164 lines
7.8 KiB
C#
164 lines
7.8 KiB
C#
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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using System.ComponentModel;
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using FlaxEngine;
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namespace FlaxEditor.Options
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{
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/// <summary>
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/// Editor interface options data container.
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/// </summary>
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[CustomEditor(typeof(Editor<InterfaceOptions>))]
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public class InterfaceOptions
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{
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/// <summary>
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/// The log timestamp modes.
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/// </summary>
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public enum TimestampsFormats
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{
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/// <summary>
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/// No prefix.
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/// </summary>
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None,
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/// <summary>
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/// The UTC time format.
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/// </summary>
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Utc,
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/// <summary>
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/// The local time format.
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/// </summary>
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LocalTime,
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/// <summary>
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/// The time since startup (in seconds).
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/// </summary>
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TimeSinceStartup,
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}
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/// <summary>
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/// 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.
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/// </summary>
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[DefaultValue(1.0f), Limit(0.1f, 10.0f)]
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[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.")]
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public float InterfaceScale { get; set; } = 1.0f;
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/// <summary>
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/// Gets or sets a value indicating whether use native window title bar. Editor restart required.
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/// </summary>
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[DefaultValue(false)]
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[EditorDisplay("Interface"), EditorOrder(70), Tooltip("Determines whether use native window title bar. Editor restart required.")]
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public bool UseNativeWindowSystem { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether show selected camera preview in the editor window.
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/// </summary>
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[DefaultValue(true)]
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[EditorDisplay("Interface"), EditorOrder(80), Tooltip("Determines whether show selected camera preview in the edit window.")]
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public bool ShowSelectedCameraPreview { get; set; } = true;
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/// <summary>
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/// 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.
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/// </summary>
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[DefaultValue(false)]
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[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.")]
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public bool CenterMouseOnGameWinFocus { get; set; } = false;
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/// <summary>
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/// Gets or sets the timestamps prefix mode for debug log messages.
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/// </summary>
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[DefaultValue(TimestampsFormats.None)]
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[EditorDisplay("Interface"), EditorOrder(210), Tooltip("The timestamps prefix mode for debug log messages.")]
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public TimestampsFormats DebugLogTimestampsFormat { get; set; } = TimestampsFormats.None;
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/// <summary>
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/// Gets or sets the timestamps prefix mode for output log messages.
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/// </summary>
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[DefaultValue(TimestampsFormats.TimeSinceStartup)]
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[EditorDisplay("Output Log", "Timestamps Format"), EditorOrder(300), Tooltip("The timestamps prefix mode for output log messages.")]
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public TimestampsFormats OutputLogTimestampsFormat { get; set; } = TimestampsFormats.TimeSinceStartup;
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/// <summary>
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/// Gets or sets the timestamps prefix mode for output log messages.
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/// </summary>
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[DefaultValue(true)]
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[EditorDisplay("Output Log", "Show Log Type"), EditorOrder(310), Tooltip("Determines whether show log type prefix in output log messages.")]
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public bool OutputLogShowLogType { get; set; } = true;
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/// <summary>
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/// Gets or sets the output log text font.
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/// </summary>
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[EditorDisplay("Output Log", "Text Font"), EditorOrder(320), Tooltip("The output log text font.")]
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public FontReference OutputLogTextFont { get; set; } = new FontReference(FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.InconsolataRegularFont), 10);
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/// <summary>
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/// Gets or sets the output log text color.
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/// </summary>
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[DefaultValue(typeof(Color), "1,1,1,1")]
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[EditorDisplay("Output Log", "Text Color"), EditorOrder(330), Tooltip("The output log text color.")]
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public Color OutputLogTextColor { get; set; } = Color.White;
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/// <summary>
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/// Gets or sets the output log text shadow color.
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/// </summary>
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[DefaultValue(typeof(Color), "0,0,0,0.5")]
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[EditorDisplay("Output Log", "Text Shadow Color"), EditorOrder(340), Tooltip("The output log text shadow color.")]
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public Color OutputLogTextShadowColor { get; set; } = new Color(0, 0, 0, 0.5f);
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/// <summary>
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/// Gets or sets the output log text shadow offset. Set to 0 to disable this feature.
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/// </summary>
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[DefaultValue(typeof(Vector2), "1,1")]
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[EditorDisplay("Output Log", "Text Shadow Offset"), EditorOrder(340), Tooltip("The output log text shadow offset. Set to 0 to disable this feature.")]
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public Vector2 OutputLogTextShadowOffset { get; set; } = new Vector2(1);
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/// <summary>
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/// Gets or sets a value indicating whether auto-focus output log window on code compilation error.
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/// </summary>
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[DefaultValue(true)]
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[EditorDisplay("Output Log", "Focus Output Log On Compilation Error"), EditorOrder(350), Tooltip("Determines whether auto-focus output log window on code compilation error.")]
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public bool FocusOutputLogOnCompilationError { get; set; } = true;
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/// <summary>
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/// Gets or sets a value indicating whether auto-focus output log window on game build error.
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/// </summary>
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[DefaultValue(true)]
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[EditorDisplay("Output Log", "Focus Output Log On Game Build Error"), EditorOrder(360), Tooltip("Determines whether auto-focus output log window on game build error.")]
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public bool FocusOutputLogOnGameBuildError { get; set; } = true;
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/// <summary>
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/// Gets or sets a value indicating whether auto-focus game window on play mode start.
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/// </summary>
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[DefaultValue(true)]
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[EditorDisplay("Play In-Editor", "Focus Game Window On Play"), EditorOrder(200), Tooltip("Determines whether auto-focus game window on play mode start.")]
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public bool FocusGameWinOnPlay { get; set; } = true;
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private static FontAsset DefaultFont => FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.PrimaryFont);
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/// <summary>
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/// Gets or sets the title font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(500), Tooltip("The title font for editor UI.")]
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public FontReference TitleFont { get; set; } = new FontReference(DefaultFont, 18);
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/// <summary>
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/// Gets or sets the large font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(510), Tooltip("The large font for editor UI.")]
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public FontReference LargeFont { get; set; } = new FontReference(DefaultFont, 14);
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/// <summary>
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/// Gets or sets the medium font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(520), Tooltip("The medium font for editor UI.")]
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public FontReference MediumFont { get; set; } = new FontReference(DefaultFont, 9);
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/// <summary>
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/// Gets or sets the small font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(530), Tooltip("The small font for editor UI.")]
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public FontReference SmallFont { get; set; } = new FontReference(DefaultFont, 9);
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}
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}
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