Merge branch 'master' into 1.5
This commit is contained in:
@@ -81,6 +81,20 @@ namespace FlaxEditor.GUI
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private bool IsInputValid => !string.IsNullOrWhiteSpace(_inputField.Text) && (_inputField.Text == _startValue || Validate == null || Validate(this, _inputField.Text));
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/// <inheritdoc />
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public override void Update(float deltaTime)
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{
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var mouseLocation = Root.MousePosition;
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if (!ContainsPoint(ref mouseLocation) && RootWindow.ContainsFocus && Text != _startValue)
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{
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// rename item before closing if left mouse button in clicked
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if (FlaxEngine.Input.GetMouseButtonDown(MouseButton.Left))
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OnEnd();
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}
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base.Update(deltaTime);
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}
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private void OnTextChanged()
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{
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if (Validate == null)
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@@ -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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@@ -100,6 +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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/// <summary>
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/// The editor instance.
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@@ -117,8 +117,9 @@ namespace FlaxEditor.Windows
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Editor = editor;
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Selected += tab => Editor.Windows.EditWin.Viewport.SetActiveMode<TransformGizmoMode>();
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ScriptsBuilder.ScriptsReload += OnScriptsReload;
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ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
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var 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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@@ -128,74 +129,19 @@ namespace FlaxEditor.Windows
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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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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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RefreshActorTabs();
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var groupLights = CreateGroupWithList(actorGroups, "Lights");
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groupLights.AddChild(CreateActorItem("Directional Light", typeof(DirectionalLight)));
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groupLights.AddChild(CreateActorItem("Point Light", typeof(PointLight)));
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groupLights.AddChild(CreateActorItem("Spot Light", typeof(SpotLight)));
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groupLights.AddChild(CreateActorItem("Sky Light", typeof(SkyLight)));
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var groupVisuals = CreateGroupWithList(actorGroups, "Visuals");
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groupVisuals.AddChild(CreateActorItem("Camera", typeof(Camera)));
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groupVisuals.AddChild(CreateActorItem("Environment Probe", typeof(EnvironmentProbe)));
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groupVisuals.AddChild(CreateActorItem("Skybox", typeof(Skybox)));
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groupVisuals.AddChild(CreateActorItem("Sky", typeof(Sky)));
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groupVisuals.AddChild(CreateActorItem("Exponential Height Fog", typeof(ExponentialHeightFog)));
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groupVisuals.AddChild(CreateActorItem("PostFx Volume", typeof(PostFxVolume)));
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groupVisuals.AddChild(CreateActorItem("Decal", typeof(Decal)));
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groupVisuals.AddChild(CreateActorItem("Particle Effect", typeof(ParticleEffect)));
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var groupPhysics = CreateGroupWithList(actorGroups, "Physics");
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groupPhysics.AddChild(CreateActorItem("Rigid Body", typeof(RigidBody)));
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groupPhysics.AddChild(CreateActorItem("Character Controller", typeof(CharacterController)));
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groupPhysics.AddChild(CreateActorItem("Box Collider", typeof(BoxCollider)));
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groupPhysics.AddChild(CreateActorItem("Sphere Collider", typeof(SphereCollider)));
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groupPhysics.AddChild(CreateActorItem("Capsule Collider", typeof(CapsuleCollider)));
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groupPhysics.AddChild(CreateActorItem("Mesh Collider", typeof(MeshCollider)));
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groupPhysics.AddChild(CreateActorItem("Fixed Joint", typeof(FixedJoint)));
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groupPhysics.AddChild(CreateActorItem("Distance Joint", typeof(DistanceJoint)));
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groupPhysics.AddChild(CreateActorItem("Slider Joint", typeof(SliderJoint)));
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groupPhysics.AddChild(CreateActorItem("Spherical Joint", typeof(SphericalJoint)));
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groupPhysics.AddChild(CreateActorItem("Hinge Joint", typeof(HingeJoint)));
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groupPhysics.AddChild(CreateActorItem("D6 Joint", typeof(D6Joint)));
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var groupOther = CreateGroupWithList(actorGroups, "Other");
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groupOther.AddChild(CreateActorItem("Animated Model", typeof(AnimatedModel)));
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groupOther.AddChild(CreateActorItem("Bone Socket", typeof(BoneSocket)));
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groupOther.AddChild(CreateActorItem("CSG Box Brush", typeof(BoxBrush)));
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groupOther.AddChild(CreateActorItem("Audio Source", typeof(AudioSource)));
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groupOther.AddChild(CreateActorItem("Audio Listener", typeof(AudioListener)));
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groupOther.AddChild(CreateActorItem("Empty Actor", typeof(EmptyActor)));
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groupOther.AddChild(CreateActorItem("Scene Animation", typeof(SceneAnimationPlayer)));
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groupOther.AddChild(CreateActorItem("Nav Mesh Bounds Volume", typeof(NavMeshBoundsVolume)));
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groupOther.AddChild(CreateActorItem("Nav Link", typeof(NavLink)));
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groupOther.AddChild(CreateActorItem("Nav Modifier Volume", typeof(NavModifierVolume)));
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groupOther.AddChild(CreateActorItem("Spline", typeof(Spline)));
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var groupGui = CreateGroupWithList(actorGroups, "GUI");
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groupGui.AddChild(CreateActorItem("UI Control", typeof(UIControl)));
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groupGui.AddChild(CreateActorItem("UI Canvas", typeof(UICanvas)));
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groupGui.AddChild(CreateActorItem("Text Render", typeof(TextRender)));
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groupGui.AddChild(CreateActorItem("Sprite Render", typeof(SpriteRender)));
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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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@@ -206,6 +152,91 @@ namespace FlaxEditor.Windows
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_groupSearch.PerformLayout();
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}
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private void OnScriptsReloadEnd()
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{
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RefreshActorTabs();
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}
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private void RefreshActorTabs()
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{
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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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if (tab.Text != "Search")
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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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group.Dispose();
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}
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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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// 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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if (e is ActorToolboxAttribute actorToolboxAttribute)
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{
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attribute = actorToolboxAttribute;
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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.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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{
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if (child is Tab tab)
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{
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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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{
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tree.AddChild(string.IsNullOrEmpty(attribute.Name) ? CreateActorItem(Utilities.Utils.GetPropertyNameUI(actorType.Name), actorType) : CreateActorItem(attribute.Name, actorType));
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tree.SortChildren();
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}
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actorTabExists = true;
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break;
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}
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}
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}
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if (actorTabExists)
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continue;
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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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}
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private void OnSearchBoxTextChanged()
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{
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// Skip events during setup or init stuff
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@@ -218,7 +249,17 @@ namespace FlaxEditor.Windows
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foreach (var actorType in Editor.CodeEditing.Actors.Get())
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{
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var text = actorType.Name;
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ActorToolboxAttribute attribute = null;
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foreach (var e in actorType.GetAttributes(true))
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{
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if (e is ActorToolboxAttribute actorToolboxAttribute)
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{
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attribute = actorToolboxAttribute;
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break;
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}
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}
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var text = (attribute == null) ? actorType.Name : string.IsNullOrEmpty(attribute.Name) ? actorType.Name : attribute.Name;
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if (!QueryFilterHelper.Match(filterText, text, out QueryFilterHelper.Range[] ranges))
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continue;
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@@ -11,7 +11,8 @@
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/// <summary>
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/// The scene animation playback actor.
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/// </summary>
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API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Scene Animation\")") class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
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API_CLASS(Attributes="ActorContextMenu(\"New/Other/Scene Animation\"), ActorToolbox(\"Other\", \"Scene Animation\")")
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class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
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{
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DECLARE_SCENE_OBJECT(SceneAnimationPlayer);
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@@ -7,7 +7,8 @@
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/// <summary>
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/// 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.
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/// </summary>
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API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Listener\")") class FLAXENGINE_API AudioListener : public Actor
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API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Listener\"), ActorToolbox(\"Other\")")
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class FLAXENGINE_API AudioListener : public Actor
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{
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DECLARE_SCENE_OBJECT(AudioListener);
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private:
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@@ -13,7 +13,8 @@
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/// <remarks>
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/// 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.
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/// </remarks>
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API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Source\")") class FLAXENGINE_API AudioSource : public Actor
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||||
API_CLASS(Attributes="ActorContextMenu(\"New/Audio/Audio Source\"), ActorToolbox(\"Other\")")
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||||
class FLAXENGINE_API AudioSource : public Actor
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||||
{
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||||
DECLARE_SCENE_OBJECT(AudioSource);
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||||
friend class AudioStreamingHandler;
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||||
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||||
@@ -509,14 +509,14 @@ public:
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||||
_deletedCount = _elementsCount = 0;
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||||
if (capacity != 0 && (capacity & (capacity - 1)) != 0)
|
||||
{
|
||||
// Align capacity value to the next power of two (if it's not)
|
||||
capacity++;
|
||||
// Align capacity value to the next power of two (http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2)
|
||||
capacity--;
|
||||
capacity |= capacity >> 1;
|
||||
capacity |= capacity >> 2;
|
||||
capacity |= capacity >> 4;
|
||||
capacity |= capacity >> 8;
|
||||
capacity |= capacity >> 16;
|
||||
capacity = capacity + 1;
|
||||
capacity++;
|
||||
}
|
||||
if (capacity)
|
||||
{
|
||||
|
||||
@@ -380,14 +380,14 @@ public:
|
||||
_deletedCount = _elementsCount = 0;
|
||||
if (capacity != 0 && (capacity & (capacity - 1)) != 0)
|
||||
{
|
||||
// Align capacity value to the next power of two (if it's not)
|
||||
capacity++;
|
||||
// Align capacity value to the next power of two (http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2)
|
||||
capacity--;
|
||||
capacity |= capacity >> 1;
|
||||
capacity |= capacity >> 2;
|
||||
capacity |= capacity >> 4;
|
||||
capacity |= capacity >> 8;
|
||||
capacity |= capacity >> 16;
|
||||
capacity = capacity + 1;
|
||||
capacity++;
|
||||
}
|
||||
if (capacity)
|
||||
{
|
||||
|
||||
@@ -111,8 +111,8 @@ public:
|
||||
}
|
||||
else
|
||||
{
|
||||
// Round up to the next power of 2 and multiply by 2
|
||||
capacity++;
|
||||
// Round up to the next power of 2 and multiply by 2 (http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2)
|
||||
capacity--;
|
||||
capacity |= capacity >> 1;
|
||||
capacity |= capacity >> 2;
|
||||
capacity |= capacity >> 4;
|
||||
|
||||
@@ -12,7 +12,8 @@
|
||||
/// <summary>
|
||||
/// Performs an animation and renders a skinned model.
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Animated Model\")") 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;
|
||||
|
||||
@@ -7,10 +7,10 @@
|
||||
/// <summary>
|
||||
/// Actor that links to the animated model skeleton node transformation.
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Bone Socket\")") 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);
|
||||
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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\")") 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);
|
||||
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -7,7 +7,8 @@
|
||||
/// <summary>
|
||||
/// Directional light emits light from direction in space.
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Directional Light\")") 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);
|
||||
public:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -9,7 +9,8 @@
|
||||
/// <summary>
|
||||
/// Point light emits light from point in all directions.
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Lights/Point Light\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -11,7 +11,8 @@
|
||||
/// <summary>
|
||||
/// Skybox actor renders sky using custom cube texture or material.
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky Box\")") 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:
|
||||
|
||||
@@ -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\")") 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;
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// <summary>
|
||||
/// A special type of volume that defines the area of the scene in which navigation is restricted (eg. higher traversal cost or dynamic obstacle block).
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Modifier Volume\")") class FLAXENGINE_API NavModifierVolume : public BoxVolume
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Other/Nav Modifier Volume\"), ActorToolbox(\"Other\")") class FLAXENGINE_API NavModifierVolume : public BoxVolume
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(NavModifierVolume);
|
||||
public:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -14,7 +14,8 @@ class Collider;
|
||||
/// Physics simulation driven object.
|
||||
/// </summary>
|
||||
/// <seealso cref="Actor" />
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Rigid Body\")") 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:
|
||||
|
||||
@@ -9,7 +9,8 @@
|
||||
/// A box-shaped primitive collider.
|
||||
/// </summary>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -10,7 +10,8 @@
|
||||
/// A collider represented by an arbitrary mesh.
|
||||
/// </summary>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\")") 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:
|
||||
|
||||
@@ -8,7 +8,8 @@
|
||||
/// A sphere-shaped primitive collider.
|
||||
/// </summary>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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;
|
||||
@@ -0,0 +1,42 @@
|
||||
using System;
|
||||
|
||||
namespace FlaxEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// This attribute is used to show actors that can be created in the actor tab of the toolbox.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
[AttributeUsage(AttributeTargets.Class)]
|
||||
public class ActorToolboxAttribute : Attribute
|
||||
{
|
||||
/// <summary>
|
||||
/// The path to be used in the tool box
|
||||
/// </summary>
|
||||
public string Group;
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
/// <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.
|
||||
/// </summary>
|
||||
/// <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)
|
||||
{
|
||||
Group = group;
|
||||
Name = name;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
@@ -370,7 +370,7 @@ namespace FlaxEngine.GUI
|
||||
{
|
||||
Focus();
|
||||
SetText(value);
|
||||
Defocus();
|
||||
RemoveFocus();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -907,6 +907,14 @@ namespace FlaxEngine.GUI
|
||||
return HitTestText(location);
|
||||
}
|
||||
|
||||
private void RemoveFocus()
|
||||
{
|
||||
if (Parent != null)
|
||||
Parent.Focus();
|
||||
else
|
||||
Defocus();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates total text size. Called by <see cref="OnTextChanged"/> to cache the text size.
|
||||
/// </summary>
|
||||
@@ -1297,7 +1305,7 @@ namespace FlaxEngine.GUI
|
||||
_text = _onStartEditValue;
|
||||
|
||||
if (!IsNavFocused)
|
||||
Defocus();
|
||||
RemoveFocus();
|
||||
OnTextChanged();
|
||||
|
||||
return true;
|
||||
@@ -1311,7 +1319,7 @@ namespace FlaxEngine.GUI
|
||||
else if (!IsNavFocused)
|
||||
{
|
||||
// End editing
|
||||
Defocus();
|
||||
RemoveFocus();
|
||||
}
|
||||
return true;
|
||||
case KeyboardKeys.Home:
|
||||
|
||||
@@ -10,7 +10,8 @@
|
||||
/// <summary>
|
||||
/// Sprite rendering object.
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="ActorContextMenu(\"New/UI/Sprite Render\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -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\")") 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:
|
||||
|
||||
@@ -8,7 +8,8 @@
|
||||
/// <summary>
|
||||
/// Contains a single GUI control (on C# side).
|
||||
/// </summary>
|
||||
API_CLASS(Sealed, Attributes="ActorContextMenu(\"New/UI/UI Control\")") 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:
|
||||
|
||||
Reference in New Issue
Block a user