diff --git a/Source/Editor/Windows/ToolboxWindow.cs b/Source/Editor/Windows/ToolboxWindow.cs
index 383e40e64..ff03d8e0d 100644
--- a/Source/Editor/Windows/ToolboxWindow.cs
+++ b/Source/Editor/Windows/ToolboxWindow.cs
@@ -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;
///
/// 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 tabs = new List();
- foreach (var child in actorGroups.Children)
+ // Remove tabs
+ var tabs = new List();
+ 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().GetChild();
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();
}
diff --git a/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h b/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h
index 185cafc79..d7243a09b 100644
--- a/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h
+++ b/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h
@@ -11,7 +11,8 @@
///
/// The scene animation playback actor.
///
-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);
diff --git a/Source/Engine/Audio/AudioListener.h b/Source/Engine/Audio/AudioListener.h
index 6090983ae..28bca3b81 100644
--- a/Source/Engine/Audio/AudioListener.h
+++ b/Source/Engine/Audio/AudioListener.h
@@ -7,7 +7,8 @@
///
/// 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\"), 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:
diff --git a/Source/Engine/Audio/AudioSource.h b/Source/Engine/Audio/AudioSource.h
index 71575d318..791e9465e 100644
--- a/Source/Engine/Audio/AudioSource.h
+++ b/Source/Engine/Audio/AudioSource.h
@@ -13,7 +13,8 @@
///
/// 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\"), 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;
diff --git a/Source/Engine/Level/Actors/AnimatedModel.h b/Source/Engine/Level/Actors/AnimatedModel.h
index 8d7471ae0..6e0c3bb6d 100644
--- a/Source/Engine/Level/Actors/AnimatedModel.h
+++ b/Source/Engine/Level/Actors/AnimatedModel.h
@@ -12,7 +12,8 @@
///
/// Performs an animation and renders a skinned model.
///
-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;
diff --git a/Source/Engine/Level/Actors/BoneSocket.h b/Source/Engine/Level/Actors/BoneSocket.h
index 6d516481e..e73ec38eb 100644
--- a/Source/Engine/Level/Actors/BoneSocket.h
+++ b/Source/Engine/Level/Actors/BoneSocket.h
@@ -7,10 +7,10 @@
///
/// Actor that links to the animated model skeleton node transformation.
///
-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:
///
/// Gets the target node name to link to it.
///
- /// The target node name.
API_PROPERTY(Attributes="EditorOrder(10), EditorDisplay(\"Bone Socket\"), CustomEditorAlias(\"FlaxEditor.CustomEditors.Editors.SkeletonNodeEditor\")")
FORCE_INLINE const String& GetNode() const
{
@@ -30,14 +29,12 @@ public:
///
/// Sets the target node to link to it.
///
- /// The target node name.
API_PROPERTY()
void SetNode(const StringView& name);
///
/// Gets the value indicating whenever use the target node scale. Otherwise won't override the actor scale.
///
- /// If set to true the node socket will use target node scale, otherwise it will be ignored.
API_PROPERTY(Attributes="EditorOrder(20), EditorDisplay(\"Bone Socket\"), DefaultValue(false)")
FORCE_INLINE bool GetUseScale() const
{
@@ -47,7 +44,6 @@ public:
///
/// Sets the value indicating whenever use the target node scale. Otherwise won't override the actor scale.
///
- /// If set to true the node socket will use target node scale, otherwise it will be ignored.
API_PROPERTY()
void SetUseScale(bool value);
diff --git a/Source/Engine/Level/Actors/BoxBrush.h b/Source/Engine/Level/Actors/BoxBrush.h
index 5dd5f7618..aed66e420 100644
--- a/Source/Engine/Level/Actors/BoxBrush.h
+++ b/Source/Engine/Level/Actors/BoxBrush.h
@@ -65,7 +65,8 @@ public:
///
/// Performs CSG box brush operation that adds or removes geometry.
