Selaa lähdekoodia

cleaning code

msDestiny14 4 vuotta sitten
vanhempi
commit
02b2297084

+ 2 - 4
gui/src/2D/advancedDynamicTexture.ts

@@ -879,15 +879,13 @@ export class AdvancedDynamicTexture extends DynamicTexture {
     }
     private _attachToOnPointerOut(scene: Scene): void {
         this._canvasPointerOutObserver = scene.getEngine().onCanvasPointerOutObservable.add((pointerEvent) => {
-            console.log("canvas out");
             if (this._lastControlOver[pointerEvent.pointerId]) {
                 this._lastControlOver[pointerEvent.pointerId]._onPointerOut(this._lastControlOver[pointerEvent.pointerId], null);
             }
             delete this._lastControlOver[pointerEvent.pointerId];
             if (this._lastControlDown[pointerEvent.pointerId] && this._lastControlDown[pointerEvent.pointerId] !== this._capturingControl[pointerEvent.pointerId]) {
-              this._lastControlDown[pointerEvent.pointerId]._forcePointerUp();
-              delete this._lastControlDown[pointerEvent.pointerId];
-              //needs to be uncommented.
+                this._lastControlDown[pointerEvent.pointerId]._forcePointerUp();
+                delete this._lastControlDown[pointerEvent.pointerId];
             }
         });
     }

+ 1 - 1
guiEditor/README-ES6.md

@@ -1 +1 @@
-Node Editor
+Gui Editor

+ 6 - 6
guiEditor/README.md

@@ -1,18 +1,18 @@
 # Babylon.js Gui Editor
 
-An extension to easily create or update any NodeMaterial.
+An extension to easily create or update GUI.
 
 ## Usage
 ### Online method
-Call the method `Show` of the `BABYLON.NodeEditor` class: 
+Call the method `Show` of the `BABYLON.GuiEditor` class: 
 ```
-BABYLON.NodeEditor.Show({hostElement: document.getElementById("host")});
+BABYLON.GuiEditor.Show({hostElement: document.getElementById("host")});
 ```
-This method will retrieve dynamically the library `babylon.nodeEditor.js`, download it and add
+This method will retrieve dynamically the library `babylon.guiEditor.js`, download it and add
 it to the html page.
 
 ### Offline method
-If you don't have access to internet, the node editor should be imported manually in your HTML page :
+If you don't have access to internet, the gui editor should be imported manually in your HTML page :
 ```
-<script src="babylon.nodeEditor.js" />
+<script src="babylon.guiEditor.js" />
 ``` 

+ 1 - 26
guiEditor/public/index.js

@@ -1,7 +1,6 @@
 var snippetUrl = "https://snippet.babylonjs.com";
 var currentSnippetToken;
 var previousHash = "";
-var nodeMaterial;
 
 var customLoadObservable = new BABYLON.Observable();
 var editorDisplayed = false;
@@ -64,7 +63,6 @@ var showEditor = function() {
     var hostElement = document.getElementById("host-element");
 
     BABYLON.GuiEditor.Show({
-        nodeMaterial: nodeMaterial, 
         hostElement: hostElement,
         customLoadObservable: customLoadObservable,
         customSave: {
@@ -114,35 +112,12 @@ var showEditor = function() {
 if (BABYLON.Engine.isSupported()) {
     var canvas = document.createElement("canvas");
     var engine = new BABYLON.Engine(canvas, false, {disableWebGL2Support: true});
-    var scene = new BABYLON.Scene(engine);    
-    var light0 = new BABYLON.HemisphericLight("light #0", new BABYLON.Vector3(0, 1, 0), scene);
-    var light1 = new BABYLON.HemisphericLight("light #1", new BABYLON.Vector3(0, 1, 0), scene);
-    var light2 = new BABYLON.HemisphericLight("light #2", new BABYLON.Vector3(0, 1, 0), scene);
-
-    nodeMaterial = new BABYLON.NodeMaterial("node");
+    var scene = new BABYLON.Scene(engine);
 
     // Set to default
     if (!location.hash) {
-        const mode = BABYLON.DataStorage.ReadNumber("Mode", BABYLON.NodeMaterialModes.Material);
-        
-        switch (mode) {
-            case BABYLON.NodeMaterialModes.Material:
-                nodeMaterial.setToDefault();
-                break;
-            case BABYLON.NodeMaterialModes.PostProcess:
-                nodeMaterial.setToDefaultPostProcess();
-                break;
-            case BABYLON.NodeMaterialModes.Particle:
-                nodeMaterial.setToDefaultParticle();
-                break;                
-            case BABYLON.NodeMaterialModes.ProceduralTexture:
-                nodeMaterial.setToDefaultProceduralTexture();
-                break;
-        }
-        nodeMaterial.build(true);
         showEditor();
     }
-
 }
 else {
     alert('Babylon.js is not supported.')

