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: