Merge remote-tracking branch 'origin/1.10' into sdl_platform
# Conflicts: # Source/Editor/GUI/ContextMenu/ContextMenuBase.cs # Source/Engine/Platform/Linux/LinuxPlatform.cpp
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@@ -39,14 +39,9 @@ CustomEditorsUtilService CustomEditorsUtilServiceInstance;
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struct Entry
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{
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MClass* DefaultEditor;
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MClass* CustomEditor;
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Entry()
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{
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DefaultEditor = nullptr;
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CustomEditor = nullptr;
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}
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MClass* DefaultEditor = nullptr;
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MClass* CustomEditor = nullptr;
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MType* CustomEditorType = nullptr;
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};
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Dictionary<MType*, Entry> Cache(512);
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@@ -63,11 +58,11 @@ MTypeObject* CustomEditorsUtil::GetCustomEditor(MTypeObject* refType)
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Entry result;
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if (Cache.TryGet(type, result))
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{
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if (result.CustomEditorType)
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return INTERNAL_TYPE_GET_OBJECT(result.CustomEditorType);
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MClass* editor = result.CustomEditor ? result.CustomEditor : result.DefaultEditor;
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if (editor)
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{
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return MUtils::GetType(editor);
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}
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}
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return nullptr;
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}
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@@ -157,7 +152,7 @@ void OnAssemblyLoaded(MAssembly* assembly)
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else if (typeClass)
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{
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auto& entry = Cache[mclass->GetType()];
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entry.CustomEditor = typeClass;
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entry.CustomEditorType = type;
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//LOG(Info, "Custom Editor {0} for type {1}", String(typeClass->GetFullName()), String(mclass->GetFullName()));
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}
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@@ -405,20 +405,9 @@ namespace FlaxEditor.CustomEditors.Editors
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// Select object
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if (_value is Actor actor)
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{
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if (PresenterContext is PropertiesWindow)
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Editor.Instance.SceneEditing.Select(actor);
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else if (PresenterContext is PrefabWindow prefabWindow)
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prefabWindow.Select(prefabWindow.Graph.Root.Find(actor));
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}
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Select(actor);
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else if (_value is Script script && script.Actor)
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{
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var a = script.Actor;
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if (PresenterContext is PropertiesWindow)
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Editor.Instance.SceneEditing.Select(a);
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else if (PresenterContext is PrefabWindow prefabWindow)
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prefabWindow.Select(prefabWindow.Graph.Root.Find(a));
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}
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Select(script.Actor);
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else if (_value is Asset asset)
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Editor.Instance.Windows.ContentWin.Select(asset);
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}
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@@ -436,6 +425,14 @@ namespace FlaxEditor.CustomEditors.Editors
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ShowDropDownMenu();
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}
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private void Select(Actor actor)
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{
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if (PresenterContext is PropertiesWindow)
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Editor.Instance.SceneEditing.Select(actor);
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else if (PresenterContext is PrefabWindow prefabWindow)
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prefabWindow.Select(prefabWindow.Graph.Root.Find(actor));
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}
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private void DoDrag()
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{
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// Do the drag drop operation if has selected element
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