+ 1 - 0
guiEditor/src/blockTools.ts

@@ -1,6 +1,7 @@
 export class BlockTools {
     public static GetGuiFromString(data: string) {
 
+        //TODO: Add more elements and moedfty default values for certain types.
         let element;
         switch (data) {
             case "Slider":

+ 1 - 1
guiEditor/src/components/nodeList/nodeList.scss

@@ -1,4 +1,4 @@
-#nodeList {
+#guiList {
     background: #333333;
     height: 100%;
     margin: 0;

+ 7 - 10
guiEditor/src/components/nodeList/nodeListComponent.tsx

@@ -6,24 +6,21 @@ import { DraggableLineComponent } from '../../sharedComponents/draggableLineComp
 import { Observer } from 'babylonjs/Misc/observable';
 import { Nullable } from 'babylonjs/types';
 
-//const addButton = require("../../../imgs/add.svg");
-//const deleteButton = require('../../../imgs/delete.svg');
+require("./guiList.scss");
 
-require("./nodeList.scss");
-
-interface INodeListComponentProps {
+interface IGuiListComponentProps {
     globalState: GlobalState;
 }
 
-export class NodeListComponent extends React.Component<INodeListComponentProps, {filter: string}> {
+export class GuiListComponent extends React.Component<IGuiListComponentProps, {filter: string}> {
 
     private _onResetRequiredObserver: Nullable<Observer<void>>;
 
     private static _Tooltips: {[key: string]: string} = {
-        "Buttons": "Provides a world matrix for each vertex, based on skeletal (bone/joint) animation",
+        "Button": "A simple button",
     };
 
-    constructor(props: INodeListComponentProps) {
+    constructor(props: IGuiListComponentProps) {
         super(props);
 
         this.state = { filter: "" };
@@ -57,7 +54,7 @@ export class NodeListComponent extends React.Component<INodeListComponentProps,
             var blockList = (allBlocks as any)[key].filter((b: string) => !this.state.filter || b.toLowerCase().indexOf(this.state.filter.toLowerCase()) !== -1)
             .sort((a: string, b: string) => a.localeCompare(b))
             .map((block: any, i: number) => {
-                return <DraggableLineComponent key={block} data={block} tooltip={ NodeListComponent._Tooltips[block] || ""}/>;
+                return <DraggableLineComponent key={block} data={block} tooltip={ GuiListComponent._Tooltips[block] || ""}/>;
 
             });
         
@@ -71,7 +68,7 @@ export class NodeListComponent extends React.Component<INodeListComponentProps,
         }
 
         return (
-            <div id="nodeList">
+            <div id="guiList">
                 <div className="panes">
                     <div className="pane">
                         <div className="filter">

+ 2 - 2
guiEditor/src/workbenchEditor.tsx

@@ -1,6 +1,6 @@
 import * as React from "react";
 import { GlobalState } from './globalState';
-import { NodeListComponent } from './components/nodeList/nodeListComponent';
+import { GuiListComponent } from './components/nodeList/guiListComponent';
 import { PropertyTabComponent } from './components/propertyTab/propertyTabComponent';
 import { Portal } from './portal';
 import { LogComponent, LogEntry } from './components/log/logComponent';
@@ -547,7 +547,7 @@ export class WorkbenchEditor extends React.Component<IGraphEditorProps, IGraphEd
                     }}
                     >
                     {/* Node creation menu */}
-                    <NodeListComponent globalState={this.props.globalState} />
+                    <GuiListComponent globalState={this.props.globalState} />
 
                     <div id="leftGrab"
                         onPointerDown={evt => this.onPointerDown(evt)}