Merge branch 'keep-scroll' of https://github.com/Tryibion/FlaxEngine into Tryibion-keep-scroll

This commit is contained in:
Wojtek Figat
2024-08-15 15:38:19 +02:00

View File

@@ -1,11 +1,13 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. // Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Xml; using System.Xml;
using FlaxEditor.CustomEditors; using FlaxEditor.CustomEditors;
using FlaxEditor.SceneGraph; using FlaxEditor.SceneGraph;
using FlaxEditor.Viewport; using FlaxEditor.Viewport;
using FlaxEngine;
using FlaxEngine.GUI; using FlaxEngine.GUI;
namespace FlaxEditor.Windows namespace FlaxEditor.Windows
@@ -19,6 +21,8 @@ namespace FlaxEditor.Windows
{ {
private IEnumerable<object> undoRecordObjects; private IEnumerable<object> undoRecordObjects;
private readonly Dictionary<Guid, float> _actorScrollValues = new Dictionary<Guid, float>();
/// <inheritdoc /> /// <inheritdoc />
public override bool UseLayoutData => true; public override bool UseLayoutData => true;
@@ -57,9 +61,42 @@ namespace FlaxEditor.Windows
Presenter.GetUndoObjects += GetUndoObjects; Presenter.GetUndoObjects += GetUndoObjects;
Presenter.Features |= FeatureFlags.CacheExpandedGroups; Presenter.Features |= FeatureFlags.CacheExpandedGroups;
VScrollBar.ValueChanged += OnScrollValueChanged;
Editor.SceneEditing.SelectionChanged += OnSelectionChanged; Editor.SceneEditing.SelectionChanged += OnSelectionChanged;
} }
/// <inheritdoc />
public override void OnSceneLoaded(Scene scene, Guid sceneId)
{
base.OnSceneLoaded(scene, sceneId);
// Clear scroll values if new scene is loaded non additively
if (Level.ScenesCount > 1)
return;
_actorScrollValues.Clear();
}
private void OnScrollValueChanged()
{
if (Editor.SceneEditing.SelectionCount > 1)
return;
// 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.
if (_actorScrollValues.Count >= 20)
{
int i = 0;
foreach (var e in _actorScrollValues)
{
if (i >= 10)
break;
_actorScrollValues.Remove(e.Key);
i += 1;
}
}
_actorScrollValues[Editor.SceneEditing.Selection[0].ID] = VScrollBar.TargetValue;
}
private IEnumerable<object> GetUndoObjects(CustomEditorPresenter customEditorPresenter) private IEnumerable<object> GetUndoObjects(CustomEditorPresenter customEditorPresenter)
{ {
return undoRecordObjects; return undoRecordObjects;
@@ -75,6 +112,10 @@ namespace FlaxEditor.Windows
undoRecordObjects = Editor.SceneEditing.Selection.ConvertAll(x => x.UndoRecordObject).Distinct(); undoRecordObjects = Editor.SceneEditing.Selection.ConvertAll(x => x.UndoRecordObject).Distinct();
var objects = Editor.SceneEditing.Selection.ConvertAll(x => x.EditableObject).Distinct(); var objects = Editor.SceneEditing.Selection.ConvertAll(x => x.EditableObject).Distinct();
Presenter.Select(objects); Presenter.Select(objects);
// Set scroll value of window if it exists
if (Editor.SceneEditing.SelectionCount == 1)
VScrollBar.TargetValue = _actorScrollValues.GetValueOrDefault(Editor.SceneEditing.Selection[0].ID, 0);
} }
/// <inheritdoc /> /// <inheritdoc />