Files
FlaxEngine/Source/Editor/Options/InterfaceOptions.cs
2024-05-26 21:41:59 +02:00

410 lines
16 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System.ComponentModel;
using FlaxEditor.GUI.Docking;
using FlaxEditor.Utilities;
using FlaxEngine;
namespace FlaxEditor.Options
{
/// <summary>
/// Editor interface options data container.
/// </summary>
[CustomEditor(typeof(Editor<InterfaceOptions>))]
public class InterfaceOptions
{
/// <summary>
/// The log timestamp modes.
/// </summary>
public enum TimestampsFormats
{
/// <summary>
/// No prefix.
/// </summary>
None,
/// <summary>
/// The UTC time format.
/// </summary>
Utc,
/// <summary>
/// The local time format.
/// </summary>
LocalTime,
/// <summary>
/// The time since startup (in seconds).
/// </summary>
TimeSinceStartup,
}
/// <summary>
/// A proxy DockState for window open method.
/// </summary>
public enum DockStateProxy
{
/// <summary>
/// The floating window.
/// </summary>
Float = DockState.Float,
/// <summary>
/// The dock fill as a tab.
/// </summary>
DockFill = DockState.DockFill,
/// <summary>
/// The dock left.
/// </summary>
DockLeft = DockState.DockLeft,
/// <summary>
/// The dock right.
/// </summary>
DockRight = DockState.DockRight,
/// <summary>
/// The dock top.
/// </summary>
DockTop = DockState.DockTop,
/// <summary>
/// The dock bottom.
/// </summary>
DockBottom = DockState.DockBottom
}
/// <summary>
/// Options for the action taken by the play button.
/// </summary>
public enum PlayAction
{
/// <summary>
/// Launches the game from the First Scene defined in the project settings.
/// </summary>
PlayGame,
/// <summary>
/// Launches the game using the scenes currently loaded in the editor.
/// </summary>
PlayScenes,
}
/// <summary>
/// Available window modes for the game window.
/// </summary>
public enum GameWindowMode
{
/// <summary>
/// Shows the game window docked, inside the editor.
/// </summary>
Docked,
/// <summary>
/// Shows the game window as a popup.
/// </summary>
PopupWindow,
/// <summary>
/// Shows the game window maximized. (Same as pressing F11)
/// </summary>
MaximizedWindow,
/// <summary>
/// Shows the game window borderless.
/// </summary>
BorderlessWindow,
}
/// <summary>
/// Options for formatting numerical values.
/// </summary>
public enum ValueFormattingType
{
/// <summary>
/// No formatting.
/// </summary>
None,
/// <summary>
/// Format using the base SI unit.
/// </summary>
BaseUnit,
/// <summary>
/// Format using a unit that matches the value best.
/// </summary>
AutoUnit,
}
/// <summary>
/// Gets or sets the Editor User Interface scale. Applied to all UI elements, windows and text. Can be used to scale the interface up on a bigger display. Editor restart required.
/// </summary>
[DefaultValue(1.0f), Limit(0.1f, 10.0f)]
[EditorDisplay("Interface"), EditorOrder(10), Tooltip("Editor User Interface scale. Applied to all UI elements, windows and text. Can be used to scale the interface up on a bigger display. Editor restart required.")]
public float InterfaceScale { get; set; } = 1.0f;
#if PLATFORM_WINDOWS
/// <summary>
/// Gets or sets a value indicating whether use native window title bar. Editor restart required.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Interface"), EditorOrder(70), Tooltip("Determines whether use native window title bar. Editor restart required.")]
public bool UseNativeWindowSystem { get; set; } = false;
#endif
/// <summary>
/// Gets or sets a value indicating whether show selected camera preview in the editor window.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Interface"), EditorOrder(80), Tooltip("Determines whether show selected camera preview in the edit window.")]
public bool ShowSelectedCameraPreview { get; set; } = true;
/// <summary>
/// Gets or sets a value indicating whether center mouse position on window focus in play mode. Helps when working with games that lock mouse cursor.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Interface", "Center Mouse On Game Window Focus"), EditorOrder(100), Tooltip("Determines whether center mouse position on window focus in play mode. Helps when working with games that lock mouse cursor.")]
public bool CenterMouseOnGameWinFocus { get; set; } = false;
/// <summary>
/// Gets or sets the method window opening.
/// </summary>
[DefaultValue(DockStateProxy.Float)]
[EditorDisplay("Interface", "New Window Location"), EditorOrder(150), Tooltip("Define the opening method for new windows, open in a new tab by default.")]
public DockStateProxy NewWindowLocation { get; set; } = DockStateProxy.Float;
/// <summary>
/// Gets or sets the timestamps prefix mode for debug log messages.
/// </summary>
[DefaultValue(TimestampsFormats.None)]
[EditorDisplay("Interface"), EditorOrder(210), Tooltip("The timestamps prefix mode for debug log messages.")]
public TimestampsFormats DebugLogTimestampsFormat { get; set; } = TimestampsFormats.None;
/// <summary>
/// Gets or sets the editor icons scale. Editor restart required.
/// </summary>
[DefaultValue(1.0f), Limit(0.1f, 4.0f, 0.01f)]
[EditorDisplay("Interface"), EditorOrder(250), Tooltip("Editor icons scale. Editor restart required.")]
public float IconsScale { get; set; } = 1.0f;
/// <summary>
/// Gets or sets the editor content window orientation.
/// </summary>
[DefaultValue(FlaxEngine.GUI.Orientation.Horizontal)]
[EditorDisplay("Interface"), EditorOrder(280), Tooltip("Editor content window orientation.")]
public FlaxEngine.GUI.Orientation ContentWindowOrientation { get; set; } = FlaxEngine.GUI.Orientation.Horizontal;
/// <summary>
/// Gets or sets the formatting option for numeric values in the editor.
/// </summary>
[DefaultValue(ValueFormattingType.None)]
[EditorDisplay("Interface"), EditorOrder(300)]
public ValueFormattingType ValueFormatting { get; set; }
/// <summary>
/// Gets or sets the option to put a space between numbers and units for unit formatting.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Interface"), EditorOrder(310)]
public bool SeparateValueAndUnit { get; set; }
/// <summary>
/// Gets or sets the option to put a space between numbers and units for unit formatting.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Interface"), EditorOrder(320)]
public bool ShowTreeLines { get; set; } = true;
/// <summary>
/// Gets or sets the timestamps prefix mode for output log messages.
/// </summary>
[DefaultValue(TimestampsFormats.TimeSinceStartup)]
[EditorDisplay("Output Log", "Timestamps Format"), EditorOrder(300), Tooltip("The timestamps prefix mode for output log messages.")]
public TimestampsFormats OutputLogTimestampsFormat { get; set; } = TimestampsFormats.TimeSinceStartup;
/// <summary>
/// Gets or sets the timestamps prefix mode for output log messages.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Output Log", "Show Log Type"), EditorOrder(310), Tooltip("Determines whether show log type prefix in output log messages.")]
public bool OutputLogShowLogType { get; set; } = true;
/// <summary>
/// Gets or sets the output log text font.
/// </summary>
[EditorDisplay("Output Log", "Text Font"), EditorOrder(320), Tooltip("The output log text font.")]
public FontReference OutputLogTextFont
{
get => _outputLogFont;
set
{
if (value == null)
_outputLogFont = new FontReference(ConsoleFont, 10);
else if (!value.Font)
_outputLogFont.Font = ConsoleFont;
else
_outputLogFont = value;
}
}
/// <summary>
/// Gets or sets the output log text color.
/// </summary>
[DefaultValue(typeof(Color), "1,1,1,1")]
[EditorDisplay("Output Log", "Text Color"), EditorOrder(330), Tooltip("The output log text color.")]
public Color OutputLogTextColor { get; set; } = Color.White;
/// <summary>
/// Gets or sets the output log text shadow color.
/// </summary>
[DefaultValue(typeof(Color), "0,0,0,0.5")]
[EditorDisplay("Output Log", "Text Shadow Color"), EditorOrder(340), Tooltip("The output log text shadow color.")]
public Color OutputLogTextShadowColor { get; set; } = new Color(0, 0, 0, 0.5f);
/// <summary>
/// Gets or sets the output log text shadow offset. Set to 0 to disable this feature.
/// </summary>
[DefaultValue(typeof(Float2), "1,1")]
[EditorDisplay("Output Log", "Text Shadow Offset"), EditorOrder(340), Tooltip("The output log text shadow offset. Set to 0 to disable this feature.")]
public Float2 OutputLogTextShadowOffset { get; set; } = new Float2(1);
/// <summary>
/// Gets or sets a value indicating whether auto-focus output log window on code compilation error.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Output Log", "Focus Output Log On Compilation Error"), EditorOrder(350), Tooltip("Determines whether auto-focus output log window on code compilation error.")]
public bool FocusOutputLogOnCompilationError { get; set; } = true;
/// <summary>
/// Gets or sets a value indicating whether auto-focus output log window on game build error.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Output Log", "Focus Output Log On Game Build Error"), EditorOrder(360), Tooltip("Determines whether auto-focus output log window on game build error.")]
public bool FocusOutputLogOnGameBuildError { get; set; } = true;
/// <summary>
/// Gets or sets a value indicating whether auto-focus game window on play mode start.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Play In-Editor", "Focus Game Window On Play"), EditorOrder(400), Tooltip("Determines whether auto-focus game window on play mode start.")]
public bool FocusGameWinOnPlay { get; set; } = true;
/// <summary>
/// Gets or sets a value indicating what action should be taken upon pressing the play button.
/// </summary>
[DefaultValue(PlayAction.PlayScenes)]
[EditorDisplay("Play In-Editor", "Play Button Action"), EditorOrder(410)]
public PlayAction PlayButtonAction { get; set; } = PlayAction.PlayScenes;
/// <summary>
/// Gets or sets a value indicating how the game window should be displayed when the game is launched.
/// </summary>
[DefaultValue(GameWindowMode.Docked)]
[EditorDisplay("Play In-Editor", "Game Window Mode"), EditorOrder(420), Tooltip("Determines how the game window is displayed when the game is launched.")]
public GameWindowMode DefaultGameWindowMode { get; set; } = GameWindowMode.Docked;
/// <summary>
/// Gets or sets a value indicating the number of game clients to launch when building and/or running cooked game.
/// </summary>
[DefaultValue(1), Range(1, 4)]
[EditorDisplay("Cook & Run"), EditorOrder(500)]
public int NumberOfGameClientsToLaunch = 1;
/// <summary>
/// Gets or sets the visject connection curvature.
/// </summary>
[DefaultValue(1.0f), Range(0.0f, 2.0f)]
[EditorDisplay("Visject"), EditorOrder(550)]
public float ConnectionCurvature { get; set; } = 1.0f;
private static FontAsset DefaultFont => FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.PrimaryFont);
private static FontAsset ConsoleFont => FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.InconsolataRegularFont);
private FontReference _titleFont = new FontReference(DefaultFont, 18);
private FontReference _largeFont = new FontReference(DefaultFont, 14);
private FontReference _mediumFont = new FontReference(DefaultFont, 9);
private FontReference _smallFont = new FontReference(DefaultFont, 9);
private FontReference _outputLogFont = new FontReference(ConsoleFont, 10);
/// <summary>
/// The list of fallback fonts to use when main text font is missing certain characters. Empty to use fonts from GraphicsSettings.
/// </summary>
[EditorDisplay("Fonts"), EditorOrder(650)]
public FontAsset[] FallbackFonts = new FontAsset[1] { FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.FallbackFont) };
/// <summary>
/// Gets or sets the title font for editor UI.
/// </summary>
[EditorDisplay("Fonts"), EditorOrder(600), Tooltip("The title font for editor UI.")]
public FontReference TitleFont
{
get => _titleFont;
set
{
if (value == null)
_titleFont = new FontReference(DefaultFont, 18);
else if (!value.Font)
_titleFont.Font = DefaultFont;
else
_titleFont = value;
}
}
/// <summary>
/// Gets or sets the large font for editor UI.
/// </summary>
[EditorDisplay("Fonts"), EditorOrder(610), Tooltip("The large font for editor UI.")]
public FontReference LargeFont
{
get => _largeFont;
set
{
if (value == null)
_largeFont = new FontReference(DefaultFont, 14);
else if (!value.Font)
_largeFont.Font = DefaultFont;
else
_largeFont = value;
}
}
/// <summary>
/// Gets or sets the medium font for editor UI.
/// </summary>
[EditorDisplay("Fonts"), EditorOrder(620), Tooltip("The medium font for editor UI.")]
public FontReference MediumFont
{
get => _mediumFont;
set
{
if (value == null)
_mediumFont = new FontReference(DefaultFont, 9);
else if (!value.Font)
_mediumFont.Font = DefaultFont;
else
_mediumFont = value;
}
}
/// <summary>
/// Gets or sets the small font for editor UI.
/// </summary>
[EditorDisplay("Fonts"), EditorOrder(630), Tooltip("The small font for editor UI.")]
public FontReference SmallFont
{
get => _smallFont;
set
{
if (value == null)
_smallFont = new FontReference(DefaultFont, 9);
else if (!value.Font)
_smallFont.Font = DefaultFont;
else
_smallFont = value;
}
}
}
}