///
-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:
diff --git a/Source/Engine/Level/Actors/Camera.cpp b/Source/Engine/Level/Actors/Camera.cpp
index 142baa745..28c8bbbe5 100644
--- a/Source/Engine/Level/Actors/Camera.cpp
+++ b/Source/Engine/Level/Actors/Camera.cpp
@@ -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"
diff --git a/Source/Engine/Level/Actors/Camera.h b/Source/Engine/Level/Actors/Camera.h
index 0cd866003..601bb4d91 100644
--- a/Source/Engine/Level/Actors/Camera.h
+++ b/Source/Engine/Level/Actors/Camera.h
@@ -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 @@
///
/// 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\"), 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);
diff --git a/Source/Engine/Level/Actors/Decal.h b/Source/Engine/Level/Actors/Decal.h
index a8e015045..6dceb223a 100644
--- a/Source/Engine/Level/Actors/Decal.h
+++ b/Source/Engine/Level/Actors/Decal.h
@@ -11,7 +11,8 @@
///
/// 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\"), 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:
///
/// Sets the decal bounds size (in local space).
///
- /// The value.
API_PROPERTY() void SetSize(const Vector3& value);
public:
diff --git a/Source/Engine/Level/Actors/DirectionalLight.h b/Source/Engine/Level/Actors/DirectionalLight.h
index e20b7f0f6..180a5087a 100644
--- a/Source/Engine/Level/Actors/DirectionalLight.h
+++ b/Source/Engine/Level/Actors/DirectionalLight.h
@@ -7,7 +7,8 @@
///
/// Directional light emits light from direction in space.
///
-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:
diff --git a/Source/Engine/Level/Actors/EmptyActor.h b/Source/Engine/Level/Actors/EmptyActor.h
index bd4e2b04a..063f96f59 100644
--- a/Source/Engine/Level/Actors/EmptyActor.h
+++ b/Source/Engine/Level/Actors/EmptyActor.h
@@ -7,7 +7,8 @@
///
/// The empty actor that is useful to create hierarchy and/or hold scripts. See .
///
-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:
diff --git a/Source/Engine/Level/Actors/EnvironmentProbe.h b/Source/Engine/Level/Actors/EnvironmentProbe.h
index 4d317a7f7..9267c206c 100644
--- a/Source/Engine/Level/Actors/EnvironmentProbe.h
+++ b/Source/Engine/Level/Actors/EnvironmentProbe.h
@@ -10,7 +10,8 @@
///
/// Environment Probe can capture space around the objects to provide reflections.
///
-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:
diff --git a/Source/Engine/Level/Actors/ExponentialHeightFog.h b/Source/Engine/Level/Actors/ExponentialHeightFog.h
index 00bff0be0..7c6da6a5a 100644
--- a/Source/Engine/Level/Actors/ExponentialHeightFog.h
+++ b/Source/Engine/Level/Actors/ExponentialHeightFog.h
@@ -12,7 +12,8 @@
///
/// 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\"), 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:
diff --git a/Source/Engine/Level/Actors/PointLight.h b/Source/Engine/Level/Actors/PointLight.h
index 29c3e5414..728520a9f 100644
--- a/Source/Engine/Level/Actors/PointLight.h
+++ b/Source/Engine/Level/Actors/PointLight.h
@@ -9,7 +9,8 @@
///
/// Point light emits light from point in all directions.
///
-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:
diff --git a/Source/Engine/Level/Actors/PostFxVolume.h b/Source/Engine/Level/Actors/PostFxVolume.h
index 0ba1978ac..6171523f1 100644
--- a/Source/Engine/Level/Actors/PostFxVolume.h
+++ b/Source/Engine/Level/Actors/PostFxVolume.h
@@ -9,7 +9,8 @@
///
/// 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\"), 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:
diff --git a/Source/Engine/Level/Actors/Sky.h b/Source/Engine/Level/Actors/Sky.h
index 9c3cee3ca..e1fad03a3 100644
--- a/Source/Engine/Level/Actors/Sky.h
+++ b/Source/Engine/Level/Actors/Sky.h
@@ -14,7 +14,8 @@ class GPUPipelineState;
///
/// Sky actor renders atmosphere around the scene with fog and sky.
