Files
FlaxEngine/Source/Editor/Options/InterfaceOptions.cs
2025-02-11 18:15:46 +01:00

584 lines
24 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.ComponentModel;
using FlaxEditor.GUI.Docking;
using FlaxEngine;
using FlaxEngine.GUI;
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>
/// Options focus Game Window behaviour when play mode is entered.
/// </summary>
public enum PlayModeFocus
{
/// <summary>
/// Don't change focus.
/// </summary>
None,
/// <summary>
/// Focus the Game Window.
/// </summary>
GameWindow,
/// <summary>
/// Focus the Game Window. On play mode end restore focus to the previous window.
/// </summary>
GameWindowThenRestore,
}
/// <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;
/// <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 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>
/// If checked, color pickers will always modify the color unless 'Cancel' if pressed, otherwise color won't change unless 'Ok' is pressed.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Interface"), EditorOrder(290)]
public bool AutoAcceptColorPickerChange { get; set; } = true;
/// <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 tree line visibility.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Interface"), EditorOrder(320), Tooltip("Toggles tree line visibility in places like the Scene or Content Panel.")]
public bool ShowTreeLines { get; set; } = true;
/// <summary>
/// Gets or sets tooltip text alignment.
/// </summary>
[DefaultValue(TextAlignment.Center)]
[EditorDisplay("Interface"), EditorOrder(321)]
public TextAlignment TooltipTextAlignment
{
get => _tooltipTextAlignment;
set
{
_tooltipTextAlignment = value;
var tooltip = Style.Current?.SharedTooltip;
if (tooltip != null)
tooltip.HorizontalTextAlignment = value;
}
}
private TextAlignment _tooltipTextAlignment = TextAlignment.Center;
/// <summary>
/// Whether to scroll to the script when a script is added to an actor.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Interface"), EditorOrder(322)]
public bool ScrollToScriptOnAdd { get; set; } = true;
#if PLATFORM_WINDOWS
/// <summary>
/// Gets or sets a value indicating whether use native window title bar. Editor restart required.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Tabs & Windows"), EditorOrder(70), Tooltip("Determines whether use native window title bar. Editor restart required.")]
public bool UseNativeWindowSystem { get; set; } = false;
#endif
#if PLATFORM_WINDOWS
/// <summary>
/// Gets or sets a value indicating whether a window containing a single tabs hides the tab bar. Editor restart recommended.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Tabs & Windows", "Hide Single-Tab Window Tab Bars"), EditorOrder(71)]
public bool HideSingleTabWindowTabBars { get; set; } = true;
#endif
/// <summary>
/// Gets or sets a value indicating wether the minum tab width should be used. Editor restart required.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Tabs & Windows"), EditorOrder(99)]
public bool UseMinimumTabWidth { get; set; } = false;
/// <summary>
/// Gets or sets a value indicating the minimum tab width. If a tab is smaller than this width, its width will be set to this. Editor restart required.
/// </summary>
[DefaultValue(80.0f), Limit(50.0f, 150.0f)]
[EditorDisplay("Tabs & Windows"), EditorOrder(99), VisibleIf(nameof(UseMinimumTabWidth))]
public float MinimumTabWidth { get; set; } = 80.0f;
/// <summary>
/// Gets or sets a value indicating the height of window tabs. Editor restart required.
/// </summary>
[DefaultValue(20.0f), Limit(15.0f, 40.0f)]
[EditorDisplay("Tabs & Windows"), EditorOrder(100)]
public float TabHeight { get; set; } = 20.0f;
/// <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("Tabs & Windows", "Center Mouse On Game Window Focus"), EditorOrder(101), 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("Tabs & Windows", "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 output log messages.
/// </summary>
[DefaultValue(TimestampsFormats.None)]
[EditorDisplay("Debug Log"), EditorOrder(350), Tooltip("The timestamps prefix mode for debug log messages.")]
public TimestampsFormats DebugLogTimestampsFormat { get; set; } = TimestampsFormats.None;
/// <summary>
/// Gets or sets the clear on play for debug log messages.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Debug Log", "Clear on Play"), EditorOrder(360), Tooltip("Clears all log entries on enter playmode.")]
public bool DebugLogClearOnPlay { get; set; } = true;
/// <summary>
/// Gets or sets the collapse mode for debug log messages.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Debug Log"), EditorOrder(361), Tooltip("Collapses similar or repeating log entries.")]
public bool DebugLogCollapse { get; set; } = true;
/// <summary>
/// Gets or sets the automatic pause on error for debug log messages.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Debug Log", "Pause on Error"), EditorOrder(362), Tooltip("Performs auto pause on error.")]
public bool DebugLogPauseOnError { get; set; } = false;
/// <summary>
/// Gets or sets the automatic pause on error for debug log messages.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Debug Log", "Show error messages"), EditorOrder(370), Tooltip("Shows/hides error messages.")]
public bool DebugLogShowErrorMessages { get; set; } = true;
/// <summary>
/// Gets or sets the automatic pause on error for debug log messages.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Debug Log", "Show warning messages"), EditorOrder(371), Tooltip("Shows/hides warning messages.")]
public bool DebugLogShowWarningMessages { get; set; } = true;
/// <summary>
/// Gets or sets the automatic pause on error for debug log messages.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Debug Log", "Show info messages"), EditorOrder(372), Tooltip("Shows/hides info messages.")]
public bool DebugLogShowInfoMessages { 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(400), Tooltip("The timestamps prefix mode for output log messages.")]
public TimestampsFormats OutputLogTimestampsFormat { get; set; } = TimestampsFormats.TimeSinceStartup;
/// <summary>
/// Gets or sets the log type prefix mode for output log messages.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Output Log", "Show Log Type"), EditorOrder(410), 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(420), 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(430), 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(440), 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(445), Tooltip("The output log text shadow offset. Set to 0 to disable this feature.")]
public Float2 OutputLogTextShadowOffset { get; set; } = new Float2(1);
// [Deprecated in v1.10]
[Serialize, Obsolete, NoUndo]
private bool FocusGameWinOnPlay
{
get => throw new Exception();
set
{
// Upgrade value
FocusOnPlayMode = value ? PlayModeFocus.GameWindow : PlayModeFocus.None;
}
}
/// <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(450), 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(460), Tooltip("Determines whether auto-focus output log window on game build error.")]
public bool FocusOutputLogOnGameBuildError { get; set; } = true;
/// <summary>
/// Gets or sets the value for automatic scroll to bottom in output log.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Output Log", "Scroll to bottom"), EditorOrder(470), Tooltip("Scroll the output log view to bottom automatically after new lines are added.")]
public bool OutputLogScrollToBottom { get; set; } = true;
/// <summary>
/// Gets or sets a value indicating what panel should be focused when play mode start.
/// </summary>
[DefaultValue(PlayModeFocus.GameWindow)]
[EditorDisplay("Play In-Editor", "Focus On Play"), EditorOrder(500), Tooltip("Set what panel to focus on play mode start.")]
public PlayModeFocus FocusOnPlayMode { get; set; } = PlayModeFocus.GameWindow;
/// <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(510)]
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(520), 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(600)]
public int NumberOfGameClientsToLaunch = 1;
/// <summary>
/// Gets or sets the curvature of the line connecting to connected visject nodes.
/// </summary>
[DefaultValue(1.0f), Range(0.0f, 2.0f)]
[EditorDisplay("Visject"), EditorOrder(550)]
public float ConnectionCurvature { get; set; } = 1.0f;
/// <summary>
/// Gets or sets a value that indicates wether the context menu description panel is shown or not.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Visject"), EditorOrder(550), Tooltip("Shows/hides the description panel in visual scripting context menu.")]
public bool NodeDescriptionPanel { get; set; } = true;
/// <summary>
/// Gets or sets the surface grid snapping option.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Visject", "Grid Snapping"), EditorOrder(551), Tooltip("Toggles grid snapping when moving nodes.")]
public bool SurfaceGridSnapping { get; set; } = false;
/// <summary>
/// Gets or sets the surface grid snapping option.
/// </summary>
[DefaultValue(20.0f)]
[EditorDisplay("Visject", "Grid Snapping Size"), EditorOrder(551), Tooltip("Defines the size of the grid for nodes snapping."), VisibleIf(nameof(SurfaceGridSnapping))]
public float SurfaceGridSnappingSize { get; set; } = 20.0f;
/// <summary>
/// Gets or sets a value that indicates if a warning should be displayed when deleting a Visject parameter that is used in a graph.
/// </summary>
[DefaultValue(true)]
[EditorDisplay("Visject", "Warn when deleting used parameter"), EditorOrder(552)]
public bool WarnOnDeletingUsedVisjectParameter { get; set; } = true;
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(750)]
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(700), 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(710), 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(720), 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(730), 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;
}
}
}
}