Code cleanup after #823

This commit is contained in:
Wojtek Figat
2022-11-23 19:18:30 +01:00
parent 90bf466495
commit 76c1045444
43 changed files with 118 additions and 95 deletions

View File

@@ -2,7 +2,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using FlaxEditor.GUI.Tabs;
using FlaxEditor.GUI.Tree;
using FlaxEditor.Scripting;
@@ -100,7 +99,7 @@ namespace FlaxEditor.Windows
private TextBox _searchBox;
private ContainerControl _groupSearch;
private Tabs actorGroups;
private Tabs _actorGroups;
/// <summary>
/// The editor instance.
@@ -120,7 +119,7 @@ namespace FlaxEditor.Windows
ScriptsBuilder.ScriptsReload += OnScriptsReload;
ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
actorGroups = new Tabs
_actorGroups = new Tabs
{
Orientation = Orientation.Vertical,
UseScroll = true,
@@ -129,20 +128,20 @@ namespace FlaxEditor.Windows
TabsSize = new Float2(120, 32),
Parent = this,
};
_groupSearch = CreateGroupWithList(actorGroups, "Search", 26);
_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),
Bounds = new Rectangle(4, 4, _actorGroups.Width - 8, 18),
};
_searchBox.TextChanged += OnSearchBoxTextChanged;
RefreshActorTabs();
actorGroups.SelectedTabIndex = 1;
_actorGroups.SelectedTabIndex = 1;
}
private void OnScriptsReload()
@@ -160,9 +159,9 @@ namespace FlaxEditor.Windows
private void RefreshActorTabs()
{
// Remove tabs
List<Tab> tabs = new List<Tab>();
foreach (var child in actorGroups.Children)
// Remove tabs
var tabs = new List<Tab>();
foreach (var child in _actorGroups.Children)
{
if (child is Tab tab)
{
@@ -170,34 +169,33 @@ namespace FlaxEditor.Windows
tabs.Add(tab);
}
}
foreach (var tab in tabs)
{
var group = actorGroups.Children.Find(T => T == tab);
var group = _actorGroups.Children.Find(T => T == tab);
group.Dispose();
}
var groupBasicModels = CreateGroupWithList(actorGroups, "Basic Models");
// Setup primitives tabs
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");
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(false))
{
@@ -207,19 +205,17 @@ namespace FlaxEditor.Windows
break;
}
}
if (attribute == null)
continue;
var groupName = attribute.Group;
var groupName = attribute.Group.Trim();
// Check if tab already exists and add it to the tab
var actorTabExists = false;
foreach (var child in actorGroups.Children)
foreach (var child in _actorGroups.Children)
{
if (child is Tab tab)
{
if (tab.Text == groupName.Trim())
if (string.Equals(tab.Text, groupName, StringComparison.OrdinalIgnoreCase))
{
var tree = tab.GetChild<Panel>().GetChild<Tree>();
if (tree != null)
@@ -234,8 +230,8 @@ namespace FlaxEditor.Windows
}
if (actorTabExists)
continue;
var group = CreateGroupWithList(actorGroups, groupName.Trim());
var group = CreateGroupWithList(_actorGroups, groupName);
group.AddChild(string.IsNullOrEmpty(attribute.Name) ? CreateActorItem(Utilities.Utils.GetPropertyNameUI(actorType.Name), actorType) : CreateActorItem(attribute.Name, actorType));
group.SortChildren();
}

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@@ -11,7 +11,8 @@
/// <summary>
/// The scene animation playback actor.
/// </summary>
API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Scene Animation\"), ActorToolbox(\"Other\", \"Scene Animation\")") class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Scene Animation\"), ActorToolbox(\"Other\", \"Scene Animation\")")
class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
{
DECLARE_SCENE_OBJECT(SceneAnimationPlayer);

View File

@@ -7,7 +7,8 @@
/// <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.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Listener\"), ActorToolbox(\"Other\")") 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:

View File

@@ -13,7 +13,8 @@
/// <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.
/// </remarks>
API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Source\"), ActorToolbox(\"Other\")") 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;

View File

@@ -12,7 +12,8 @@
/// <summary>
/// Performs an animation and renders a skinned model.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Animated Model\"), ActorToolbox(\"Other\")") 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;

View File

@@ -7,10 +7,10 @@
/// <summary>
/// Actor that links to the animated model skeleton node transformation.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Bone Socket\"), ActorToolbox(\"Other\")") 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);
private:
String _node;
int32 _index;
@@ -20,7 +20,6 @@ public:
/// <summary>
/// Gets the target node name to link to it.
/// </summary>
/// <returns>The target node name.</returns>
API_PROPERTY(Attributes="EditorOrder(10), EditorDisplay(\"Bone Socket\"), CustomEditorAlias(\"FlaxEditor.CustomEditors.Editors.SkeletonNodeEditor\")")
FORCE_INLINE const String& GetNode() const
{
@@ -30,14 +29,12 @@ public:
/// <summary>
/// Sets the target node to link to it.
/// </summary>
/// <param name="name">The target node name.</param>
API_PROPERTY()
void SetNode(const StringView& name);
/// <summary>
/// Gets the value indicating whenever use the target node scale. Otherwise won't override the actor scale.
/// </summary>
/// <returns>If set to <c>true</c> the node socket will use target node scale, otherwise it will be ignored.</returns>
API_PROPERTY(Attributes="EditorOrder(20), EditorDisplay(\"Bone Socket\"), DefaultValue(false)")
FORCE_INLINE bool GetUseScale() const
{
@@ -47,7 +44,6 @@ public:
/// <summary>
/// Sets the value indicating whenever use the target node scale. Otherwise won't override the actor scale.
/// </summary>
/// <param name="value">If set to <c>true</c> the node socket will use target node scale, otherwise it will be ignored.</param>
API_PROPERTY()
void SetUseScale(bool value);

View File

@@ -65,7 +65,8 @@ public:
/// <summary>
/// Performs CSG box brush operation that adds or removes geometry.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Box Brush\"), ActorToolbox(\"Other\", \"CSG Box Brush\")") class FLAXENGINE_API BoxBrush : public Actor, public CSG::Brush
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Box Brush\"), ActorToolbox(\"Other\", \"CSG Box Brush\")")
class FLAXENGINE_API BoxBrush : public Actor, public CSG::Brush
{
DECLARE_SCENE_OBJECT(BoxBrush);
private:

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@@ -2,6 +2,7 @@
#include "Camera.h"
#include "Engine/Level/SceneObjectsFactory.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Math/Viewport.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Content/Content.h"

View File

@@ -3,7 +3,6 @@
#pragma once
#include "../Actor.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Math/BoundingFrustum.h"
#include "Engine/Core/Math/Viewport.h"
#include "Engine/Core/Math/Ray.h"
@@ -18,7 +17,8 @@
/// <summary>
/// Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.).
/// </summary>
API_CLASS(Sealed, Attributes="ActorContextMenu(\"New/Camera\"), ActorToolbox(\"Visuals\")") 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);

View File

@@ -11,7 +11,8 @@
/// <summary>
/// Actor that draws the can be used to draw a custom decals on top of the other objects.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Decal\"), ActorToolbox(\"Visuals\")") 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:
@@ -50,7 +51,6 @@ public:
/// <summary>
/// Sets the decal bounds size (in local space).
/// </summary>
/// <param name="value">The value.</param>
API_PROPERTY() void SetSize(const Vector3& value);
public:

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@@ -7,7 +7,8 @@
/// <summary>
/// Directional light emits light from direction in space.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Directional Light\"), ActorToolbox(\"Lights\")") 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:

View File

@@ -7,7 +7,8 @@
/// <summary>
/// The empty actor that is useful to create hierarchy and/or hold scripts. See <see cref="Script"/>.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Actor\"), ActorToolbox(\"Other\")") 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:

View File

@@ -10,7 +10,8 @@
/// <summary>
/// Environment Probe can capture space around the objects to provide reflections.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Environment Probe\"), ActorToolbox(\"Visuals\")") 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:

View File

@@ -12,7 +12,8 @@
/// <summary>
/// Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Exponential Height Fog\"), ActorToolbox(\"Visuals\")") 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:

View File

@@ -9,7 +9,8 @@
/// <summary>
/// Point light emits light from point in all directions.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Point Light\"), ActorToolbox(\"Lights\")") 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:

View File

@@ -9,7 +9,8 @@
/// <summary>
/// A special type of volume that blends custom set of post process settings into the rendering.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Post Fx Volume\"), ActorToolbox(\"Visuals\")") 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:

View File

@@ -14,7 +14,8 @@ class GPUPipelineState;
/// <summary>
/// Sky actor renders atmosphere around the scene with fog and sky.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky\"), ActorToolbox(\"Visuals\")") 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:

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@@ -9,7 +9,8 @@
/// <summary>
/// Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Sky Light\"), ActorToolbox(\"Lights\")") 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:

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@@ -11,7 +11,8 @@
/// <summary>
/// Skybox actor renders sky using custom cube texture or material.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky Box\"), ActorToolbox(\"Visuals\")") 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:

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@@ -8,7 +8,8 @@
/// <summary>
/// Spline shape actor that defines spatial curve with utility functions for general purpose usage.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Spline\"), ActorToolbox(\"Other\")") 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<Transform> Keyframe;

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@@ -9,7 +9,8 @@
/// <summary>
/// Spot light emits light from the point in a given direction.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Spot Light\"), ActorToolbox(\"Lights\")") 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:

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@@ -5,10 +5,10 @@
#include "Engine/Level/Actor.h"
/// <summary>
/// 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.
/// 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.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Link\"), ActorToolbox(\"Other\")") 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:

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@@ -8,7 +8,8 @@
/// <summary>
/// A special type of volume that defines the area of the scene in which navigation meshes are generated.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Mesh Bounds Volume\"), ActorToolbox(\"Other\")") 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:

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@@ -133,7 +133,8 @@ public:
/// <summary>
/// The particle system instance that plays the particles simulation in the game.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Particle Effects\"), ActorToolbox(\"Visuals\")") 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:

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@@ -14,7 +14,8 @@ class Collider;
/// Physics simulation driven object.
/// </summary>
/// <seealso cref="Actor" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Rigid Body\"), ActorToolbox(\"Physics\")") 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:

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@@ -9,7 +9,8 @@
/// A box-shaped primitive collider.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\"), ActorToolbox(\"Physics\")") 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:

View File

@@ -10,7 +10,8 @@
/// </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>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Capsule Collider\"), ActorToolbox(\"Physics\")") 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:

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@@ -9,7 +9,8 @@
/// Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Character Controller\"), ActorToolbox(\"Physics\")") 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:

View File

@@ -10,7 +10,8 @@
/// A collider represented by an arbitrary mesh.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\"), ActorToolbox(\"Physics\")") 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:

View File

@@ -8,7 +8,8 @@
/// A sphere-shaped primitive collider.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\"), ActorToolbox(\"Physics\")") 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:

View File

@@ -160,7 +160,8 @@ public:
/// It also allows you to constrain limits to only specific axes or completely lock specific axes.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/D6 Joint\"), ActorToolbox(\"Physics\")") 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:

View File

@@ -37,7 +37,8 @@ DECLARE_ENUM_OPERATORS(DistanceJointFlag);
/// Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Distance Joint\"), ActorToolbox(\"Physics\")") 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:

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@@ -8,7 +8,8 @@
/// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Fixed Joint\"), ActorToolbox(\"Physics\")") 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:

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@@ -67,7 +67,8 @@ public:
/// Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Hinge Joint\"), ActorToolbox(\"Physics\")") 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:

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@@ -27,7 +27,8 @@ 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.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Slider Joint\"), ActorToolbox(\"Physics\")") 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:

