added editor WIP
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40
TSE_Editor/src/EditorSubsystem.cpp
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40
TSE_Editor/src/EditorSubsystem.cpp
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#include "EditorSubsystem.hpp"
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#include "BehaviourScriptRegistry.hpp"
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TSE::EDITOR::EditorSubsystem::EditorSubsystem() : sv(nullptr), rt({10,10}), editorLayer("")
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{
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rt = TSE::GLFW::RenderTexture({100,100});
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sv = SceneView(&rt);
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controller.AddGuiElement("Scene", &sv);
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controller.AddGuiElement("Consol", &cv);
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controller.AddGuiElement("Hirearchie", &hv);
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controller.AddGuiElement("Properties", &pv);
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controller.AddGuiElement("Debug", &dv);
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controller.AddGuiElement("Camera", &camv);
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BehaviourScriptRegistry::RegisterBehaviourScript("Image", []() -> BehaviourScript* {return new Image();});
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BehaviourScriptRegistry::RegisterBehaviourScript("Image Animation", []() -> BehaviourScript* {return new ImageAnimation();});
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BehaviourScriptRegistry::RegisterBehaviourScript("Mesh Container", []() -> BehaviourScript* {return new MeshContainer();});
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BehaviourScriptRegistry::RegisterBehaviourScript("Rect Base", []() -> BehaviourScript* {return new RectBase();});
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BehaviourScriptRegistry::RegisterBehaviourScript("Renderable", []() -> BehaviourScript* {return new Renderable();});
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BehaviourScriptRegistry::RegisterBehaviourScript("Particle System", []() -> BehaviourScript* {return new ParticleSystem();});
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BehaviourScriptRegistry::RegisterBehaviourScript("Camera", []() -> BehaviourScript* {return new Camera();});
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#pragma region camerastuff
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Transformable* editorCamera = new Transformable(".EditorCamera");
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Camera* editorCam = new Camera();
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editorCam->SetRenderTarget(&rt);
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editorCamera->AddBehaviourScript(editorCam);
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// basicCameraControls controls = basicCameraControls();
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// editorCamera->AddBehaviourScript(&controls);
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editorLayer = Layer(".editor");
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editorLayer.AddTransformable(editorCamera);
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#pragma endregion
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}
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