///
-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:
diff --git a/Source/Engine/Level/Actors/SkyLight.h b/Source/Engine/Level/Actors/SkyLight.h
index 0bb1b8a33..f693d7dca 100644
--- a/Source/Engine/Level/Actors/SkyLight.h
+++ b/Source/Engine/Level/Actors/SkyLight.h
@@ -9,7 +9,8 @@
///
/// 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\"), 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:
diff --git a/Source/Engine/Level/Actors/Skybox.h b/Source/Engine/Level/Actors/Skybox.h
index 9d4023b4f..088dc1ac1 100644
--- a/Source/Engine/Level/Actors/Skybox.h
+++ b/Source/Engine/Level/Actors/Skybox.h
@@ -11,7 +11,8 @@
///
/// Skybox actor renders sky using custom cube texture or material.
///
-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:
diff --git a/Source/Engine/Level/Actors/Spline.h b/Source/Engine/Level/Actors/Spline.h
index 176ed1aa9..a1b447a26 100644
--- a/Source/Engine/Level/Actors/Spline.h
+++ b/Source/Engine/Level/Actors/Spline.h
@@ -8,7 +8,8 @@
///
/// Spline shape actor that defines spatial curve with utility functions for general purpose usage.
///
-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 Keyframe;
diff --git a/Source/Engine/Level/Actors/SpotLight.h b/Source/Engine/Level/Actors/SpotLight.h
index 10e9dd90e..34487ad57 100644
--- a/Source/Engine/Level/Actors/SpotLight.h
+++ b/Source/Engine/Level/Actors/SpotLight.h
@@ -9,7 +9,8 @@
///
/// Spot light emits light from the point in a given direction.
///
-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:
diff --git a/Source/Engine/Navigation/NavLink.h b/Source/Engine/Navigation/NavLink.h
index edd3afa18..bd2aa7792 100644
--- a/Source/Engine/Navigation/NavLink.h
+++ b/Source/Engine/Navigation/NavLink.h
@@ -5,10 +5,10 @@
#include "Engine/Level/Actor.h"
///
-/// 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.
///
-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:
diff --git a/Source/Engine/Navigation/NavMeshBoundsVolume.h b/Source/Engine/Navigation/NavMeshBoundsVolume.h
index 339b72774..4c079c695 100644
--- a/Source/Engine/Navigation/NavMeshBoundsVolume.h
+++ b/Source/Engine/Navigation/NavMeshBoundsVolume.h
@@ -8,7 +8,8 @@
///
/// 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\"), 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:
diff --git a/Source/Engine/Particles/ParticleEffect.h b/Source/Engine/Particles/ParticleEffect.h
index 65a7ae292..9d735b364 100644
--- a/Source/Engine/Particles/ParticleEffect.h
+++ b/Source/Engine/Particles/ParticleEffect.h
@@ -133,7 +133,8 @@ public:
///
/// The particle system instance that plays the particles simulation in the game.
///
-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:
diff --git a/Source/Engine/Physics/Actors/RigidBody.h b/Source/Engine/Physics/Actors/RigidBody.h
index c76310e35..399e40596 100644
--- a/Source/Engine/Physics/Actors/RigidBody.h
+++ b/Source/Engine/Physics/Actors/RigidBody.h
@@ -14,7 +14,8 @@ class Collider;
/// Physics simulation driven object.
///
///
-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:
diff --git a/Source/Engine/Physics/Colliders/BoxCollider.h b/Source/Engine/Physics/Colliders/BoxCollider.h
index 867d29ea8..c15d1c8b4 100644
--- a/Source/Engine/Physics/Colliders/BoxCollider.h
+++ b/Source/Engine/Physics/Colliders/BoxCollider.h
@@ -9,7 +9,8 @@
/// A box-shaped primitive 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:
diff --git a/Source/Engine/Physics/Colliders/CapsuleCollider.h b/Source/Engine/Physics/Colliders/CapsuleCollider.h
index bbb80b8f6..fa4e487ec 100644
--- a/Source/Engine/Physics/Colliders/CapsuleCollider.h
+++ b/Source/Engine/Physics/Colliders/CapsuleCollider.h
@@ -10,7 +10,8 @@
///
/// 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\"), 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:
diff --git a/Source/Engine/Physics/Colliders/CharacterController.h b/Source/Engine/Physics/Colliders/CharacterController.h
index 3f98e6734..95d9e3293 100644
--- a/Source/Engine/Physics/Colliders/CharacterController.h
+++ b/Source/Engine/Physics/Colliders/CharacterController.h
@@ -9,7 +9,8 @@
/// 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\"), 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:
diff --git a/Source/Engine/Physics/Colliders/MeshCollider.h b/Source/Engine/Physics/Colliders/MeshCollider.h
index 8f19afd2c..44c3662ab 100644
--- a/Source/Engine/Physics/Colliders/MeshCollider.h
+++ b/Source/Engine/Physics/Colliders/MeshCollider.h
@@ -10,7 +10,8 @@
/// A collider represented by an arbitrary mesh.
