Keep properties window scroll for actors.
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@@ -1,11 +1,13 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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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 System.Xml;
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using FlaxEditor.CustomEditors;
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using FlaxEditor.SceneGraph;
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using FlaxEditor.Viewport;
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using FlaxEngine;
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using FlaxEngine.GUI;
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namespace FlaxEditor.Windows
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@@ -19,6 +21,8 @@ namespace FlaxEditor.Windows
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{
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private IEnumerable<object> undoRecordObjects;
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private readonly Dictionary<string, string> _actorScrollValues = new Dictionary<string, string>();
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/// <inheritdoc />
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public override bool UseLayoutData => true;
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@@ -57,7 +61,46 @@ namespace FlaxEditor.Windows
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Presenter.GetUndoObjects += GetUndoObjects;
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Presenter.Features |= FeatureFlags.CacheExpandedGroups;
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VScrollBar.ValueChanged += OnScrollValueChanged;
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Editor.SceneEditing.SelectionChanged += OnSelectionChanged;
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Editor.Scene.ActorRemoved += OnActorRemoved;
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}
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/// <inheritdoc />
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public override void OnSceneLoaded(Scene scene, Guid sceneId)
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{
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base.OnSceneLoaded(scene, sceneId);
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// Clear scroll values if new scene is loaded non additively
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if (Level.ScenesCount > 1)
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return;
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_actorScrollValues.Clear();
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}
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private void OnActorRemoved(ActorNode node)
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{
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_actorScrollValues.Remove(node.ID.ToString());
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}
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private void OnScrollValueChanged()
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{
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if (Editor.SceneEditing.SelectionCount > 1)
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return;
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// Clear first 10 scroll values to keep the memory down. Dont need to cache very single value in a scene. We could expose this as a editor setting in the future.
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if (_actorScrollValues.Count >= 20)
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{
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int i = 0;
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foreach (var e in _actorScrollValues)
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{
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if (i >= 10)
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break;
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_actorScrollValues.Remove(e.Key);
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i += 1;
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}
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}
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_actorScrollValues[Editor.SceneEditing.Selection[0].ID.ToString()] = VScrollBar.TargetValue.ToString("0");
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}
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private IEnumerable<object> GetUndoObjects(CustomEditorPresenter customEditorPresenter)
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@@ -75,6 +118,15 @@ namespace FlaxEditor.Windows
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undoRecordObjects = Editor.SceneEditing.Selection.ConvertAll(x => x.UndoRecordObject).Distinct();
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var objects = Editor.SceneEditing.Selection.ConvertAll(x => x.EditableObject).Distinct();
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Presenter.Select(objects);
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// Set scroll value of window if it exists
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if (Editor.SceneEditing.SelectionCount == 1)
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{
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if (_actorScrollValues.TryGetValue(Editor.SceneEditing.Selection[0].ID.ToString(), out var outValue))
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VScrollBar.TargetValue = Convert.ToSingle(outValue);
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else
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VScrollBar.TargetValue = 0;
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}
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}
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/// <inheritdoc />
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