public ModelEditorScreen(Sdl2Window window, GraphicsDevice device, AssetLocator locator)
        {
            Rect                    = window.Bounds;
            AssetLocator            = locator;
            ResourceManager.Locator = AssetLocator;
            Window                  = window;

            Viewport  = new Gui.Viewport("Modeleditvp", device, RenderScene, EditorActionManager, _selection, Rect.Width, Rect.Height);
            _universe = new Universe(AssetLocator, RenderScene, _selection);

            _sceneTree    = new SceneTree(SceneTree.Configuration.ModelEditor, this, "modeledittree", _universe, _selection, EditorActionManager, Viewport, AssetLocator);
            _propEditor   = new PropertyEditor(EditorActionManager);
            _assetBrowser = new AssetBrowser(this, "modelEditorBrowser", AssetLocator);
        }
Beispiel #2
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        public MsbEditorScreen(Sdl2Window window, GraphicsDevice device, AssetLocator locator)
        {
            Rect                    = window.Bounds;
            AssetLocator            = locator;
            ResourceManager.Locator = AssetLocator;
            Window                  = window;

            Viewport = new Gui.Viewport("Mapeditvp", device, RenderScene, EditorActionManager, _selection, Rect.Width, Rect.Height);
            Universe = new Universe(AssetLocator, RenderScene, _selection);

            SceneTree       = new SceneTree(SceneTree.Configuration.MapEditor, this, "mapedittree", Universe, _selection, EditorActionManager, Viewport, AssetLocator);
            PropEditor      = new PropertyEditor(EditorActionManager);
            DispGroupEditor = new DisplayGroupsEditor(RenderScene, _selection);
            PropSearch      = new SearchProperties(Universe);
            NavMeshEditor   = new NavmeshEditor(RenderScene, _selection);

            EditorActionManager.AddEventHandler(SceneTree);

            RenderScene.DrawFilter = CFG.Current.LastSceneFilter;
        }