changed how the actor toolbox is created. Allows fo user to enter their own tabs and actors with an attribute

This commit is contained in:
Chandler Cox
2022-11-11 16:37:45 -06:00
parent 81c13825c5
commit 4515844219
41 changed files with 169 additions and 41 deletions

View File

@@ -100,6 +100,7 @@ namespace FlaxEditor.Windows
private TextBox _searchBox; private TextBox _searchBox;
private ContainerControl _groupSearch; private ContainerControl _groupSearch;
private Tabs actorGroups;
/// <summary> /// <summary>
/// The editor instance. /// The editor instance.
@@ -117,8 +118,9 @@ namespace FlaxEditor.Windows
Editor = editor; Editor = editor;
Selected += tab => Editor.Windows.EditWin.Viewport.SetActiveMode<TransformGizmoMode>(); Selected += tab => Editor.Windows.EditWin.Viewport.SetActiveMode<TransformGizmoMode>();
ScriptsBuilder.ScriptsReload += OnScriptsReload; ScriptsBuilder.ScriptsReload += OnScriptsReload;
ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
var actorGroups = new Tabs actorGroups = new Tabs
{ {
Orientation = Orientation.Vertical, Orientation = Orientation.Vertical,
UseScroll = true, UseScroll = true,
@@ -127,7 +129,19 @@ namespace FlaxEditor.Windows
TabsSize = new Float2(120, 32), TabsSize = new Float2(120, 32),
Parent = this, 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); _groupSearch = CreateGroupWithList(actorGroups, "Search", 26);
_searchBox = new TextBox _searchBox = new TextBox
{ {
@@ -194,7 +208,7 @@ namespace FlaxEditor.Windows
groupGui.AddChild(CreateActorItem("UI Canvas", typeof(UICanvas))); groupGui.AddChild(CreateActorItem("UI Canvas", typeof(UICanvas)));
groupGui.AddChild(CreateActorItem("Text Render", typeof(TextRender))); groupGui.AddChild(CreateActorItem("Text Render", typeof(TextRender)));
groupGui.AddChild(CreateActorItem("Sprite Render", typeof(SpriteRender))); groupGui.AddChild(CreateActorItem("Sprite Render", typeof(SpriteRender)));
*/
actorGroups.SelectedTabIndex = 1; actorGroups.SelectedTabIndex = 1;
} }
@@ -206,6 +220,94 @@ namespace FlaxEditor.Windows
_groupSearch.PerformLayout(); _groupSearch.PerformLayout();
} }
private void OnScriptsReloadEnd()
{
RefreshActorTabs();
}
private void RefreshActorTabs()
{
// Remove tabs
List<Tab> tabs = new List<Tab>();
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<Panel>().GetChild<Tree>();
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() private void OnSearchBoxTextChanged()
{ {
// Skip events during setup or init stuff // Skip events during setup or init stuff

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@@ -11,7 +11,7 @@
/// <summary> /// <summary>
/// The scene animation playback actor. /// The scene animation playback actor.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(SceneAnimationPlayer);

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@@ -7,7 +7,7 @@
/// <summary> /// <summary>
/// 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. /// 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.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(AudioListener);
private: private:

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@@ -13,7 +13,7 @@
/// <remarks> /// <remarks>
/// 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. /// 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.
/// </remarks> /// </remarks>
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); DECLARE_SCENE_OBJECT(AudioSource);
friend class AudioStreamingHandler; friend class AudioStreamingHandler;

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@@ -12,7 +12,7 @@
/// <summary> /// <summary>
/// Performs an animation and renders a skinned model. /// Performs an animation and renders a skinned model.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(AnimatedModel);
friend class AnimationsSystem; friend class AnimationsSystem;

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@@ -7,7 +7,7 @@
/// <summary> /// <summary>
/// Actor that links to the animated model skeleton node transformation. /// Actor that links to the animated model skeleton node transformation.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(BoneSocket);

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@@ -65,7 +65,7 @@ public:
/// <summary> /// <summary>
/// Performs CSG box brush operation that adds or removes geometry. /// Performs CSG box brush operation that adds or removes geometry.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(BoxBrush);
private: private:

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@@ -18,7 +18,7 @@
/// <summary> /// <summary>
/// Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.). /// Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.).
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(Camera);

