Files
FlaxEngine/Source/Editor/Windows/SceneEditorWindow.cs

81 lines
2.6 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using FlaxEditor.SceneGraph;
using FlaxEditor.Viewport;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.Windows
{
/// <summary>
/// Base class for editor windows dedicated to scene editing.
/// </summary>
/// <seealso cref="FlaxEditor.Windows.EditorWindow" />
public abstract class SceneEditorWindow : EditorWindow, ISceneEditingContext
{
/// <summary>
/// Initializes a new instance of the <see cref="SceneEditorWindow"/> class.
/// </summary>
/// <param name="editor">The editor.</param>
/// <param name="hideOnClose">True if hide window on closing, otherwise it will be destroyed.</param>
/// <param name="scrollBars">The scroll bars.</param>
protected SceneEditorWindow(Editor editor, bool hideOnClose, ScrollBars scrollBars)
: base(editor, hideOnClose, scrollBars)
{
FlaxEditor.Utilities.Utils.SetupCommonInputActions(this);
}
/// <inheritdoc />
public void FocusSelection()
{
Editor.Windows.EditWin.Viewport.FocusSelection();
}
/// <inheritdoc />
public EditorViewport Viewport => Editor.Windows.EditWin.Viewport;
/// <inheritdoc />
public List<SceneGraphNode> Selection => Editor.SceneEditing.Selection;
/// <inheritdoc />
public void Select(SceneGraphNode node, bool additive = false)
{
Editor.SceneEditing.Select(node, additive);
}
/// <inheritdoc />
public void Deselect(SceneGraphNode node)
{
Editor.SceneEditing.Deselect(node);
}
/// <inheritdoc />
public void RenameSelection()
{
var selection = Editor.SceneEditing.Selection;
var selectionCount = selection.Count;
// Show a window with options to rename multiple actors.
if (selectionCount > 1)
{
var selectedActors = new Actor[selectionCount];
for (int i = 0; i < selectionCount; i++)
if (selection[i] is ActorNode actorNode)
selectedActors[i] = actorNode.Actor;
RenameWindow.Show(selectedActors, Editor);
return;
}
if (selectionCount != 0 && selection[0] is ActorNode actor)
{
Editor.SceneEditing.Select(actor);
var sceneWindow = Editor.Windows.SceneWin;
actor.TreeNode.StartRenaming(sceneWindow, sceneWindow.SceneTreePanel);
}
}
}
}