diff --git a/Source/Editor/Windows/ToolboxWindow.cs b/Source/Editor/Windows/ToolboxWindow.cs
index 2ef8b7db2..832f57468 100644
--- a/Source/Editor/Windows/ToolboxWindow.cs
+++ b/Source/Editor/Windows/ToolboxWindow.cs
@@ -100,6 +100,7 @@ namespace FlaxEditor.Windows
private TextBox _searchBox;
private ContainerControl _groupSearch;
+ private Tabs actorGroups;
///
/// The editor instance.
@@ -117,8 +118,9 @@ namespace FlaxEditor.Windows
Editor = editor;
Selected += tab => Editor.Windows.EditWin.Viewport.SetActiveMode();
ScriptsBuilder.ScriptsReload += OnScriptsReload;
+ ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
- var actorGroups = new Tabs
+ actorGroups = new Tabs
{
Orientation = Orientation.Vertical,
UseScroll = true,
@@ -127,7 +129,19 @@ namespace FlaxEditor.Windows
TabsSize = new Float2(120, 32),
Parent = this,
};
+
+ _groupSearch = CreateGroupWithList(actorGroups, "Search", 26);
+ _searchBox = new TextBox
+ {
+ AnchorPreset = AnchorPresets.HorizontalStretchTop,
+ WatermarkText = "Search...",
+ Parent = _groupSearch.Parent.Parent,
+ Bounds = new Rectangle(4, 4, actorGroups.Width - 8, 18),
+ };
+ _searchBox.TextChanged += OnSearchBoxTextChanged;
+ RefreshActorTabs();
+/*
_groupSearch = CreateGroupWithList(actorGroups, "Search", 26);
_searchBox = new TextBox
{
@@ -194,7 +208,7 @@ namespace FlaxEditor.Windows
groupGui.AddChild(CreateActorItem("UI Canvas", typeof(UICanvas)));
groupGui.AddChild(CreateActorItem("Text Render", typeof(TextRender)));
groupGui.AddChild(CreateActorItem("Sprite Render", typeof(SpriteRender)));
-
+*/
actorGroups.SelectedTabIndex = 1;
}
@@ -206,6 +220,94 @@ namespace FlaxEditor.Windows
_groupSearch.PerformLayout();
}
+ private void OnScriptsReloadEnd()
+ {
+ RefreshActorTabs();
+ }
+
+ private void RefreshActorTabs()
+ {
+ // Remove tabs
+ List tabs = new List();
+ foreach (var child in actorGroups.Children)
+ {
+ if (child is Tab tab)
+ {
+ if (tab.Text != "Search")
+ tabs.Add(tab);
+ }
+ }
+
+ foreach (var tab in tabs)
+ {
+ var group = actorGroups.Children.Find(T => T == tab);
+ group.Dispose();
+ }
+
+ var groupBasicModels = CreateGroupWithList(actorGroups, "Basic Models");
+ groupBasicModels.AddChild(CreateEditorAssetItem("Cube", "Primitives/Cube.flax"));
+ groupBasicModels.AddChild(CreateEditorAssetItem("Sphere", "Primitives/Sphere.flax"));
+ groupBasicModels.AddChild(CreateEditorAssetItem("Plane", "Primitives/Plane.flax"));
+ groupBasicModels.AddChild(CreateEditorAssetItem("Cylinder", "Primitives/Cylinder.flax"));
+ groupBasicModels.AddChild(CreateEditorAssetItem("Cone", "Primitives/Cone.flax"));
+ groupBasicModels.AddChild(CreateEditorAssetItem("Capsule", "Primitives/Capsule.flax"));
+
+ // Created first to order specific tabs
+ CreateGroupWithList(actorGroups, "Lights");
+ CreateGroupWithList(actorGroups, "Visuals");
+ CreateGroupWithList(actorGroups, "Physics");
+ CreateGroupWithList(actorGroups, "GUI");
+ CreateGroupWithList(actorGroups, "Other");
+
+ // Add other actor types to respective tab based on attribute
+ foreach (var actorType in Editor.CodeEditing.Actors.Get())
+ {
+ if (actorType.IsAbstract)
+ continue;
+
+ ActorToolboxAttribute attribute = null;
+ foreach (var e in actorType.GetAttributes(true))
+ {
+ if (e is ActorToolboxAttribute actorToolboxAttribute)
+ {
+ attribute = actorToolboxAttribute;
+ break;
+ }
+ }
+
+ if (attribute == null)
+ continue;
+
+ var groupName = attribute.Group;
+
+ // Check if tab already exists and add it to the tab
+ var actorTabExists = false;
+ foreach (var child in actorGroups.Children)
+ {
+ if (child is Tab tab)
+ {
+ if (tab.Text == groupName)
+ {
+ var tree = tab.GetChild().GetChild();
+ if (tree != null)
+ {
+ tree.AddChild(CreateActorItem(Utilities.Utils.GetPropertyNameUI(actorType.Name), actorType));
+ tree.SortChildren();
+ }
+ actorTabExists = true;
+ break;
+ }
+ }
+ }
+ if (actorTabExists)
+ continue;
+
+ var group = CreateGroupWithList(actorGroups, groupName);
+ group.AddChild(CreateActorItem(Utilities.Utils.GetPropertyNameUI(actorType.Name), actorType));
+ group.SortChildren();
+ }
+ }
+
private void OnSearchBoxTextChanged()
{
// Skip events during setup or init stuff
diff --git a/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h b/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h
index cdeb29fa5..35c7bd013 100644
--- a/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h
+++ b/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h
@@ -11,7 +11,7 @@
///
/// The scene animation playback actor.
///
-API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Scene Animation\")") class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
+API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Scene Animation\"), ActorToolbox(\"Other\")") class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
{
DECLARE_SCENE_OBJECT(SceneAnimationPlayer);
diff --git a/Source/Engine/Audio/AudioListener.h b/Source/Engine/Audio/AudioListener.h
index 9edcb4ff7..6090983ae 100644
--- a/Source/Engine/Audio/AudioListener.h
+++ b/Source/Engine/Audio/AudioListener.h
@@ -7,7 +7,7 @@
///
/// Represents a listener that hears audio sources. For spatial audio the volume and pitch of played audio is determined by the distance, orientation and velocity differences between the source and the listener.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Listener\")") class FLAXENGINE_API AudioListener : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Listener\"), ActorToolbox(\"Other\")") class FLAXENGINE_API AudioListener : public Actor
{
DECLARE_SCENE_OBJECT(AudioListener);
private:
diff --git a/Source/Engine/Audio/AudioSource.h b/Source/Engine/Audio/AudioSource.h
index 4335795e9..71575d318 100644
--- a/Source/Engine/Audio/AudioSource.h
+++ b/Source/Engine/Audio/AudioSource.h
@@ -13,7 +13,7 @@
///
/// Whether or not an audio source is spatial is controlled by the assigned AudioClip.The volume and the pitch of a spatial audio source is controlled by its position and the AudioListener's position/direction/velocity.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Source\")") class FLAXENGINE_API AudioSource : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Source\"), ActorToolbox(\"Other\")") class FLAXENGINE_API AudioSource : public Actor
{
DECLARE_SCENE_OBJECT(AudioSource);
friend class AudioStreamingHandler;
diff --git a/Source/Engine/Level/Actors/AnimatedModel.h b/Source/Engine/Level/Actors/AnimatedModel.h
index 0e9cd2fe3..8d7471ae0 100644
--- a/Source/Engine/Level/Actors/AnimatedModel.h
+++ b/Source/Engine/Level/Actors/AnimatedModel.h
@@ -12,7 +12,7 @@
///
/// Performs an animation and renders a skinned model.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Other/Animated Model\")") class FLAXENGINE_API AnimatedModel : public ModelInstanceActor
+API_CLASS(Attributes="ActorContextMenu(\"New/Other/Animated Model\"), ActorToolbox(\"Other\")") class FLAXENGINE_API AnimatedModel : public ModelInstanceActor
{
DECLARE_SCENE_OBJECT(AnimatedModel);
friend class AnimationsSystem;
diff --git a/Source/Engine/Level/Actors/BoneSocket.h b/Source/Engine/Level/Actors/BoneSocket.h
index 4e107aac0..6d516481e 100644
--- a/Source/Engine/Level/Actors/BoneSocket.h
+++ b/Source/Engine/Level/Actors/BoneSocket.h
@@ -7,7 +7,7 @@
///
/// Actor that links to the animated model skeleton node transformation.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Other/Bone Socket\")") class FLAXENGINE_API BoneSocket : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Other/Bone Socket\"), ActorToolbox(\"Other\")") class FLAXENGINE_API BoneSocket : public Actor
{
DECLARE_SCENE_OBJECT(BoneSocket);
diff --git a/Source/Engine/Level/Actors/BoxBrush.h b/Source/Engine/Level/Actors/BoxBrush.h
index 5e8fe2cb9..62621577b 100644
--- a/Source/Engine/Level/Actors/BoxBrush.h
+++ b/Source/Engine/Level/Actors/BoxBrush.h
@@ -65,7 +65,7 @@ public:
///
/// Performs CSG box brush operation that adds or removes geometry.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Other/Box Brush\")") class FLAXENGINE_API BoxBrush : public Actor, public CSG::Brush
+API_CLASS(Attributes="ActorContextMenu(\"New/Other/Box Brush\"), ActorToolbox(\"Other\")") class FLAXENGINE_API BoxBrush : public Actor, public CSG::Brush
{
DECLARE_SCENE_OBJECT(BoxBrush);
private:
diff --git a/Source/Engine/Level/Actors/Camera.h b/Source/Engine/Level/Actors/Camera.h
index e01cf11c4..0cd866003 100644
--- a/Source/Engine/Level/Actors/Camera.h
+++ b/Source/Engine/Level/Actors/Camera.h
@@ -18,7 +18,7 @@
///
/// Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.).
///
-API_CLASS(Sealed, Attributes="ActorContextMenu(\"New/Camera\")") class FLAXENGINE_API Camera : public Actor
+API_CLASS(Sealed, Attributes="ActorContextMenu(\"New/Camera\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API Camera : public Actor
{
DECLARE_SCENE_OBJECT(Camera);
diff --git a/Source/Engine/Level/Actors/Decal.h b/Source/Engine/Level/Actors/Decal.h
index 497186cc5..a8e015045 100644
--- a/Source/Engine/Level/Actors/Decal.h
+++ b/Source/Engine/Level/Actors/Decal.h
@@ -11,7 +11,7 @@
///
/// Actor that draws the can be used to draw a custom decals on top of the other objects.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Decal\")") class FLAXENGINE_API Decal : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Decal\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API Decal : public Actor
{
DECLARE_SCENE_OBJECT(Decal);
private:
diff --git a/Source/Engine/Level/Actors/DirectionalLight.h b/Source/Engine/Level/Actors/DirectionalLight.h
index 196ae0d26..e20b7f0f6 100644
--- a/Source/Engine/Level/Actors/DirectionalLight.h
+++ b/Source/Engine/Level/Actors/DirectionalLight.h
@@ -7,7 +7,7 @@
///
/// Directional light emits light from direction in space.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Directional Light\")") class FLAXENGINE_API DirectionalLight : public LightWithShadow
+API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Directional Light\"), ActorToolbox(\"Lights\")") class FLAXENGINE_API DirectionalLight : public LightWithShadow
{
DECLARE_SCENE_OBJECT(DirectionalLight);
private:
diff --git a/Source/Engine/Level/Actors/EmptyActor.h b/Source/Engine/Level/Actors/EmptyActor.h
index 17742d137..bd4e2b04a 100644
--- a/Source/Engine/Level/Actors/EmptyActor.h
+++ b/Source/Engine/Level/Actors/EmptyActor.h
@@ -7,7 +7,7 @@
///
/// The empty actor that is useful to create hierarchy and/or hold scripts. See .
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Actor\")") class FLAXENGINE_API EmptyActor : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Actor\"), ActorToolbox(\"Other\")") class FLAXENGINE_API EmptyActor : public Actor
{
DECLARE_SCENE_OBJECT(EmptyActor);
public:
diff --git a/Source/Engine/Level/Actors/EnvironmentProbe.h b/Source/Engine/Level/Actors/EnvironmentProbe.h
index e5a5faa84..4d317a7f7 100644
--- a/Source/Engine/Level/Actors/EnvironmentProbe.h
+++ b/Source/Engine/Level/Actors/EnvironmentProbe.h
@@ -10,7 +10,7 @@
///
/// Environment Probe can capture space around the objects to provide reflections.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Environment Probe\")") class FLAXENGINE_API EnvironmentProbe : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Environment Probe\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API EnvironmentProbe : public Actor
{
DECLARE_SCENE_OBJECT(EnvironmentProbe);
public:
diff --git a/Source/Engine/Level/Actors/ExponentialHeightFog.h b/Source/Engine/Level/Actors/ExponentialHeightFog.h
index ac2d24d91..00bff0be0 100644
--- a/Source/Engine/Level/Actors/ExponentialHeightFog.h
+++ b/Source/Engine/Level/Actors/ExponentialHeightFog.h
@@ -12,7 +12,7 @@
///
/// Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Exponential Height Fog\")") class FLAXENGINE_API ExponentialHeightFog : public Actor, public IFogRenderer
+API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Exponential Height Fog\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API ExponentialHeightFog : public Actor, public IFogRenderer
{
DECLARE_SCENE_OBJECT(ExponentialHeightFog);
private:
diff --git a/Source/Engine/Level/Actors/PointLight.h b/Source/Engine/Level/Actors/PointLight.h
index d1d503349..29c3e5414 100644
--- a/Source/Engine/Level/Actors/PointLight.h
+++ b/Source/Engine/Level/Actors/PointLight.h
@@ -9,7 +9,7 @@
///
/// Point light emits light from point in all directions.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Point Light\")") class FLAXENGINE_API PointLight : public LightWithShadow
+API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Point Light\"), ActorToolbox(\"Lights\")") class FLAXENGINE_API PointLight : public LightWithShadow
{
DECLARE_SCENE_OBJECT(PointLight);
private:
diff --git a/Source/Engine/Level/Actors/PostFxVolume.h b/Source/Engine/Level/Actors/PostFxVolume.h
index 97d61f1f3..0ba1978ac 100644
--- a/Source/Engine/Level/Actors/PostFxVolume.h
+++ b/Source/Engine/Level/Actors/PostFxVolume.h
@@ -9,7 +9,7 @@
///
/// A special type of volume that blends custom set of post process settings into the rendering.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Post Fx Volume\")") class FLAXENGINE_API PostFxVolume : public BoxVolume, public IPostFxSettingsProvider
+API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Post Fx Volume\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API PostFxVolume : public BoxVolume, public IPostFxSettingsProvider
{
DECLARE_SCENE_OBJECT(PostFxVolume);
private:
diff --git a/Source/Engine/Level/Actors/Sky.h b/Source/Engine/Level/Actors/Sky.h
index 85c09eefd..9c3cee3ca 100644
--- a/Source/Engine/Level/Actors/Sky.h
+++ b/Source/Engine/Level/Actors/Sky.h
@@ -14,7 +14,7 @@ class GPUPipelineState;
///
/// Sky actor renders atmosphere around the scene with fog and sky.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky\")") class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
+API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
{
DECLARE_SCENE_OBJECT(Sky);
private:
diff --git a/Source/Engine/Level/Actors/SkyLight.h b/Source/Engine/Level/Actors/SkyLight.h
index aa42a8855..0bb1b8a33 100644
--- a/Source/Engine/Level/Actors/SkyLight.h
+++ b/Source/Engine/Level/Actors/SkyLight.h
@@ -9,7 +9,7 @@
///
/// Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Sky Light\")") class FLAXENGINE_API SkyLight : public Light
+API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Sky Light\"), ActorToolbox(\"Lights\")") class FLAXENGINE_API SkyLight : public Light
{
DECLARE_SCENE_OBJECT(SkyLight);
public:
diff --git a/Source/Engine/Level/Actors/Skybox.h b/Source/Engine/Level/Actors/Skybox.h
index 0684976bd..9d4023b4f 100644
--- a/Source/Engine/Level/Actors/Skybox.h
+++ b/Source/Engine/Level/Actors/Skybox.h
@@ -11,7 +11,7 @@
///
/// Skybox actor renders sky using custom cube texture or material.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky Box\")") class FLAXENGINE_API Skybox : public Actor, public ISkyRenderer
+API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky Box\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API Skybox : public Actor, public ISkyRenderer
{
DECLARE_SCENE_OBJECT(Skybox);
private:
diff --git a/Source/Engine/Level/Actors/Spline.h b/Source/Engine/Level/Actors/Spline.h
index a2d2fa7d2..176ed1aa9 100644
--- a/Source/Engine/Level/Actors/Spline.h
+++ b/Source/Engine/Level/Actors/Spline.h
@@ -8,7 +8,7 @@
///
/// Spline shape actor that defines spatial curve with utility functions for general purpose usage.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Other/Spline\")") class FLAXENGINE_API Spline : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Other/Spline\"), ActorToolbox(\"Other\")") class FLAXENGINE_API Spline : public Actor
{
DECLARE_SCENE_OBJECT(Spline);
typedef BezierCurveKeyframe Keyframe;
diff --git a/Source/Engine/Level/Actors/SpotLight.h b/Source/Engine/Level/Actors/SpotLight.h
index b85bd4f0d..10e9dd90e 100644
--- a/Source/Engine/Level/Actors/SpotLight.h
+++ b/Source/Engine/Level/Actors/SpotLight.h
@@ -9,7 +9,7 @@
///
/// Spot light emits light from the point in a given direction.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Spot Light\")") class FLAXENGINE_API SpotLight : public LightWithShadow
+API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Spot Light\"), ActorToolbox(\"Lights\")") class FLAXENGINE_API SpotLight : public LightWithShadow
{
DECLARE_SCENE_OBJECT(SpotLight);
private:
diff --git a/Source/Engine/Navigation/NavLink.h b/Source/Engine/Navigation/NavLink.h
index 7a788a2a5..edd3afa18 100644
--- a/Source/Engine/Navigation/NavLink.h
+++ b/Source/Engine/Navigation/NavLink.h
@@ -8,7 +8,7 @@
/// The off-mesh link objects used to define a custom point-to-point edge within the navigation graph.
/// An off-mesh connection is a user defined traversable connection made up to two vertices, at least one of which resides within a navigation mesh polygon allowing movement outside the navigation mesh.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Link\")") class FLAXENGINE_API NavLink : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Link\"), ActorToolbox(\"Other\")") class FLAXENGINE_API NavLink : public Actor
{
DECLARE_SCENE_OBJECT(NavLink);
public:
diff --git a/Source/Engine/Navigation/NavMeshBoundsVolume.h b/Source/Engine/Navigation/NavMeshBoundsVolume.h
index 595105048..339b72774 100644
--- a/Source/Engine/Navigation/NavMeshBoundsVolume.h
+++ b/Source/Engine/Navigation/NavMeshBoundsVolume.h
@@ -8,7 +8,7 @@
///
/// A special type of volume that defines the area of the scene in which navigation meshes are generated.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Mesh Bounds Volume\")") class FLAXENGINE_API NavMeshBoundsVolume : public BoxVolume
+API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Mesh Bounds Volume\"), ActorToolbox(\"Other\")") class FLAXENGINE_API NavMeshBoundsVolume : public BoxVolume
{
DECLARE_SCENE_OBJECT(NavMeshBoundsVolume);
public:
diff --git a/Source/Engine/Navigation/NavModifierVolume.h b/Source/Engine/Navigation/NavModifierVolume.h
index c2992ccdc..0f1e9f9c6 100644
--- a/Source/Engine/Navigation/NavModifierVolume.h
+++ b/Source/Engine/Navigation/NavModifierVolume.h
@@ -8,7 +8,7 @@
///
/// A special type of volume that defines the area of the scene in which navigation is restricted (eg. higher traversal cost or dynamic obstacle block).