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@@ -11,7 +11,7 @@
/// <summary> /// <summary>
/// Actor that draws the can be used to draw a custom decals on top of the other objects. /// Actor that draws the can be used to draw a custom decals on top of the other objects.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(Decal);
private: private:

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@@ -7,7 +7,7 @@
/// <summary> /// <summary>
/// Directional light emits light from direction in space. /// Directional light emits light from direction in space.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(DirectionalLight);
private: private:

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@@ -7,7 +7,7 @@
/// <summary> /// <summary>
/// The empty actor that is useful to create hierarchy and/or hold scripts. See <see cref="Script"/>. /// The empty actor that is useful to create hierarchy and/or hold scripts. See <see cref="Script"/>.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(EmptyActor);
public: public:

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@@ -10,7 +10,7 @@
/// <summary> /// <summary>
/// Environment Probe can capture space around the objects to provide reflections. /// Environment Probe can capture space around the objects to provide reflections.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(EnvironmentProbe);
public: public:

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@@ -12,7 +12,7 @@
/// <summary> /// <summary>
/// Used to create fogging effects such as clouds but with a density that is related to the height of the fog. /// Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(ExponentialHeightFog);
private: private:

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@@ -9,7 +9,7 @@
/// <summary> /// <summary>
/// Point light emits light from point in all directions. /// Point light emits light from point in all directions.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(PointLight);
private: private:

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@@ -9,7 +9,7 @@
/// <summary> /// <summary>
/// A special type of volume that blends custom set of post process settings into the rendering. /// A special type of volume that blends custom set of post process settings into the rendering.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(PostFxVolume);
private: private:

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@@ -14,7 +14,7 @@ class GPUPipelineState;
/// <summary> /// <summary>
/// Sky actor renders atmosphere around the scene with fog and sky. /// Sky actor renders atmosphere around the scene with fog and sky.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(Sky);
private: private:

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@@ -9,7 +9,7 @@
/// <summary> /// <summary>
/// Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light. /// Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(SkyLight);
public: public:

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@@ -11,7 +11,7 @@
/// <summary> /// <summary>
/// Skybox actor renders sky using custom cube texture or material. /// Skybox actor renders sky using custom cube texture or material.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(Skybox);
private: private:

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@@ -8,7 +8,7 @@
/// <summary> /// <summary>
/// Spline shape actor that defines spatial curve with utility functions for general purpose usage. /// Spline shape actor that defines spatial curve with utility functions for general purpose usage.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(Spline);
typedef BezierCurveKeyframe<Transform> Keyframe; typedef BezierCurveKeyframe<Transform> Keyframe;

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@@ -9,7 +9,7 @@
/// <summary> /// <summary>
/// Spot light emits light from the point in a given direction. /// Spot light emits light from the point in a given direction.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(SpotLight);
private: private:

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@@ -8,7 +8,7 @@
/// The off-mesh link objects used to define a custom point-to-point edge within the navigation graph. /// 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. /// 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.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(NavLink);
public: public:

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@@ -8,7 +8,7 @@
/// <summary> /// <summary>
/// A special type of volume that defines the area of the scene in which navigation meshes are generated. /// A special type of volume that defines the area of the scene in which navigation meshes are generated.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(NavMeshBoundsVolume);
public: public:

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@@ -8,7 +8,7 @@
/// <summary> /// <summary>
/// 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). /// 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).
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(NavModifierVolume);
public: public:

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@@ -133,7 +133,7 @@ public:
/// <summary> /// <summary>
/// The particle system instance that plays the particles simulation in the game. /// The particle system instance that plays the particles simulation in the game.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(ParticleEffect);
public: public:

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@@ -14,7 +14,7 @@ class Collider;
/// Physics simulation driven object. /// Physics simulation driven object.
/// </summary> /// </summary>
/// <seealso cref="Actor" /> /// <seealso cref="Actor" />
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); DECLARE_SCENE_OBJECT(RigidBody);
protected: protected:

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@@ -9,7 +9,7 @@
/// A box-shaped primitive collider. /// A box-shaped primitive collider.
/// </summary> /// </summary>
/// <seealso cref="Collider" /> /// <seealso cref="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); DECLARE_SCENE_OBJECT(BoxCollider);
private: private:

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@@ -10,7 +10,7 @@
/// </summary> /// </summary>
/// <remarks>Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.</remarks> /// <remarks>Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.</remarks>
/// <seealso cref="Collider" /> /// <seealso cref="Collider" />
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); DECLARE_SCENE_OBJECT(CapsuleCollider);
private: private:

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@@ -9,7 +9,7 @@
/// Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody. /// Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody.
/// </summary> /// </summary>
/// <seealso cref="Collider" /> /// <seealso cref="Collider" />
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); DECLARE_SCENE_OBJECT(CharacterController);
public: public:

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@@ -10,7 +10,7 @@
/// A collider represented by an arbitrary mesh. /// A collider represented by an arbitrary mesh.
/// </summary> /// </summary>
/// <seealso cref="Collider" /> /// <seealso cref="Collider" />
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); DECLARE_SCENE_OBJECT(MeshCollider);
public: public:

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@@ -8,7 +8,7 @@
/// A sphere-shaped primitive collider. /// A sphere-shaped primitive collider.
/// </summary> /// </summary>
/// <seealso cref="Collider" /> /// <seealso cref="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); DECLARE_SCENE_OBJECT(SphereCollider);
private: private:

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@@ -160,7 +160,7 @@ public:
/// It also allows you to constrain limits to only specific axes or completely lock specific axes. /// It also allows you to constrain limits to only specific axes or completely lock specific axes.
/// </summary> /// </summary>
/// <seealso cref="Joint" /> /// <seealso cref="Joint" />
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); DECLARE_SCENE_OBJECT(D6Joint);
private: private:

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@@ -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. /// Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.
/// </summary> /// </summary>
/// <seealso cref="Joint" /> /// <seealso cref="Joint" />
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); DECLARE_SCENE_OBJECT(DistanceJoint);
private: private:

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@@ -8,7 +8,7 @@
/// Physics joint that maintains a fixed distance and orientation between its two attached bodies. /// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
/// </summary> /// </summary>
/// <seealso cref="Joint" /> /// <seealso cref="Joint" />
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); DECLARE_SCENE_OBJECT(FixedJoint);
public: public:

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@@ -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). /// Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).
/// </summary> /// </summary>
/// <seealso cref="Joint" /> /// <seealso cref="Joint" />
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); DECLARE_SCENE_OBJECT(HingeJoint);
private: private:

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@@ -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. /// Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.
/// </summary> /// </summary>
/// <seealso cref="Joint" /> /// <seealso cref="Joint" />
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); DECLARE_SCENE_OBJECT(SliderJoint);
private: private:

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@@ -29,7 +29,7 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
/// rotate around the anchor points, and their rotation can be limited by an elliptical cone. /// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
/// </summary> /// </summary>
/// <seealso cref="Joint" /> /// <seealso cref="Joint" />
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); DECLARE_SCENE_OBJECT(SphericalJoint);
private: private:

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@@ -0,0 +1,26 @@
using System;
namespace FlaxEngine
{
/// <summary>
/// This attribute is used to show actors that can be created in the actor tab of the toolbox.
/// </summary>
[Serializable]
[AttributeUsage(AttributeTargets.Class)]
public class ActorToolboxAttribute : Attribute
{
/// <summary>
/// The path to be used in the tool box
/// </summary>
public string Group;
/// <summary>
/// Initializes a new instance of the <see cref="ActorToolboxAttribute"/> class.
/// </summary>
/// <param name="group">The group to use to create the tab</param>
public ActorToolboxAttribute(string group)
{
Group = group;
}
}
}

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@@ -10,7 +10,7 @@
/// <summary> /// <summary>
/// Sprite rendering object. /// Sprite rendering object.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(SpriteRender);
private: private:

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@@ -19,7 +19,7 @@
/// <summary> /// <summary>
/// Text rendering object. /// Text rendering object.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(TextRender);
private: private:

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@@ -7,7 +7,7 @@
/// <summary> /// <summary>
/// Root of the UI structure. Renders GUI and handles input events forwarding. /// Root of the UI structure. Renders GUI and handles input events forwarding.
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(UICanvas);
public: public:

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@@ -8,7 +8,7 @@
/// <summary> /// <summary>
/// Contains a single GUI control (on C# side). /// Contains a single GUI control (on C# side).
/// </summary> /// </summary>
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); DECLARE_SCENE_OBJECT(UIControl);
private: private: