Adding / organizing the workspace into multple seperate projects
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85
SandboxApp/src/GUI.cpp
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85
SandboxApp/src/GUI.cpp
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#include "GUI.h"
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void SceneExplorer(const std::string& PanelName) {
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ImGui::Begin(PanelName.c_str());
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//if (ImGui::ListBoxHeader("##ObjectList")) {
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//Node& current = scene.GetRoot();
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//Node* next = ¤t;
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// Show first node
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//ImGui::Selectable(next->name.c_str(), true);
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// ImGui::Selectable("Scene Node", true);
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// ImGui::Indent();
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/*
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if (next->children.size() != 0) {
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for (auto child : next->children)
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{
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std::string& name = child->name;
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ImGui::Selectable(name.c_str(), false);
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}
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}
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*/
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// ImGui::ListBoxFooter();
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// }
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ImGui::End();
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}
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void CameraTool() {
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static float Zoom = 0;
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static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
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static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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ImGui::Begin("Camera");
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ImGui::SliderFloat("Zoom:", &Zoom, 10, 190);
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ImGui::InputFloat3("Position:", &Position[0]);
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ImGui::InputFloat3("Rotation:", &Rotation[0]);
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ImGui::End();
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}
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void ScriptingTool(char* code) {
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ImGui::Begin("Scripting");
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ImGui::Text("Lua Code");
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ImGui::InputTextMultiline("##", code, 255);
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bool runCode = ImGui::Button("Run");
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ImGui::End();
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}
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void SceneView(Framebuffer& framebuffer ) {
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ImGui::Begin("Viewport");
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ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{800, 600});
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ImGui::End();
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}
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void transformWindow(Transform& transform, std::string PanelName) {
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ImGui::Begin(PanelName.c_str());
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ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
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ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
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ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
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ImGui::End();
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}
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void materialWindow(Material& material, std::string PanelName) {
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ImGui::Begin(PanelName.c_str());
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ImGui::ColorPicker3("Color:", &material.Color[0]);
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ImGui::End();
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}
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