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@@ -29,7 +29,8 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
/// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
/// </summary>
/// <seealso cref="Joint" />
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\"), ActorToolbox(\"Physics\")") 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:

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@@ -1,4 +1,4 @@
using System;
using System;
namespace FlaxEngine
{
@@ -13,11 +13,11 @@ namespace FlaxEngine
/// The path to be used in the context menu
/// </summary>
public string Path;
/// <summary>
/// Initializes a new instance of the <see cref="ActorContextMenuAttribute"/> class.
/// </summary>
/// <param name="path">The path to use to create the context menu</param>
/// <param name="path">The path to use to create the context menu.</param>
public ActorContextMenuAttribute(string path)
{
Path = path;

View File

@@ -1,4 +1,4 @@
using System;
using System;
namespace FlaxEngine
{
@@ -18,24 +18,24 @@ namespace FlaxEngine
/// The name to be used for the actor in the tool box. Will default to actor name if now used.
/// </summary>
public string Name;
/// <summary>
/// Initializes a new instance of the <see cref="ActorToolboxAttribute"/> class.
/// Initializes a new instance of the <see cref="ActorToolboxAttribute"/> class.
/// </summary>
/// <param name="group">The group to use to create the tab</param>
/// <param name="group">The group to use to create the tab.</param>
public ActorToolboxAttribute(string group)
{
Group = group;
}
/// <summary>
/// Initializes a new instance of the <see cref="ActorToolboxAttribute"/> class.
/// Initializes a new instance of the <see cref="ActorToolboxAttribute"/> class.
/// </summary>
/// <param name="group">The group used to creat the tab</param>
/// <param name="name">The name to use rather than default</param>
/// <param name="group">The group used to create the tab.</param>
/// <param name="name">The name to use rather than default.</param>
public ActorToolboxAttribute(string group, string name)
: this(group)
{
Group = group;
Name = name;
}
}

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@@ -1,4 +1,4 @@
using System;
using System;
namespace FlaxEngine
{
@@ -17,7 +17,7 @@ namespace FlaxEngine
/// <summary>
/// Initializes a new instance of the <see cref="ContentContextMenuAttribute"/> class.
/// </summary>
/// <param name="path">The path to use to create the context menu</param>
/// <param name="path">The path to use to create the context menu.</param>
public ContentContextMenuAttribute(string path)
{
Path = path;

View File

@@ -10,7 +10,8 @@
/// <summary>
/// Sprite rendering object.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/UI/Sprite Render\"), ActorToolbox(\"GUI\")") 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:

View File

@@ -3,7 +3,6 @@
#pragma once
#include "Engine/Level/Actor.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Render2D/TextLayoutOptions.h"
#include "Engine/Render2D/FontAsset.h"
#include "Engine/Renderer/DrawCall.h"
@@ -19,7 +18,8 @@
/// <summary>
/// Text rendering object.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/UI/Text Render\"), ActorToolbox(\"GUI\")") 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:
@@ -138,16 +138,13 @@ public:
API_FUNCTION() void UpdateLayout();
#if USE_PRECISE_MESH_INTERSECTS
/// <summary>
/// Gets the collision proxy used by the text geometry.
/// </summary>
/// <returns>The collisions proxy container object reference.</returns>
FORCE_INLINE const CollisionProxy& GetCollisionProxy() const
{
return _collisionProxy;
}
#endif
private:

View File

@@ -7,7 +7,8 @@
/// <summary>
/// Root of the UI structure. Renders GUI and handles input events forwarding.
/// </summary>
API_CLASS(Sealed, NoConstructor, Attributes="ActorContextMenu(\"New/UI/UI Canvas\"), ActorToolbox(\"GUI\")") 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:

View File

@@ -8,7 +8,8 @@
/// <summary>
/// Contains a single GUI control (on C# side).
/// </summary>
API_CLASS(Sealed, Attributes="ActorContextMenu(\"New/UI/UI Control\"), ActorToolbox(\"GUI\")") 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: