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: