diff --git a/Source/Editor/GUI/Popups/RenamePopup.cs b/Source/Editor/GUI/Popups/RenamePopup.cs index 891ced9c7..01fbdc03f 100644 --- a/Source/Editor/GUI/Popups/RenamePopup.cs +++ b/Source/Editor/GUI/Popups/RenamePopup.cs @@ -81,6 +81,20 @@ namespace FlaxEditor.GUI private bool IsInputValid => !string.IsNullOrWhiteSpace(_inputField.Text) && (_inputField.Text == _startValue || Validate == null || Validate(this, _inputField.Text)); + /// + public override void Update(float deltaTime) + { + var mouseLocation = Root.MousePosition; + if (!ContainsPoint(ref mouseLocation) && RootWindow.ContainsFocus && Text != _startValue) + { + // rename item before closing if left mouse button in clicked + if (FlaxEngine.Input.GetMouseButtonDown(MouseButton.Left)) + OnEnd(); + } + + base.Update(deltaTime); + } + private void OnTextChanged() { if (Validate == null) diff --git a/Source/Editor/Windows/ToolboxWindow.cs b/Source/Editor/Windows/ToolboxWindow.cs index 2ef8b7db2..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; @@ -100,6 +99,7 @@ namespace FlaxEditor.Windows private TextBox _searchBox; private ContainerControl _groupSearch; + private Tabs _actorGroups; /// /// The editor instance. @@ -117,8 +117,9 @@ namespace FlaxEditor.Windows Editor = editor; Selected += tab => Editor.Windows.EditWin.Viewport.SetActiveMode(); ScriptsBuilder.ScriptsReload += OnScriptsReload; + ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd; - var actorGroups = new Tabs + _actorGroups = new Tabs { Orientation = Orientation.Vertical, UseScroll = true, @@ -128,74 +129,19 @@ namespace FlaxEditor.Windows 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; - 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")); + RefreshActorTabs(); - var groupLights = CreateGroupWithList(actorGroups, "Lights"); - groupLights.AddChild(CreateActorItem("Directional Light", typeof(DirectionalLight))); - groupLights.AddChild(CreateActorItem("Point Light", typeof(PointLight))); - groupLights.AddChild(CreateActorItem("Spot Light", typeof(SpotLight))); - groupLights.AddChild(CreateActorItem("Sky Light", typeof(SkyLight))); - - var groupVisuals = CreateGroupWithList(actorGroups, "Visuals"); - groupVisuals.AddChild(CreateActorItem("Camera", typeof(Camera))); - groupVisuals.AddChild(CreateActorItem("Environment Probe", typeof(EnvironmentProbe))); - groupVisuals.AddChild(CreateActorItem("Skybox", typeof(Skybox))); - groupVisuals.AddChild(CreateActorItem("Sky", typeof(Sky))); - groupVisuals.AddChild(CreateActorItem("Exponential Height Fog", typeof(ExponentialHeightFog))); - groupVisuals.AddChild(CreateActorItem("PostFx Volume", typeof(PostFxVolume))); - groupVisuals.AddChild(CreateActorItem("Decal", typeof(Decal))); - groupVisuals.AddChild(CreateActorItem("Particle Effect", typeof(ParticleEffect))); - - var groupPhysics = CreateGroupWithList(actorGroups, "Physics"); - groupPhysics.AddChild(CreateActorItem("Rigid Body", typeof(RigidBody))); - groupPhysics.AddChild(CreateActorItem("Character Controller", typeof(CharacterController))); - groupPhysics.AddChild(CreateActorItem("Box Collider", typeof(BoxCollider))); - groupPhysics.AddChild(CreateActorItem("Sphere Collider", typeof(SphereCollider))); - groupPhysics.AddChild(CreateActorItem("Capsule Collider", typeof(CapsuleCollider))); - groupPhysics.AddChild(CreateActorItem("Mesh Collider", typeof(MeshCollider))); - groupPhysics.AddChild(CreateActorItem("Fixed Joint", typeof(FixedJoint))); - groupPhysics.AddChild(CreateActorItem("Distance Joint", typeof(DistanceJoint))); - groupPhysics.AddChild(CreateActorItem("Slider Joint", typeof(SliderJoint))); - groupPhysics.AddChild(CreateActorItem("Spherical Joint", typeof(SphericalJoint))); - groupPhysics.AddChild(CreateActorItem("Hinge Joint", typeof(HingeJoint))); - groupPhysics.AddChild(CreateActorItem("D6 Joint", typeof(D6Joint))); - - var groupOther = CreateGroupWithList(actorGroups, "Other"); - groupOther.AddChild(CreateActorItem("Animated Model", typeof(AnimatedModel))); - groupOther.AddChild(CreateActorItem("Bone Socket", typeof(BoneSocket))); - groupOther.AddChild(CreateActorItem("CSG Box Brush", typeof(BoxBrush))); - groupOther.AddChild(CreateActorItem("Audio Source", typeof(AudioSource))); - groupOther.AddChild(CreateActorItem("Audio Listener", typeof(AudioListener))); - groupOther.AddChild(CreateActorItem("Empty Actor", typeof(EmptyActor))); - groupOther.AddChild(CreateActorItem("Scene Animation", typeof(SceneAnimationPlayer))); - groupOther.AddChild(CreateActorItem("Nav Mesh Bounds Volume", typeof(NavMeshBoundsVolume))); - groupOther.AddChild(CreateActorItem("Nav Link", typeof(NavLink))); - groupOther.AddChild(CreateActorItem("Nav Modifier Volume", typeof(NavModifierVolume))); - groupOther.AddChild(CreateActorItem("Spline", typeof(Spline))); - - var groupGui = CreateGroupWithList(actorGroups, "GUI"); - groupGui.AddChild(CreateActorItem("UI Control", typeof(UIControl))); - groupGui.AddChild(CreateActorItem("UI Canvas", typeof(UICanvas))); - groupGui.AddChild(CreateActorItem("Text Render", typeof(TextRender))); - groupGui.AddChild(CreateActorItem("Sprite Render", typeof(SpriteRender))); - - actorGroups.SelectedTabIndex = 1; + _actorGroups.SelectedTabIndex = 1; } private void OnScriptsReload() @@ -206,6 +152,91 @@ namespace FlaxEditor.Windows _groupSearch.PerformLayout(); } + private void OnScriptsReloadEnd() + { + RefreshActorTabs(); + } + + private void RefreshActorTabs() + { + // Remove tabs + var tabs = new List(); + foreach (var child in _actorGroups.Children) + { + if (child is Tab tab) + { + if (tab.Text != "Search") + tabs.Add(tab); + } + } + foreach (var tab in tabs) + { + var group = _actorGroups.Children.Find(T => T == tab); + group.Dispose(); + } + + // 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"); + + // 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)) + { + if (e is ActorToolboxAttribute actorToolboxAttribute) + { + attribute = actorToolboxAttribute; + break; + } + } + if (attribute == null) + continue; + 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) + { + if (child is Tab tab) + { + if (string.Equals(tab.Text, groupName, StringComparison.OrdinalIgnoreCase)) + { + var tree = tab.GetChild().GetChild(); + if (tree != null) + { + tree.AddChild(string.IsNullOrEmpty(attribute.Name) ? CreateActorItem(Utilities.Utils.GetPropertyNameUI(actorType.Name), actorType) : CreateActorItem(attribute.Name, actorType)); + tree.SortChildren(); + } + actorTabExists = true; + break; + } + } + } + if (actorTabExists) + continue; + + var group = CreateGroupWithList(_actorGroups, groupName); + group.AddChild(string.IsNullOrEmpty(attribute.Name) ? CreateActorItem(Utilities.Utils.GetPropertyNameUI(actorType.Name), actorType) : CreateActorItem(attribute.Name, actorType)); + group.SortChildren(); + } + } + private void OnSearchBoxTextChanged() { // Skip events during setup or init stuff @@ -218,7 +249,17 @@ namespace FlaxEditor.Windows foreach (var actorType in Editor.CodeEditing.Actors.Get()) { - var text = actorType.Name; + ActorToolboxAttribute attribute = null; + foreach (var e in actorType.GetAttributes(true)) + { + if (e is ActorToolboxAttribute actorToolboxAttribute) + { + attribute = actorToolboxAttribute; + break; + } + } + + var text = (attribute == null) ? actorType.Name : string.IsNullOrEmpty(attribute.Name) ? actorType.Name : attribute.Name; if (!QueryFilterHelper.Match(filterText, text, out QueryFilterHelper.Range[] ranges)) continue; diff --git a/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h b/Source/Engine/Animations/SceneAnimations/SceneAnimationPlayer.h index cdeb29fa5..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\")") 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 9edcb4ff7..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\")") 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 4335795e9..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\")") 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/Core/Collections/Dictionary.h b/Source/Engine/Core/Collections/Dictionary.h index 7211d0ecd..d7d3a34ff 100644 --- a/Source/Engine/Core/Collections/Dictionary.h +++ b/Source/Engine/Core/Collections/Dictionary.h @@ -509,14 +509,14 @@ 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) { diff --git a/Source/Engine/Core/Collections/HashSet.h b/Source/Engine/Core/Collections/HashSet.h index a2cb21be7..fc1f53bde 100644 --- a/Source/Engine/Core/Collections/HashSet.h +++ b/Source/Engine/Core/Collections/HashSet.h @@ -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) { diff --git a/Source/Engine/Core/Memory/Allocation.h b/Source/Engine/Core/Memory/Allocation.h index 14aa41f7a..9ae127805 100644 --- a/Source/Engine/Core/Memory/Allocation.h +++ b/Source/Engine/Core/Memory/Allocation.h @@ -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; diff --git a/Source/Engine/Level/Actors/AnimatedModel.h b/Source/Engine/Level/Actors/AnimatedModel.h index d07c93752..7f247267f 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\")") 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 4e107aac0..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\")") 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 5e8fe2cb9..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\")") 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 e01cf11c4..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\")") 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 497186cc5..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\")") 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 f9347be36..78e9112c9 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\")") 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: diff --git a/Source/Engine/Level/Actors/EmptyActor.h b/Source/Engine/Level/Actors/EmptyActor.h index 17742d137..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\")") 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 e5a5faa84..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\")") 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 ac2d24d91..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\")") 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 066bfb81b..87af4f970 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\")") 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 97d61f1f3..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\")") 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 85c09eefd..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\")") 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 4663709b5..d5077a21c 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\")") 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 0684976bd..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\")") 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 a2d2fa7d2..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\")") 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 059e4d28d..d28ff9fcd 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\")") 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 7a788a2a5..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\")") 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 595105048..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\")") 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/Navigation/NavModifierVolume.h b/Source/Engine/Navigation/NavModifierVolume.h index c2992ccdc..0f1e9f9c6 100644 --- a/Source/Engine/Navigation/NavModifierVolume.h +++ b/Source/Engine/Navigation/NavModifierVolume.h @@ -8,7 +8,7 @@ /// /// 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). /// -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: diff --git a/Source/Engine/Particles/ParticleEffect.h b/Source/Engine/Particles/ParticleEffect.h index 5f3b898ea..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\")") 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 f93abe915..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\")") 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 a91872acd..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\")") 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 c4837b814..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\")") 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 79a88d601..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\")") 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 9aea57e72..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\")") 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 263ff84f2..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\")") 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 2182f810f..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\")") 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 1d60f8473..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\")") 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 cb6c9e133..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\")") 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 27f012c85..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\")") 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 3bee7d242..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\")") 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 dbee8d7cc..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\")") 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/ActorToolboxAttribute.cs b/Source/Engine/Scripting/Attributes/Editor/ActorToolboxAttribute.cs new file mode 100644 index 000000000..5d4aeb2fd --- /dev/null +++ b/Source/Engine/Scripting/Attributes/Editor/ActorToolboxAttribute.cs @@ -0,0 +1,42 @@ +using System; + +namespace FlaxEngine +{ + /// + /// This attribute is used to show actors that can be created in the actor tab of the toolbox. + /// + [Serializable] + [AttributeUsage(AttributeTargets.Class)] + public class ActorToolboxAttribute : Attribute + { + /// + /// The path to be used in the tool box + /// + public string Group; + + /// + /// 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. + /// + /// The group to use to create the tab. + public ActorToolboxAttribute(string group) + { + Group = group; + } + + /// + /// Initializes a new instance of the class. + /// + /// The group used to create the tab. + /// The name to use rather than default. + public ActorToolboxAttribute(string group, string name) + { + 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/GUI/Common/TextBoxBase.cs b/Source/Engine/UI/GUI/Common/TextBoxBase.cs index 340459c8f..69b4fa123 100644 --- a/Source/Engine/UI/GUI/Common/TextBoxBase.cs +++ b/Source/Engine/UI/GUI/Common/TextBoxBase.cs @@ -370,7 +370,7 @@ namespace FlaxEngine.GUI { Focus(); SetText(value); - Defocus(); + RemoveFocus(); } /// @@ -907,6 +907,14 @@ namespace FlaxEngine.GUI return HitTestText(location); } + private void RemoveFocus() + { + if (Parent != null) + Parent.Focus(); + else + Defocus(); + } + /// /// Calculates total text size. Called by to cache the text size. /// @@ -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: diff --git a/Source/Engine/UI/SpriteRender.h b/Source/Engine/UI/SpriteRender.h index 839b274f2..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\")") 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 3c8be565a..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\")") 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 d207739eb..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\")") 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 381cbf98a..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\")") 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: