             * */
            var window = GetWindow(typeof(RenderingDebugWindow), false, DipSwitches.RenderingDebugWindowName);

            window.autoRepaintOnSceneChange = true;
            window.minSize = new Vector2(300, 300);
            window.Show();

            IconSetter.SetIcon(window);
        }
Beispiel #4
0
        [MenuItem("Window/eDriven.Gui/Main")] // eDriven.Gui Designer
// ReSharper disable UnusedMember.Local
        static void Init()
// ReSharper restore UnusedMember.Local
        {
            /**
             * Instantiate window
             * */
            var window = GetWindow(typeof(MainWindow), DipSwitches.IsUtilityWindow, DipSwitches.MainWindowName);

            window.autoRepaintOnSceneChange = true;
            window.minSize        = new Vector2(DipSwitches.MinWindowWidth, DipSwitches.MinWindowHeight);
            window.wantsMouseMove = true;
            window.Show();

            IconSetter.SetIcon(window);

            _showLogo = true;
        }
        // ReSharper disable UnusedMember.Local
        void OnEnable()
        // ReSharper restore UnusedMember.Local
        {
            IconSetter.SetIcon(this);

            // subscribe to changes
            PlayModeStateChangeEmitter.Instance.ChangesAppliedSignal.Connect(ChangesAppliedSlot);

            /*EditorState.Instance.SelectionChangeSignal.Connect(SelectionChangeSlot);
            *  EditorState.Instance.HierarchyChangeSignal.Connect(HierarchyChangeSlot);*/
            PersistenceManager.Instance.MonitoredObjectAddedSignal.Connect(MonitoredObjectAddedSlot);
            //PersistenceManager.Instance.ChangesAppliedSignal.Connect(ChangesAppliedSlot);

            HierarchyChangeProcessor.Instance.ChangesProcessedSignal.Connect(ChangesProcessedSlot);
            //EditorState.Instance.HierarchyProcessedSignal.Connect(ChangesProcessedSlot);

            EditorState.Instance.WatchChangesChangedSignal.Connect(WatchChangesChangedSlot);
        }
Beispiel #6
0
        // ReSharper disable UnusedMember.Local
        void OnEnable()
        // ReSharper restore UnusedMember.Local
        {
            IconSetter.SetIcon(this);

            /**
             * 1. Initialize the PlayModeStateChangeEmitter instance
             * We are subscribing to it's ChangesAppliedSignal to react when changes applied
             * so we could then pust the changes to views (events, children and layout view)
             * */
            var p = PlayModeStateChangeEmitter.Instance; // init

            p.PlayModeStoppedSignal.Connect(PlayModeStoppedSlot);
            p.ChangesAppliedSignal.Connect(ChangesAppliedSlot); // a single slot connects only once, i.e. no need to vorry about the duplication

            OrderDisplay.Instance.CollectionChangedSignal.Connect(CollectionChangedSlot);

            EditorState.Instance.SelectionChangeSignal.Connect(SelectionChangeSlot);

            HierarchyChangeProcessor.Instance.ChangesProcessedSignal.Connect(ChangesProcessedSlot);

            //EditorState.Instance.HierarchyProcessedSignal.Connect(HierarchyChangeSlot);
        }
 // ReSharper disable UnusedMember.Local
 void OnEnable()
 // ReSharper restore UnusedMember.Local
 {
     IconSetter.SetIcon(this);
 }
Beispiel #8
0
        /*void Awake()
         * {
         *  Debug.Log("MainWindow->Awake");
         *  EditorState.Instance.OnEnableSignal.Connect(OnEnableSlot);
         *  EditorState.Instance.OnDisableSignal.Connect(OnDisableSlot);
         * }*/

// ReSharper disable once UnusedMember.Local
        void OnEnable()
        {
            IconSetter.SetIcon(this);
#if DEBUG
            if (DebugMode)
            {
                Debug.Log("*** OnEnable ***");
            }
#endif
            // process the post script creation addition (runs after the compile)
            //CreatedScriptAdditionProcessor.Instance.Process();
            PostCompileScriptProcessor.Instance.Process();

            /**
             * Initialize the PlayModeStateChangeEmitter instance
             * We are subscribing to it's ChangesAppliedSignal to react when changes applied
             * so we could then push changes to views (events, children and layout view)
             * */
            PlayModeStateChangeEmitter.Instance.ChangesAppliedSignal.Connect(ChangesAppliedSlot); // a single slot connects only once, i.e. no need to vorry about the duplication

            HierarchyChangeProcessor.Instance.ChangesProcessedSignal.Connect(HierarchyChangsProcessedSlot);

            /**
             * Subscribe to ButtonClickedSignal of the HierarchyViewDecorator
             * */
            HierarchyViewDecorator.Instance.ButtonClickedSignal.Connect(HierarchyWindowButtonClickedSlot);

            /**
             * Check prerequisites for displaying play mode overlay
             * */
            if (_initialHierarchyChangeDone)
            {
                if (EditorSettings.InspectorEnabled)
                {
                    OverlayPrerequisitesChecker.Check();
                }
            }

            //SerializationChangesUpdater.Instance.Process();

            /**
             * 3. Set the flag to false
             * Will be set to true from within OnHierarchyChange
             * */
            _initialHierarchyChangeDone = false;

            /**
             * 4.
             * */
            DesignModeStrategy.Start();

            /**
             * 5. Initialize the toolbox
             * */
            ToolboxInitializer.Initialize();

            /**
             * Selection change
             * */
            EditorState.Instance.SelectionChangeSignal.Connect(SelectionChangeSlot);

            /**
             * 6. Subscribes to game-view component double-clicks
             * */
            //DesignerOverlay.DoubleClickSignal.Connect(DoubleClickSlot);

            /**
             * Update bounds
             * */
            HandleBounds(_bounds);
        }