195 lines
7.0 KiB
C#
195 lines
7.0 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.SceneGraph;
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using FlaxEngine;
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using FlaxEngine.GUI;
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namespace FlaxEditor.Windows
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{
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public partial class SceneTreeWindow
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{
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/// <summary>
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/// Occurs when scene tree window wants to show the context menu. Allows to add custom options.
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/// </summary>
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public event Action<ContextMenu> ContextMenuShow;
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/// <summary>
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/// Creates the context menu for the current objects selection and the current Editor state.
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/// </summary>
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/// <returns>The context menu.</returns>
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private ContextMenu CreateContextMenu()
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{
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// Prepare
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bool hasSthSelected = Editor.SceneEditing.HasSthSelected;
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bool isSingleActorSelected = Editor.SceneEditing.SelectionCount == 1 && Editor.SceneEditing.Selection[0] is ActorNode;
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bool canEditScene = Editor.StateMachine.CurrentState.CanEditScene && Level.IsAnySceneLoaded;
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// Create popup
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var contextMenu = new ContextMenu
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{
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MinimumWidth = 120
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};
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// Expand/collapse
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var b = contextMenu.AddButton("Expand All", OnExpandAllClicked);
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b.Enabled = hasSthSelected;
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b = contextMenu.AddButton("Collapse All", OnCollapseAllClicked);
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b.Enabled = hasSthSelected;
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if (hasSthSelected)
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{
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contextMenu.AddButton(Editor.Windows.EditWin.IsPilotActorActive ? "Stop piloting actor" : "Pilot actor", Editor.UI.PilotActor);
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}
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contextMenu.AddSeparator();
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// Basic editing options
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b = contextMenu.AddButton("Rename", Rename);
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b.Enabled = isSingleActorSelected;
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b = contextMenu.AddButton("Duplicate", Editor.SceneEditing.Duplicate);
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b.Enabled = hasSthSelected;
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if (isSingleActorSelected)
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{
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var convertMenu = contextMenu.AddChildMenu("Convert");
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var convertActorCm = convertMenu.ContextMenu;
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for (int i = 0; i < SpawnActorsGroups.Length; i++)
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{
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var group = SpawnActorsGroups[i];
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if (group.Types.Length == 1)
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{
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var type = group.Types[0].Value;
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convertActorCm.AddButton(group.Types[0].Key, () => Editor.SceneEditing.Convert(type));
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}
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else
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{
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var groupCm = convertActorCm.AddChildMenu(group.Name).ContextMenu;
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for (int j = 0; j < group.Types.Length; j++)
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{
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var type = group.Types[j].Value;
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groupCm.AddButton(group.Types[j].Key, () => Editor.SceneEditing.Convert(type));
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}
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}
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}
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}
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b = contextMenu.AddButton("Delete", Editor.SceneEditing.Delete);
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b.Enabled = hasSthSelected;
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contextMenu.AddSeparator();
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b = contextMenu.AddButton("Copy", Editor.SceneEditing.Copy);
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b.Enabled = hasSthSelected;
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contextMenu.AddButton("Paste", Editor.SceneEditing.Paste);
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b = contextMenu.AddButton("Cut", Editor.SceneEditing.Cut);
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b.Enabled = canEditScene;
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// Prefab options
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contextMenu.AddSeparator();
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b = contextMenu.AddButton("Create Prefab", Editor.Prefabs.CreatePrefab);
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b.Enabled = isSingleActorSelected &&
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((ActorNode)Editor.SceneEditing.Selection[0]).CanCreatePrefab &&
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Editor.Windows.ContentWin.CurrentViewFolder.CanHaveAssets;
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bool hasPrefabLink = canEditScene && isSingleActorSelected && (Editor.SceneEditing.Selection[0] as ActorNode).HasPrefabLink;
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if (hasPrefabLink)
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{
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contextMenu.AddButton("Select Prefab", Editor.Prefabs.SelectPrefab);
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contextMenu.AddButton("Break Prefab Link", Editor.Prefabs.BreakLinks);
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}
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// Spawning actors options
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contextMenu.AddSeparator();
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var spawnMenu = contextMenu.AddChildMenu("New");
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var newActorCm = spawnMenu.ContextMenu;
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for (int i = 0; i < SpawnActorsGroups.Length; i++)
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{
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var group = SpawnActorsGroups[i];
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if (group.Types.Length == 1)
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{
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var type = group.Types[0].Value;
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newActorCm.AddButton(group.Types[0].Key, () => Spawn(type));
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}
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else
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{
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var groupCm = newActorCm.AddChildMenu(group.Name).ContextMenu;
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for (int j = 0; j < group.Types.Length; j++)
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{
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var type = group.Types[j].Value;
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groupCm.AddButton(group.Types[j].Key, () => Spawn(type));
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}
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}
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}
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// Custom options
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bool showCustomNodeOptions = Editor.SceneEditing.Selection.Count == 1;
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if (!showCustomNodeOptions && Editor.SceneEditing.Selection.Count != 0)
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{
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showCustomNodeOptions = true;
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for (int i = 1; i < Editor.SceneEditing.Selection.Count; i++)
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{
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if (Editor.SceneEditing.Selection[0].GetType() != Editor.SceneEditing.Selection[i].GetType())
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{
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showCustomNodeOptions = false;
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break;
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}
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}
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}
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if (showCustomNodeOptions)
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{
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Editor.SceneEditing.Selection[0].OnContextMenu(contextMenu);
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}
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ContextMenuShow?.Invoke(contextMenu);
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return contextMenu;
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}
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/// <summary>
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/// Shows the context menu on a given location (in the given control coordinates).
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/// </summary>
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/// <param name="parent">The parent control.</param>
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/// <param name="location">The location (within a given control).</param>
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private void ShowContextMenu(Control parent, Vector2 location)
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{
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var contextMenu = CreateContextMenu();
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contextMenu.Show(parent, location);
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}
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private void OnExpandAllClicked(ContextMenuButton button)
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{
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for (int i = 0; i < Editor.SceneEditing.SelectionCount; i++)
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{
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if (Editor.SceneEditing.Selection[i] is ActorNode node)
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node.TreeNode.ExpandAll();
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}
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}
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private void OnCollapseAllClicked(ContextMenuButton button)
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{
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for (int i = 0; i < Editor.SceneEditing.SelectionCount; i++)
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{
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if (Editor.SceneEditing.Selection[i] is ActorNode node)
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node.TreeNode.CollapseAll();
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}
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}
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}
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}
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