implement frame buffer fetch extension for iOS, change composition on stroke drawing and commit, add rename layer dialog
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47
engine/node_dialog_layer_rename.cpp
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47
engine/node_dialog_layer_rename.cpp
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@@ -0,0 +1,47 @@
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#include "pch.h"
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#include "log.h"
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#include "node_dialog_layer_rename.h"
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#include "canvas.h"
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#include "node_image_texture.h"
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Node* NodeDialogLayerRename::clone_instantiate() const
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{
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return new NodeDialogLayerRename();
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}
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void NodeDialogLayerRename::clone_finalize(Node* dest) const
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{
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NodeDialogLayerRename* n = static_cast<NodeDialogLayerRename*>(dest);
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n->init_controls();
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}
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void NodeDialogLayerRename::init()
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{
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auto tpl = static_cast<const NodeBorder*>(init_template("dialog-layer-rename"));
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m_color = tpl->m_color;
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m_border_color = tpl->m_border_color;;
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m_thinkness = tpl->m_thinkness;;
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init_controls();
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}
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void NodeDialogLayerRename::init_controls()
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{
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btn_ok = find<NodeButton>("btn-ok");
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btn_cancel = find<NodeButton>("btn-cancel");
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input = find<NodeTextInput>("txt-input");
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btn_cancel->on_click = [this](Node*) {
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destroy();
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};
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}
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void NodeDialogLayerRename::loaded()
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{
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// ui::Image thumb = ui::Canvas::I->thumbnail_read(data_path);
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// auto image_tex = find<NodeImageTexture>("thumb-tex");
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// image_tex->tex.create(thumb);
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}
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std::string NodeDialogLayerRename::get_name()
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{
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return input ? input->m_string : "";
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}
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