///
///
-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:
diff --git a/Source/Engine/Physics/Colliders/SphereCollider.h b/Source/Engine/Physics/Colliders/SphereCollider.h
index 211c74f7a..6a816b5e5 100644
--- a/Source/Engine/Physics/Colliders/SphereCollider.h
+++ b/Source/Engine/Physics/Colliders/SphereCollider.h
@@ -8,7 +8,8 @@
/// A sphere-shaped primitive 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:
diff --git a/Source/Engine/Physics/Joints/D6Joint.h b/Source/Engine/Physics/Joints/D6Joint.h
index aaddb4223..a0aafd48e 100644
--- a/Source/Engine/Physics/Joints/D6Joint.h
+++ b/Source/Engine/Physics/Joints/D6Joint.h
@@ -160,7 +160,8 @@ 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\"), 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:
diff --git a/Source/Engine/Physics/Joints/DistanceJoint.h b/Source/Engine/Physics/Joints/DistanceJoint.h
index cd91e7eaf..44940b5ea 100644
--- a/Source/Engine/Physics/Joints/DistanceJoint.h
+++ b/Source/Engine/Physics/Joints/DistanceJoint.h
@@ -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.
///
///
-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:
diff --git a/Source/Engine/Physics/Joints/FixedJoint.h b/Source/Engine/Physics/Joints/FixedJoint.h
index 288a66413..0e2eee8e4 100644
--- a/Source/Engine/Physics/Joints/FixedJoint.h
+++ b/Source/Engine/Physics/Joints/FixedJoint.h
@@ -8,7 +8,8 @@
/// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
///
///
-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:
diff --git a/Source/Engine/Physics/Joints/HingeJoint.h b/Source/Engine/Physics/Joints/HingeJoint.h
index e766a835e..9a3769c3c 100644
--- a/Source/Engine/Physics/Joints/HingeJoint.h
+++ b/Source/Engine/Physics/Joints/HingeJoint.h
@@ -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).
///
///
-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:
diff --git a/Source/Engine/Physics/Joints/SliderJoint.h b/Source/Engine/Physics/Joints/SliderJoint.h
index 4753699c1..46fb2a3de 100644
--- a/Source/Engine/Physics/Joints/SliderJoint.h
+++ b/Source/Engine/Physics/Joints/SliderJoint.h
@@ -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.
///
///
-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:
diff --git a/Source/Engine/Physics/Joints/SphericalJoint.h b/Source/Engine/Physics/Joints/SphericalJoint.h
index 949b566dc..5b29a0a25 100644
--- a/Source/Engine/Physics/Joints/SphericalJoint.h
+++ b/Source/Engine/Physics/Joints/SphericalJoint.h
@@ -29,7 +29,8 @@ 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\"), 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:
diff --git a/Source/Engine/Scripting/Attributes/Editor/ActorContextMenu.cs b/Source/Engine/Scripting/Attributes/Editor/ActorContextMenuAttribute.cs
similarity index 94%
rename from Source/Engine/Scripting/Attributes/Editor/ActorContextMenu.cs
rename to Source/Engine/Scripting/Attributes/Editor/ActorContextMenuAttribute.cs
index aab4ed92d..618b88439 100644
--- a/Source/Engine/Scripting/Attributes/Editor/ActorContextMenu.cs
+++ b/Source/Engine/Scripting/Attributes/Editor/ActorContextMenuAttribute.cs
@@ -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
///
public string Path;
-
+
///
/// Initializes a new instance of the class.
///
- /// The path to use to create the context menu
+ /// The path to use to create the context menu.
public ActorContextMenuAttribute(string path)
{
Path = path;
diff --git a/Source/Engine/Scripting/Attributes/Editor/ActorToolbox.cs b/Source/Engine/Scripting/Attributes/Editor/ActorToolboxAttribute.cs
similarity index 75%
rename from Source/Engine/Scripting/Attributes/Editor/ActorToolbox.cs
rename to Source/Engine/Scripting/Attributes/Editor/ActorToolboxAttribute.cs
index c62b366bc..5d4aeb2fd 100644
--- a/Source/Engine/Scripting/Attributes/Editor/ActorToolbox.cs
+++ b/Source/Engine/Scripting/Attributes/Editor/ActorToolboxAttribute.cs
@@ -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.
///
public string Name;
-
+
///
- /// Initializes a new instance of the class.
+ /// Initializes a new instance of the class.
///
- /// The group to use to create the tab
+ /// The group to use to create the tab.
public ActorToolboxAttribute(string group)
{
Group = group;
}
-
+
///
- /// Initializes a new instance of the class.
+ /// Initializes a new instance of the class.
///
- /// The group used to creat the tab
- /// The name to use rather than default
+ /// The group used to create the tab.
+ /// The name to use rather than default.
public ActorToolboxAttribute(string group, string name)
- : this(group)
{
+ Group = group;
Name = name;
}
}
diff --git a/Source/Engine/Scripting/Attributes/Editor/ContentContextMenu.cs b/Source/Engine/Scripting/Attributes/Editor/ContentContextMenuAttribute.cs
similarity index 95%
rename from Source/Engine/Scripting/Attributes/Editor/ContentContextMenu.cs
rename to Source/Engine/Scripting/Attributes/Editor/ContentContextMenuAttribute.cs
index ee9956ede..24e080ed7 100644
--- a/Source/Engine/Scripting/Attributes/Editor/ContentContextMenu.cs
+++ b/Source/Engine/Scripting/Attributes/Editor/ContentContextMenuAttribute.cs
@@ -1,4 +1,4 @@
-using System;
+using System;
namespace FlaxEngine
{
@@ -17,7 +17,7 @@ namespace FlaxEngine
///
/// Initializes a new instance of the class.
///
- /// The path to use to create the context menu
+ /// The path to use to create the context menu.
public ContentContextMenuAttribute(string path)
{
Path = path;
diff --git a/Source/Engine/UI/SpriteRender.h b/Source/Engine/UI/SpriteRender.h
index 87e74456e..c5efc018a 100644
--- a/Source/Engine/UI/SpriteRender.h
+++ b/Source/Engine/UI/SpriteRender.h
@@ -10,7 +10,8 @@
///
/// Sprite rendering object.
///
-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:
diff --git a/Source/Engine/UI/TextRender.h b/Source/Engine/UI/TextRender.h
index 0d15c7b5d..da3c73ae0 100644
--- a/Source/Engine/UI/TextRender.h
+++ b/Source/Engine/UI/TextRender.h
@@ -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 @@
///
/// Text rendering object.
///
-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
-
///
/// Gets the collision proxy used by the text geometry.
///
- /// The collisions proxy container object reference.
FORCE_INLINE const CollisionProxy& GetCollisionProxy() const
{
return _collisionProxy;
}
-
#endif
private:
diff --git a/Source/Engine/UI/UICanvas.h b/Source/Engine/UI/UICanvas.h
index 28b212820..9a8b76794 100644
--- a/Source/Engine/UI/UICanvas.h
+++ b/Source/Engine/UI/UICanvas.h
@@ -7,7 +7,8 @@
///
/// Root of the UI structure. Renders GUI and handles input events forwarding.
///
-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:
diff --git a/Source/Engine/UI/UIControl.h b/Source/Engine/UI/UIControl.h
index 0aeca4c00..490abcbb1 100644
--- a/Source/Engine/UI/UIControl.h
+++ b/Source/Engine/UI/UIControl.h
@@ -8,7 +8,8 @@
///
/// Contains a single GUI control (on C# side).
///
-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: