Code cleanup after #823
This commit is contained in:
@@ -2,7 +2,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using FlaxEditor.GUI.Tabs;
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using FlaxEditor.GUI.Tree;
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using FlaxEditor.Scripting;
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@@ -100,7 +99,7 @@ namespace FlaxEditor.Windows
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private TextBox _searchBox;
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private ContainerControl _groupSearch;
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private Tabs actorGroups;
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private Tabs _actorGroups;
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/// <summary>
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/// The editor instance.
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@@ -120,7 +119,7 @@ namespace FlaxEditor.Windows
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ScriptsBuilder.ScriptsReload += OnScriptsReload;
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ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
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actorGroups = new Tabs
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_actorGroups = new Tabs
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{
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Orientation = Orientation.Vertical,
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UseScroll = true,
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@@ -129,20 +128,20 @@ namespace FlaxEditor.Windows
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TabsSize = new Float2(120, 32),
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Parent = this,
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};
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_groupSearch = CreateGroupWithList(actorGroups, "Search", 26);
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_groupSearch = CreateGroupWithList(_actorGroups, "Search", 26);
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_searchBox = new TextBox
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{
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AnchorPreset = AnchorPresets.HorizontalStretchTop,
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WatermarkText = "Search...",
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Parent = _groupSearch.Parent.Parent,
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Bounds = new Rectangle(4, 4, actorGroups.Width - 8, 18),
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Bounds = new Rectangle(4, 4, _actorGroups.Width - 8, 18),
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};
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_searchBox.TextChanged += OnSearchBoxTextChanged;
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RefreshActorTabs();
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actorGroups.SelectedTabIndex = 1;
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_actorGroups.SelectedTabIndex = 1;
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}
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private void OnScriptsReload()
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@@ -160,9 +159,9 @@ namespace FlaxEditor.Windows
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private void RefreshActorTabs()
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{
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// Remove tabs
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List<Tab> tabs = new List<Tab>();
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foreach (var child in actorGroups.Children)
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// Remove tabs
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var tabs = new List<Tab>();
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foreach (var child in _actorGroups.Children)
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{
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if (child is Tab tab)
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{
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@@ -170,34 +169,33 @@ namespace FlaxEditor.Windows
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tabs.Add(tab);
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}
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}
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foreach (var tab in tabs)
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{
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var group = actorGroups.Children.Find(T => T == tab);
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var group = _actorGroups.Children.Find(T => T == tab);
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group.Dispose();
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}
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var groupBasicModels = CreateGroupWithList(actorGroups, "Basic Models");
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// Setup primitives tabs
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var groupBasicModels = CreateGroupWithList(_actorGroups, "Basic Models");
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groupBasicModels.AddChild(CreateEditorAssetItem("Cube", "Primitives/Cube.flax"));
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groupBasicModels.AddChild(CreateEditorAssetItem("Sphere", "Primitives/Sphere.flax"));
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groupBasicModels.AddChild(CreateEditorAssetItem("Plane", "Primitives/Plane.flax"));
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groupBasicModels.AddChild(CreateEditorAssetItem("Cylinder", "Primitives/Cylinder.flax"));
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groupBasicModels.AddChild(CreateEditorAssetItem("Cone", "Primitives/Cone.flax"));
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groupBasicModels.AddChild(CreateEditorAssetItem("Capsule", "Primitives/Capsule.flax"));
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// Created first to order specific tabs
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CreateGroupWithList(actorGroups, "Lights");
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CreateGroupWithList(actorGroups, "Visuals");
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CreateGroupWithList(actorGroups, "Physics");
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CreateGroupWithList(actorGroups, "GUI");
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CreateGroupWithList(actorGroups, "Other");
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CreateGroupWithList(_actorGroups, "Lights");
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CreateGroupWithList(_actorGroups, "Visuals");
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CreateGroupWithList(_actorGroups, "Physics");
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CreateGroupWithList(_actorGroups, "GUI");
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CreateGroupWithList(_actorGroups, "Other");
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// Add other actor types to respective tab based on attribute
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foreach (var actorType in Editor.CodeEditing.Actors.Get())
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{
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if (actorType.IsAbstract)
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continue;
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ActorToolboxAttribute attribute = null;
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foreach (var e in actorType.GetAttributes(false))
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{
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@@ -207,19 +205,17 @@ namespace FlaxEditor.Windows
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break;
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}
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}
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if (attribute == null)
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continue;
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var groupName = attribute.Group;
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var groupName = attribute.Group.Trim();
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// Check if tab already exists and add it to the tab
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var actorTabExists = false;
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foreach (var child in actorGroups.Children)
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foreach (var child in _actorGroups.Children)
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{
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if (child is Tab tab)
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{
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if (tab.Text == groupName.Trim())
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if (string.Equals(tab.Text, groupName, StringComparison.OrdinalIgnoreCase))
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{
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var tree = tab.GetChild<Panel>().GetChild<Tree>();
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if (tree != null)
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@@ -234,8 +230,8 @@ namespace FlaxEditor.Windows
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}
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if (actorTabExists)
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continue;
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var group = CreateGroupWithList(actorGroups, groupName.Trim());
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var group = CreateGroupWithList(_actorGroups, groupName);
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group.AddChild(string.IsNullOrEmpty(attribute.Name) ? CreateActorItem(Utilities.Utils.GetPropertyNameUI(actorType.Name), actorType) : CreateActorItem(attribute.Name, actorType));
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group.SortChildren();
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}
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