147 lines
5.0 KiB
C#
147 lines
5.0 KiB
C#
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml;
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using FlaxEditor.CustomEditors;
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using FlaxEditor.SceneGraph;
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using FlaxEditor.Viewport;
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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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/// <summary>
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/// Window used to present collection of selected object(s) properties in a grid. Supports Undo/Redo operations.
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/// </summary>
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/// <seealso cref="FlaxEditor.Windows.EditorWindow" />
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/// <seealso cref="FlaxEditor.Windows.SceneEditorWindow" />
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public class PropertiesWindow : SceneEditorWindow, IPresenterOwner
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{
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private IEnumerable<object> undoRecordObjects;
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private readonly Dictionary<Guid, float> _actorScrollValues = new Dictionary<Guid, float>();
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/// <inheritdoc />
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public override bool UseLayoutData => true;
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/// <summary>
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/// The editor.
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/// </summary>
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public readonly CustomEditorPresenter Presenter;
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/// <summary>
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/// Indication of if the scale is locked.
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/// </summary>
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public bool ScaleLinked = false;
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/// <summary>
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/// Indication of if UI elements should size relative to the pivot point.
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/// </summary>
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public bool UIPivotRelative = true;
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/// <summary>
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/// Indication of if the properties window is locked on specific objects.
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/// </summary>
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public bool LockObjects = false;
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/// <summary>
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/// Initializes a new instance of the <see cref="PropertiesWindow"/> class.
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/// </summary>
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/// <param name="editor">The editor.</param>
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public PropertiesWindow(Editor editor)
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: base(editor, true, ScrollBars.Vertical)
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{
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Title = "Properties";
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AutoFocus = true;
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Presenter = new CustomEditorPresenter(editor.Undo, null, this);
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Presenter.Panel.Parent = this;
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Presenter.GetUndoObjects += GetUndoObjects;
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Presenter.Features |= FeatureFlags.CacheExpandedGroups;
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VScrollBar.ValueChanged += OnScrollValueChanged;
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Editor.SceneEditing.SelectionChanged += OnSelectionChanged;
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}
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/// <inheritdoc />
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public override void OnSceneLoaded(Scene scene, Guid sceneId)
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{
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base.OnSceneLoaded(scene, sceneId);
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// Clear scroll values if new scene is loaded non additively
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if (Level.ScenesCount > 1)
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return;
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_actorScrollValues.Clear();
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}
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private void OnScrollValueChanged()
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{
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if (Editor.SceneEditing.SelectionCount > 1)
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return;
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// Clear first 10 scroll values to keep the memory down. Dont need to cache very single value in a scene. We could expose this as a editor setting in the future.
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if (_actorScrollValues.Count >= 20)
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{
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int i = 0;
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foreach (var e in _actorScrollValues)
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{
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if (i >= 10)
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break;
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_actorScrollValues.Remove(e.Key);
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i += 1;
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}
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}
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_actorScrollValues[Editor.SceneEditing.Selection[0].ID] = VScrollBar.TargetValue;
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}
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private IEnumerable<object> GetUndoObjects(CustomEditorPresenter customEditorPresenter)
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{
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return undoRecordObjects;
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}
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private void OnSelectionChanged()
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{
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if (LockObjects)
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return;
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// Update selected objects
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// TODO: use cached collection for less memory allocations
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undoRecordObjects = Editor.SceneEditing.Selection.ConvertAll(x => x.UndoRecordObject).Distinct();
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var objects = Editor.SceneEditing.Selection.ConvertAll(x => x.EditableObject).Distinct();
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Presenter.Select(objects);
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// Set scroll value of window if it exists
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if (Editor.SceneEditing.SelectionCount == 1)
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VScrollBar.TargetValue = _actorScrollValues.GetValueOrDefault(Editor.SceneEditing.Selection[0].ID, 0);
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}
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/// <inheritdoc />
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public override void OnLayoutSerialize(XmlWriter writer)
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{
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writer.WriteAttributeString("ScaleLinked", ScaleLinked.ToString());
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writer.WriteAttributeString("UIPivotRelative", UIPivotRelative.ToString());
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}
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/// <inheritdoc />
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public override void OnLayoutDeserialize(XmlElement node)
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{
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if (bool.TryParse(node.GetAttribute("ScaleLinked"), out bool value1))
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ScaleLinked = value1;
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if (bool.TryParse(node.GetAttribute("UIPivotRelative"), out value1))
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UIPivotRelative = value1;
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}
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/// <inheritdoc />
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public EditorViewport PresenterViewport => Editor.Windows.EditWin.Viewport;
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/// <inheritdoc />
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public void Select(List<SceneGraphNode> nodes)
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{
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Editor.SceneEditing.Select(nodes);
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}
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}
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}
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