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Modifier Volume\")") class FLAXENGINE_API NavModifierVolume : public BoxVolume
+API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Modifier Volume\"), ActorToolbox(\"Other\")") class FLAXENGINE_API NavModifierVolume : public BoxVolume
{
DECLARE_SCENE_OBJECT(NavModifierVolume);
public:
diff --git a/Source/Engine/Particles/ParticleEffect.h b/Source/Engine/Particles/ParticleEffect.h
index 5f3b898ea..65a7ae292 100644
--- a/Source/Engine/Particles/ParticleEffect.h
+++ b/Source/Engine/Particles/ParticleEffect.h
@@ -133,7 +133,7 @@ public:
///
/// The particle system instance that plays the particles simulation in the game.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Particle Effects\")") class FLAXENGINE_API ParticleEffect : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Particle Effects\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API ParticleEffect : public Actor
{
DECLARE_SCENE_OBJECT(ParticleEffect);
public:
diff --git a/Source/Engine/Physics/Actors/RigidBody.h b/Source/Engine/Physics/Actors/RigidBody.h
index f93abe915..c76310e35 100644
--- a/Source/Engine/Physics/Actors/RigidBody.h
+++ b/Source/Engine/Physics/Actors/RigidBody.h
@@ -14,7 +14,7 @@ class Collider;
/// Physics simulation driven object.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Rigid Body\")") class FLAXENGINE_API RigidBody : public Actor, public IPhysicsActor
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Rigid Body\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API RigidBody : public Actor, public IPhysicsActor
{
DECLARE_SCENE_OBJECT(RigidBody);
protected:
diff --git a/Source/Engine/Physics/Colliders/BoxCollider.h b/Source/Engine/Physics/Colliders/BoxCollider.h
index a91872acd..867d29ea8 100644
--- a/Source/Engine/Physics/Colliders/BoxCollider.h
+++ b/Source/Engine/Physics/Colliders/BoxCollider.h
@@ -9,7 +9,7 @@
/// A box-shaped primitive collider.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\")") class FLAXENGINE_API BoxCollider : public Collider
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API BoxCollider : public Collider
{
DECLARE_SCENE_OBJECT(BoxCollider);
private:
diff --git a/Source/Engine/Physics/Colliders/CapsuleCollider.h b/Source/Engine/Physics/Colliders/CapsuleCollider.h
index c4837b814..bbb80b8f6 100644
--- a/Source/Engine/Physics/Colliders/CapsuleCollider.h
+++ b/Source/Engine/Physics/Colliders/CapsuleCollider.h
@@ -10,7 +10,7 @@
///
/// Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Capsule Collider\")") class FLAXENGINE_API CapsuleCollider : public Collider
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Capsule Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API CapsuleCollider : public Collider
{
DECLARE_SCENE_OBJECT(CapsuleCollider);
private:
diff --git a/Source/Engine/Physics/Colliders/CharacterController.h b/Source/Engine/Physics/Colliders/CharacterController.h
index 79a88d601..3f98e6734 100644
--- a/Source/Engine/Physics/Colliders/CharacterController.h
+++ b/Source/Engine/Physics/Colliders/CharacterController.h
@@ -9,7 +9,7 @@
/// Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Character Controller\")") class FLAXENGINE_API CharacterController : public Collider, public IPhysicsActor
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Character Controller\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API CharacterController : public Collider, public IPhysicsActor
{
DECLARE_SCENE_OBJECT(CharacterController);
public:
diff --git a/Source/Engine/Physics/Colliders/MeshCollider.h b/Source/Engine/Physics/Colliders/MeshCollider.h
index 9aea57e72..8f19afd2c 100644
