/
redgpu
/
ezEngine
Обзор
Документация
Войти
/
redgpu
/
ezEngine
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
dev
Code/EditorPlugins/Scene/EditorPluginScene/Actions/SceneActions.h
116 строк
3 KB
Jan Krassnigg
Fixed #1479: Added option to pause and step simulation in editor (#1599)
08 июл 2025, 13:51
Не верифицирован
08 июл 2025, 13:51
3411344
Код
Авторство
О чём код?
#pragma once #include <EditorPluginScene/EditorPluginSceneDLL.h> #include <EditorPluginScene/Scene/SceneDocument.h> #include <GuiFoundation/Action/BaseActions.h> #include <GuiFoundation/GuiFoundationDLL.h> class ezPreferences; /// class EZ_EDITORPLUGINSCENE_DLL ezSceneActions { public: static void RegisterActions(); static void UnregisterActions(); static void MapMenuActions(ezStringView sMapping); static void MapToolbarActions(ezStringView sMapping); static void MapViewContextMenuActions(ezStringView sMapping); static ezActionDescriptorHandle s_hSceneCategory; static ezActionDescriptorHandle s_hSceneUtilsMenu; static ezActionDescriptorHandle s_hExportScene; static ezActionDescriptorHandle s_hGameModeSimulate; static ezActionDescriptorHandle s_hGameModePlay; static ezActionDescriptorHandle s_hGameModePlayFromHere; static ezActionDescriptorHandle s_hGameModeStop; static ezActionDescriptorHandle s_hGameModePause; static ezActionDescriptorHandle s_hUtilExportSceneToOBJ; static ezActionDescriptorHandle s_hKeepSimulationChanges; static ezActionDescriptorHandle s_hCreateThumbnail; static ezActionDescriptorHandle s_hFavoriteCamsMenu; static ezActionDescriptorHandle s_hStoreEditorCamera[10]; static ezActionDescriptorHandle s_hRestoreEditorCamera[10]; static ezActionDescriptorHandle s_hJumpToCamera[10]; static ezActionDescriptorHandle s_hCreateLevelCamera[10]; }; /// class EZ_EDITORPLUGINSCENE_DLL ezSceneAction : public ezButtonAction { EZ_ADD_DYNAMIC_REFLECTION(ezSceneAction, ezButtonAction); public: enum class ActionType { ExportAndRunScene, StartGameModeSimulate, StartGameModePlay, StartGameModePlayFromHere, StopGameMode, PauseSimulation, ExportSceneToOBJ, KeepSimulationChanges, CreateThumbnail, StoreEditorCamera0, StoreEditorCamera1, StoreEditorCamera2, StoreEditorCamera3, StoreEditorCamera4, StoreEditorCamera5, StoreEditorCamera6, StoreEditorCamera7, StoreEditorCamera8, StoreEditorCamera9, RestoreEditorCamera0, RestoreEditorCamera1, RestoreEditorCamera2, RestoreEditorCamera3, RestoreEditorCamera4, RestoreEditorCamera5, RestoreEditorCamera6, RestoreEditorCamera7, RestoreEditorCamera8, RestoreEditorCamera9, JumpToCamera0, JumpToCamera1, JumpToCamera2, JumpToCamera3, JumpToCamera4, JumpToCamera5, JumpToCamera6, JumpToCamera7, JumpToCamera8, JumpToCamera9, CreateLevelCamera0, CreateLevelCamera1, CreateLevelCamera2, CreateLevelCamera3, CreateLevelCamera4, CreateLevelCamera5, CreateLevelCamera6, CreateLevelCamera7, CreateLevelCamera8, CreateLevelCamera9, }; ezSceneAction(const ezActionContext& context, const char* szName, ActionType type); ~ezSceneAction(); virtual void Execute(const ezVariant& value) override; void LaunchPlayer(const char* szPlayerApp); QStringList GetPlayerCommandLine(ezStringBuilder& out_sSingleLine) const; private: void SceneEventHandler(const ezGameObjectEvent& e); void UpdateState(); ezSceneDocument* m_pSceneDocument; ActionType m_Type; };