Add IPresenterOwner to editor Custom Editor for more context and advanced interactions

This commit is contained in:
Wojtek Figat
2023-07-12 12:36:30 +02:00
parent 159beae8ae
commit 15b2d4e041
4 changed files with 37 additions and 9 deletions

View File

@@ -37,6 +37,23 @@ namespace FlaxEditor.CustomEditors
UseDefault = 1 << 2,
}
/// <summary>
/// The interface for Editor context that owns the presenter. Can be <see cref="FlaxEditor.Windows.PropertiesWindow"/> or <see cref="FlaxEditor.Windows.Assets.PrefabWindow"/> or other window/panel - custom editor scan use it for more specific features.
/// </summary>
public interface IPresenterOwner
{
/// <summary>
/// Gets the viewport linked with properties presenter (optional, null if unused).
/// </summary>
public Viewport.EditorViewport PresenterViewport { get; }
/// <summary>
/// Selects the scene objects.
/// </summary>
/// <param name="nodes">The nodes to select</param>
public void Select(List<SceneGraph.SceneGraphNode> nodes);
}
/// <summary>
/// Main class for Custom Editors used to present selected objects properties and allow to modify them.
/// </summary>
@@ -254,7 +271,7 @@ namespace FlaxEditor.CustomEditors
/// <summary>
/// The Editor context that owns this presenter. Can be <see cref="FlaxEditor.Windows.PropertiesWindow"/> or <see cref="FlaxEditor.Windows.Assets.PrefabWindow"/> or other window/panel - custom editor scan use it for more specific features.
/// </summary>
public object Owner;
public IPresenterOwner Owner;
/// <summary>
/// Gets or sets the text to show when no object is selected.
@@ -278,7 +295,7 @@ namespace FlaxEditor.CustomEditors
/// <param name="undo">The undo. It's optional.</param>
/// <param name="noSelectionText">The custom text to display when no object is selected. Default is No selection.</param>
/// <param name="owner">The owner of the presenter.</param>
public CustomEditorPresenter(Undo undo, string noSelectionText = null, object owner = null)
public CustomEditorPresenter(Undo undo, string noSelectionText = null, IPresenterOwner owner = null)
{
Undo = undo;
Owner = owner;

View File

@@ -50,7 +50,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
grid.Button("Remove bone").Button.ButtonClicked += OnRemoveBone;
}
if (Presenter.Owner is Windows.PropertiesWindow || Presenter.Owner is Windows.Assets.PrefabWindow)
if (Presenter.Owner != null)
{
// Selection
var grid = editorGroup.CustomContainer<UniformGridPanel>();
@@ -309,10 +309,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
if (node != null)
selection.Add(node);
}
if (Presenter.Owner is Windows.PropertiesWindow propertiesWindow)
propertiesWindow.Editor.SceneEditing.Select(selection);
else if (Presenter.Owner is Windows.Assets.PrefabWindow prefabWindow)
prefabWindow.Select(selection);
Presenter.Owner.Select(selection);
}
}
}

View File

@@ -19,7 +19,7 @@ namespace FlaxEditor.Windows.Assets
/// </summary>
/// <seealso cref="Prefab" />
/// <seealso cref="FlaxEditor.Windows.Assets.AssetEditorWindow" />
public sealed partial class PrefabWindow : AssetEditorWindowBase<Prefab>
public sealed partial class PrefabWindow : AssetEditorWindowBase<Prefab>, IPresenterOwner
{
private readonly SplitPanel _split1;
private readonly SplitPanel _split2;
@@ -520,5 +520,8 @@ namespace FlaxEditor.Windows.Assets
base.OnDestroy();
}
/// <inheritdoc />
public EditorViewport PresenterViewport => _viewport;
}
}

View File

@@ -4,6 +4,8 @@ using System.Collections.Generic;
using System.Linq;
using System.Xml;
using FlaxEditor.CustomEditors;
using FlaxEditor.SceneGraph;
using FlaxEditor.Viewport;
using FlaxEngine.GUI;
namespace FlaxEditor.Windows
@@ -13,7 +15,7 @@ namespace FlaxEditor.Windows
/// </summary>
/// <seealso cref="FlaxEditor.Windows.EditorWindow" />
/// <seealso cref="FlaxEditor.Windows.SceneEditorWindow" />
public class PropertiesWindow : SceneEditorWindow
public class PropertiesWindow : SceneEditorWindow, IPresenterOwner
{
private IEnumerable<object> undoRecordObjects;
@@ -82,5 +84,14 @@ namespace FlaxEditor.Windows
if (bool.TryParse(node.GetAttribute("UIPivotRelative"), out value1))
UIPivotRelative = value1;
}
/// <inheritdoc />
public EditorViewport PresenterViewport => Editor.Windows.EditWin.Viewport;
/// <inheritdoc />
public void Select(List<SceneGraphNode> nodes)
{
Editor.SceneEditing.Select(nodes);
}
}
}