--- a/Source/Engine/Physics/Colliders/MeshCollider.h
+++ b/Source/Engine/Physics/Colliders/MeshCollider.h
@@ -10,7 +10,7 @@
/// A collider represented by an arbitrary mesh.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\")") class FLAXENGINE_API MeshCollider : public Collider
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API MeshCollider : public Collider
{
DECLARE_SCENE_OBJECT(MeshCollider);
public:
diff --git a/Source/Engine/Physics/Colliders/SphereCollider.h b/Source/Engine/Physics/Colliders/SphereCollider.h
index 263ff84f2..211c74f7a 100644
--- a/Source/Engine/Physics/Colliders/SphereCollider.h
+++ b/Source/Engine/Physics/Colliders/SphereCollider.h
@@ -8,7 +8,7 @@
/// A sphere-shaped primitive collider.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\")") class FLAXENGINE_API SphereCollider : public Collider
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API SphereCollider : public Collider
{
DECLARE_SCENE_OBJECT(SphereCollider);
private:
diff --git a/Source/Engine/Physics/Joints/D6Joint.h b/Source/Engine/Physics/Joints/D6Joint.h
index 2182f810f..aaddb4223 100644
--- a/Source/Engine/Physics/Joints/D6Joint.h
+++ b/Source/Engine/Physics/Joints/D6Joint.h
@@ -160,7 +160,7 @@ public:
/// It also allows you to constrain limits to only specific axes or completely lock specific axes.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/D6 Joint\")") class FLAXENGINE_API D6Joint : public Joint
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/D6 Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API D6Joint : public Joint
{
DECLARE_SCENE_OBJECT(D6Joint);
private:
diff --git a/Source/Engine/Physics/Joints/DistanceJoint.h b/Source/Engine/Physics/Joints/DistanceJoint.h
index 1d60f8473..cd91e7eaf 100644
--- a/Source/Engine/Physics/Joints/DistanceJoint.h
+++ b/Source/Engine/Physics/Joints/DistanceJoint.h
@@ -37,7 +37,7 @@ DECLARE_ENUM_OPERATORS(DistanceJointFlag);
/// Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Distance Joint\")") class FLAXENGINE_API DistanceJoint : public Joint
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Distance Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API DistanceJoint : public Joint
{
DECLARE_SCENE_OBJECT(DistanceJoint);
private:
diff --git a/Source/Engine/Physics/Joints/FixedJoint.h b/Source/Engine/Physics/Joints/FixedJoint.h
index cb6c9e133..288a66413 100644
--- a/Source/Engine/Physics/Joints/FixedJoint.h
+++ b/Source/Engine/Physics/Joints/FixedJoint.h
@@ -8,7 +8,7 @@
/// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Fixed Joint\")") class FLAXENGINE_API FixedJoint : public Joint
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Fixed Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API FixedJoint : public Joint
{
DECLARE_SCENE_OBJECT(FixedJoint);
public:
diff --git a/Source/Engine/Physics/Joints/HingeJoint.h b/Source/Engine/Physics/Joints/HingeJoint.h
index 27f012c85..e766a835e 100644
--- a/Source/Engine/Physics/Joints/HingeJoint.h
+++ b/Source/Engine/Physics/Joints/HingeJoint.h
@@ -67,7 +67,7 @@ public:
/// Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Hinge Joint\")") class FLAXENGINE_API HingeJoint : public Joint
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Hinge Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API HingeJoint : public Joint
{
DECLARE_SCENE_OBJECT(HingeJoint);
private:
diff --git a/Source/Engine/Physics/Joints/SliderJoint.h b/Source/Engine/Physics/Joints/SliderJoint.h
index 3bee7d242..4753699c1 100644
--- a/Source/Engine/Physics/Joints/SliderJoint.h
+++ b/Source/Engine/Physics/Joints/SliderJoint.h
@@ -27,7 +27,7 @@ DECLARE_ENUM_OPERATORS(SliderJointFlag);
/// Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.
///
///
-API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Slider Joint\")") class FLAXENGINE_API SliderJoint : public Joint
+API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Slider Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API SliderJoint : public Joint
{
DECLARE_SCENE_OBJECT(SliderJoint);
private:
diff --git a/Source/Engine/Physics/Joints/SphericalJoint.h b/Source/Engine/Physics/Joints/SphericalJoint.h
index dbee8d7cc..949b566dc 100644
--- a/Source/Engine/Physics/Joints/SphericalJoint.h
+++ b/Source/Engine/Physics/Joints/SphericalJoint.h
@@ -29,7 +29,7 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
/// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
///
///
-API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\")") class FLAXENGINE_API SphericalJoint : public Joint
+API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API SphericalJoint : public Joint
{
DECLARE_SCENE_OBJECT(SphericalJoint);
private:
diff --git a/Source/Engine/Scripting/Attributes/Editor/ActorToolbox.cs b/Source/Engine/Scripting/Attributes/Editor/ActorToolbox.cs
new file mode 100644
index 000000000..4b3fc6558
--- /dev/null
+++ b/Source/Engine/Scripting/Attributes/Editor/ActorToolbox.cs
@@ -0,0 +1,26 @@
+using System;
+
+namespace FlaxEngine
+{
+ ///
+ /// This attribute is used to show actors that can be created in the actor tab of the toolbox.
+ ///
+ [Serializable]
+ [AttributeUsage(AttributeTargets.Class)]
+ public class ActorToolboxAttribute : Attribute
+ {
+ ///
+ /// The path to be used in the tool box
+ ///
+ public string Group;
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ /// The group to use to create the tab
+ public ActorToolboxAttribute(string group)
+ {
+ Group = group;
+ }
+ }
+}
diff --git a/Source/Engine/UI/SpriteRender.h b/Source/Engine/UI/SpriteRender.h
index 839b274f2..87e74456e 100644
--- a/Source/Engine/UI/SpriteRender.h
+++ b/Source/Engine/UI/SpriteRender.h
@@ -10,7 +10,7 @@
///
/// Sprite rendering object.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/UI/Sprite Render\")") class FLAXENGINE_API SpriteRender : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/UI/Sprite Render\"), ActorToolbox(\"GUI\")") class FLAXENGINE_API SpriteRender : public Actor
{
DECLARE_SCENE_OBJECT(SpriteRender);
private:
diff --git a/Source/Engine/UI/TextRender.h b/Source/Engine/UI/TextRender.h
index 3c8be565a..0d15c7b5d 100644
--- a/Source/Engine/UI/TextRender.h
+++ b/Source/Engine/UI/TextRender.h
@@ -19,7 +19,7 @@
///
/// Text rendering object.
///
-API_CLASS(Attributes="ActorContextMenu(\"New/UI/Text Render\")") class FLAXENGINE_API TextRender : public Actor
+API_CLASS(Attributes="ActorContextMenu(\"New/UI/Text Render\"), ActorToolbox(\"GUI\")") class FLAXENGINE_API TextRender : public Actor
{
DECLARE_SCENE_OBJECT(TextRender);
private:
diff --git a/Source/Engine/UI/UICanvas.h b/Source/Engine/UI/UICanvas.h
index d207739eb..28b212820 100644
--- a/Source/Engine/UI/UICanvas.h
+++ b/Source/Engine/UI/UICanvas.h
@@ -7,7 +7,7 @@
///
/// Root of the UI structure. Renders GUI and handles input events forwarding.
///
-API_CLASS(Sealed, NoConstructor, Attributes="ActorContextMenu(\"New/UI/UI Canvas\")") class FLAXENGINE_API UICanvas : public Actor
+API_CLASS(Sealed, NoConstructor, Attributes="ActorContextMenu(\"New/UI/UI Canvas\"), ActorToolbox(\"GUI\")") class FLAXENGINE_API UICanvas : public Actor
{
DECLARE_SCENE_OBJECT(UICanvas);
public:
diff --git a/Source/Engine/UI/UIControl.h b/Source/Engine/UI/UIControl.h
index 381cbf98a..0aeca4c00 100644
--- a/Source/Engine/UI/UIControl.h
+++ b/Source/Engine/UI/UIControl.h
@@ -8,7 +8,7 @@
///
/// Contains a single GUI control (on C# side).
///
-API_CLASS(Sealed, Attributes="ActorContextMenu(\"New/UI/UI Control\")") class FLAXENGINE_API UIControl : public Actor
+API_CLASS(Sealed, Attributes="ActorContextMenu(\"New/UI/UI Control\"), ActorToolbox(\"GUI\")") class FLAXENGINE_API UIControl : public Actor
{
DECLARE_SCENE_OBJECT(UIControl);
private: