Torque3D/Templates/BaseGame/game/tools/gui/profiles.ed.tscript

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function execEditorProfilesCS()
{
exec("./profiles.ed." @ $TorqueScriptFileExtension);
}
$Gui::clipboardFile = expandFilename("./clipboard.gui");
$Gui::fontTypeRegular = "Arial";
$Gui::fontTypeLight = "Arial Light";
$Gui::fontTypeMedium = "Arial Medium";
$Gui::fontTypeBold = "Arial Bold";
$Gui::fontTypeItalic = "Arial Italic";
$Gui::fontTypeMono = "Arial";
$GUI::fontSize[12] = 12;
$GUI::fontSize[14] = 14;
$GUI::fontSize[16] = 16;
$GUI::fontSize[18] = 18;
$GUI::fontSize[24] = 24;
$GUI::fontSize[36] = 36;
if( !isObject( ToolsGuiDefaultProfile ) )
new GuiControlProfile (ToolsGuiDefaultProfile)
{
tab = false;
canKeyFocus = false;
hasBitmapArray = false;
mouseOverSelected = false;
// fill color
opaque = false;
fillColor = EditorSettings.value("Theme/tabsColor");
Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
2022-03-27 03:36:37 +00:00
fillColorHL = EditorSettings.value("Theme/tabsHLColor");
fillColorSEL = EditorSettings.value("Theme/tabsSELColor");
fillColorNA = EditorSettings.value("Theme/tabsSELColor");
// border color
border = 0;
borderColor = EditorSettings.value("Theme/dividerDarkColor");
borderColorHL = EditorSettings.value("Theme/dividerMidColor");
borderColorNA = EditorSettings.value("Theme/dividerLightColor");
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontCharset = ANSI;
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fontColorSEL= EditorSettings.value("Theme/fieldTextSELColor");
// bitmap information
bitmapAsset = "";
bitmapBase = "";
textOffset = "0 0";
// used by guiTextControl
modal = true;
justify = "left";
autoSizeWidth = false;
autoSizeHeight = false;
returnTab = false;
numbersOnly = false;
cursorColor = "215 215 215 255";
// sounds
//soundButtonDown = "";
//soundButtonOver = "";
};
if( !isObject( ToolsGuiSolidDefaultProfile ) )
new GuiControlProfile (ToolsGuiSolidDefaultProfile : ToolsGuiDefaultProfile)
{
opaque = true;
border = true;
category = "Tools";
};
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
if( !isObject( ToolsGuiDefaultNonModalProfile ) )
new GuiControlProfile (ToolsGuiDefaultNonModalProfile : ToolsGuiDefaultProfile)
{
opaque = false;
modal = false;
category = "Tools";
};
if( !isObject( ToolsGuiTransparentProfile ) )
new GuiControlProfile (ToolsGuiTransparentProfile)
{
opaque = false;
border = false;
category = "Tools";
};
if( !isObject( ToolsGuiGroupBorderProfile ) )
new GuiControlProfile( ToolsGuiGroupBorderProfile )
{
border = false;
opaque = false;
hasBitmapArray = true;
bitmapAsset = "ToolsModule:group_border_image";
category = "Tools";
};
if( !isObject( ToolsGuiTabBorderProfile ) )
new GuiControlProfile( ToolsGuiTabBorderProfile )
{
border = false;
opaque = false;
hasBitmapArray = true;
bitmapAsset = "ToolsModule:tab_border_image";
category = "Tools";
};
if( !isObject( ToolsGuiDefaultIconBtnProfile ) )
new GuiControlProfile (ToolsGuiDefaultIconBtnProfile : ToolsGuiDefaultProfile)
{
fontSize = $GUI::fontSize[16];
};
if( !isObject( ToolsGuiToolTipProfile ) )
new GuiControlProfile (ToolsGuiToolTipProfile)
{
// fill color
fillColor = EditorSettings.value("Theme/tooltipBGColor");
// border color
borderColor = EditorSettings.value("Theme/tooltipDivColor");
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[18];
fontColor = EditorSettings.value("Theme/tooltipTextColor");
category = "Tools";
};
if( !isObject( ToolsGuiModelessDialogProfile ) )
new GuiControlProfile( ToolsGuiModelessDialogProfile )
{
modal = false;
category = "Tools";
};
if( !isObject( ToolsGuiFrameSetProfile ) )
new GuiControlProfile (ToolsGuiFrameSetProfile)
{
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
borderColor = "64 64 64";
border = 1;
opaque = true;
border = true;
category = "Tools";
};
if( !isObject( ToolsGuiWindowProfile ) )
new GuiControlProfile (ToolsGuiWindowProfile)
{
opaque = false;
border = 1;
fillColor = EditorSettings.value("Theme/tabsColor");
fillColorHL = EditorSettings.value("Theme/tabsHLColor");
fillColorSEL = EditorSettings.value("Theme/tabsSELColor");
fillColorNA = EditorSettings.value("Theme/tabsColor");
fontColor = EditorSettings.value("Theme/headerTextColor");
fontColorHL = EditorSettings.value("Theme/headerTextColor");
bevelColorHL = "255 255 255";
bevelColorLL = "0 0 0";
text = "untitled";
bitmapAsset = "ToolsModule:window_image";
textOffset = "10 0";
hasBitmapArray = true;
justify = "left";
category = "Tools";
fontType = $Gui::fontTypeMedium;
fontSize = $GUI::fontSize[18];
};
if( !isObject( ToolsGuiPaneProfile ) )
new GuiControlProfile (ToolsGuiPaneProfile)
{
opaque = false;
border = 1;
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fillColorHL = EditorSettings.value("Theme/windowBackgroundColor");
fillColorSEL = EditorSettings.value("Theme/windowBackgroundColor");
fillColorNA = EditorSettings.value("Theme/windowBackgroundColor");
borderColor = EditorSettings.value("Theme/windowBackgroundColor");
category = "Tools";
fontType = $Gui::fontTypeMedium;
fontSize = $GUI::fontSize[18];
};
if( !isObject( ToolsGuiToolbarWindowProfile ) )
new GuiControlProfile(ToolsGuiToolbarWindowProfile : ToolsGuiWindowProfile)
{
bitmapAsset = "ToolsModule:toolbar_window_image";
text = "";
category = "Tools";
};
if( !isObject( ToolsGuiWindowCollapseProfile ) )
new GuiControlProfile (ToolsGuiWindowCollapseProfile : ToolsGuiWindowProfile)
{
category = "Tools";
};
if( !isObject( ToolsGuiTextProfile ) )
new GuiControlProfile (ToolsGuiTextProfile)
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
opaque = true;
justify = "left";
fontColor = EditorSettings.value("Theme/headerTextColor");
category = "Tools";
};
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
if( !isObject( ToolsGuiTextBoldProfile ) )
new GuiControlProfile (ToolsGuiTextBoldProfile : ToolsGuiTextProfile)
{
fontType = $Gui::fontTypeBold;
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
};
if( !isObject( ToolsGuiXDimensionText ) )
new GuiControlProfile (ToolsGuiXDimensionText : ToolsGuiTextBoldProfile)
{
fillColor = "255 129 123 120";
};
if( !isObject( ToolsGuiYDimensionText ) )
new GuiControlProfile (ToolsGuiYDimensionText : ToolsGuiTextBoldProfile)
{
fillColor = "129 255 123 120";
};
if( !isObject( ToolsGuiZDimensionText ) )
new GuiControlProfile (ToolsGuiZDimensionText : ToolsGuiTextBoldProfile)
{
fillColor = "123 129 255 120";
};
if( !isObject( ToolsGuiTextBoldCenterProfile ) )
new GuiControlProfile (ToolsGuiTextBoldCenterProfile : ToolsGuiTextProfile)
{
fontColor = EditorSettings.value("Theme/headerTextColor");
fontType = $Gui::fontTypeBold;
justify = "center";
category = "Tools";
};
if( !isObject( ToolsGuiTextRightProfile ) )
new GuiControlProfile (ToolsGuiTextRightProfile : ToolsGuiTextProfile)
{
justify = "right";
category = "Tools";
};
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
if( !isObject( ToolsGuiTextBoldRightProfile ) )
new GuiControlProfile (ToolsGuiTextBoldRightProfile : ToolsGuiTextRightProfile)
{
fontType = $Gui::fontTypeBold;
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
};
if( !isObject( ToolsGuiTextCenterProfile ) )
new GuiControlProfile (ToolsGuiTextCenterProfile : ToolsGuiTextProfile)
{
justify = "center";
category = "Tools";
};
if( !isObject( ToolsGuiInspectorTitleTextProfile ) )
new GuiControlProfile (ToolsGuiInspectorTitleTextProfile)
{
fontType = $Gui::fontTypeBold;
fontColor = EditorSettings.value("Theme/headerTextColor");
category = "Tools";
};
if( !isObject( ToolsGuiAutoSizeTextProfile ) )
new GuiControlProfile (ToolsGuiAutoSizeTextProfile)
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = "215 215 215";
autoSizeWidth = true;
autoSizeHeight = true;
category = "Tools";
};
if( !isObject( ToolsGuiMLTextProfile ) )
new GuiControlProfile( ToolsGuiMLTextProfile )
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");
fontColorLink = EditorSettings.value("Theme/fieldTextColor");
fontColorLinkHL = EditorSettings.value("Theme/fieldTextHLColor");
autoSizeWidth = true;
autoSizeHeight = true;
border = false;
category = "Tools";
};
if( !isObject( ToolsGuiTextArrayProfile ) )
new GuiControlProfile( ToolsGuiTextArrayProfile : ToolsGuiTextProfile )
{
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");
fillColor = EditorSettings.value("Theme/fieldBGColor");
fillColorHL = EditorSettings.value("Theme/fieldBGHLColor");
fillColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
border = false;
category = "Tools";
};
if( !isObject( ToolsGuiTextListProfile ) )
new GuiControlProfile( ToolsGuiTextListProfile : ToolsGuiTextProfile )
{
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");
fillColor = EditorSettings.value("Theme/fieldBGColor");
fillColorHL = EditorSettings.value("Theme/fieldBGHLColor");
fillColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
tab = true;
canKeyFocus = true;
category = "Tools";
};
if( !isObject( ToolsGuiTextEditProfile ) )
new GuiControlProfile( ToolsGuiTextEditProfile )
{
opaque = true;
bitmapAsset = "ToolsModule:textEditFrame_image";
hasBitmapArray = true;
border = -2; // fix to display textEdit img
//borderWidth = "1"; // fix to display textEdit img
borderColor = " 38 38 38 255";
fillColor = EditorSettings.value("Theme/fieldBGColor");
fillColorHL = "75 75 75 255";
Moved unneeded modules to Templates/Modules Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
2019-09-29 11:44:43 +00:00
fillColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
//fontColorSEL = EditorSettings.value("Theme/dividerMidColor");
fontColorHL = EditorSettings.value("Theme/fieldTextSELColor");
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 21:49:06 +00:00
fontColorNA = EditorSettings.value("Theme/fieldTextNAColor");
textOffset = "4 2";
autoSizeWidth = false;
autoSizeHeight = true;
justify = "left";
tab = true;
canKeyFocus = true;
category = "Tools";
};
if( !isObject( ToolsGuiNumericTextEditProfile ) )
new GuiControlProfile( ToolsGuiNumericTextEditProfile : ToolsGuiTextEditProfile )
{
numbersOnly = true;
category = "Tools";
};
if( !isObject( ToolsGuiNumericDropSliderTextProfile ) )
new GuiControlProfile( ToolsGuiNumericDropSliderTextProfile : ToolsGuiTextEditProfile )
{
bitmapAsset = "ToolsModule:textEditSliderBox_image";
category = "Tools";
};
if( !isObject( ToolsGuiRLProgressBitmapProfile ) )
new GuiControlProfile( ToolsGuiRLProgressBitmapProfile )
{
border = false;
hasBitmapArray = true;
bitmapAsset = "ToolsModule:rl_loadingbar_image";
category = "Tools";
};
if( !isObject( ToolsGuiProgressTextProfile ) )
new GuiControlProfile( ToolsGuiProgressTextProfile )
{
fontSize = $GUI::fontSize[18];
fontType = $Gui::fontTypeRegular;
fontColor = "215 215 215";
justify = "center";
category = "Tools";
};
if( !isObject( ToolsGuiButtonProfile ) )
new GuiControlProfile( ToolsGuiButtonProfile )
{
opaque = true;
border = true;
Misc Quality of Life and Bug fixes Added handling for if preview images on image assets fails to generate, will fallback to using the full image Added handling for double clicking or drag-n-dropping terrain assets to create them Improved handling of field labels in variable inspector by making the stringtable be case sensitive. Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent. Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets. Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module. Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made. Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear. Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image. Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default. Fixed issue where canceling out of creating a module would still prompt to create the common default folders. Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons. Based on feedback, reduced default size of the Text Pad window. Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed. Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is. Improved themeing of regular bitmap buttons in the editor. Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window. Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 23:51:27 +00:00
fillColor = EditorSettings.value("Theme/tabsColor");
Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
2022-03-27 03:36:37 +00:00
fillColorHL = EditorSettings.value("Theme/tabsHLColor");
Misc Quality of Life and Bug fixes Added handling for if preview images on image assets fails to generate, will fallback to using the full image Added handling for double clicking or drag-n-dropping terrain assets to create them Improved handling of field labels in variable inspector by making the stringtable be case sensitive. Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent. Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets. Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module. Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made. Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear. Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image. Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default. Fixed issue where canceling out of creating a module would still prompt to create the common default folders. Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons. Based on feedback, reduced default size of the Text Pad window. Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed. Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is. Improved themeing of regular bitmap buttons in the editor. Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window. Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 23:51:27 +00:00
fillColorSEL = EditorSettings.value("Theme/tabsSELColor");
fillColorNA = EditorSettings.value("Theme/tabsSELColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fixedExtent = false;
justify = "center";
canKeyFocus = false;
hasBitmapArray = false;
category = "Tools";
fontSize = $GUI::fontSize[16];
fontType = $Gui::fontTypeRegular;
};
if( !isObject( ToolsGuiButtonGreenProfile ) )
new GuiControlProfile( ToolsGuiButtonGreenProfile : ToolsGuiButtonProfile )
{
fillColor = "88 212 88";
fillColorHL = "128 212 128";
fontColor = "0 0 0";
fontColorHL = "22 22 22";
fontType = $Gui::fontTypeBold;
};
if( !isObject( ToolsGuiButtonRedProfile ) )
new GuiControlProfile( ToolsGuiButtonRedProfile : ToolsGuiButtonProfile )
{
fillColor = "194 64 64";
fillColorHL = "201 101 101";
fontColor = "220 220 220";
fontColorHL = "255 255 255";
fontType = $Gui::fontTypeBold;
};
if( !isObject( ToolsGuiButtonHLRedProfile ) )
new GuiControlProfile( ToolsGuiButtonHLRedProfile : ToolsGuiButtonProfile )
{
fillColorHL = "194 64 64";
fontColorHL = "255 255 255";
};
if( !isObject( ToolsGuiButtonHLYellowProfile ) )
new GuiControlProfile( ToolsGuiButtonHLYellowProfile : ToolsGuiButtonProfile )
{
fillColorHL = "240 192 64";
fontColorHL = "0 0 0";
};
if( !isObject( ToolsGuiButtonActiveProfile ) )
new GuiControlProfile( ToolsGuiButtonActiveProfile : ToolsGuiButtonProfile )
{
fillColor = "22 22 22";
};
if( !isObject( ToolsGuiButtonLTextProfile ) )
new GuiControlProfile( ToolsGuiButtonLTextProfile : ToolsGuiButtonProfile )
{
fontSize = $GUI::fontSize[18];
fontType = $Gui::fontTypeBold;
};
if( !isObject( ToolsGuiButtonSTextProfile ) )
new GuiControlProfile( ToolsGuiButtonSTextProfile : ToolsGuiButtonProfile )
{
fontSize = $GUI::fontSize[14];
};
if( !isObject( ToolsGuiThumbHighlightButtonProfile ) )
new GuiControlProfile( ToolsGuiThumbHighlightButtonProfile : ToolsGuiButtonProfile )
{
bitmapAsset = "ToolsModule:thumbHightlightButton_image";
category = "Tools";
};
if( !isObject( ToolsGuiIconButtonProfile ) )
new GuiControlProfile( ToolsGuiIconButtonProfile )
{
opaque = true;
border = true;
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fixedExtent = false;
justify = "center";
canKeyFocus = false;
bitmapAsset = "ToolsModule:iconbutton_image";
hasBitmapArray = true;
category = "Tools";
};
if( !isObject( ToolsGuiIconButtonSmallProfile ) )
new GuiControlProfile( ToolsGuiIconButtonSmallProfile : ToolsGuiIconButtonProfile )
{
bitmapAsset = "ToolsModule:iconbuttonsmall_image";
category = "Tools";
fontSize = $GUI::fontSize[16];
fontType = $Gui::fontTypeRegular;
};
if( !isObject( ToolsGuiIconButtonLargeProfile ) )
new GuiControlProfile( ToolsGuiIconButtonLargeProfile : ToolsGuiIconButtonProfile )
{
bitmapAsset = "ToolsModule:iconbuttonlarge_image";
category = "Tools";
fontSize = $GUI::fontSize[18];
fontType = $Gui::fontTypeMedium;
};
if( !isObject( ToolsGuiEditorTabPage ) )
new GuiControlProfile(ToolsGuiEditorTabPage)
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
opaque = true;
border = false;
fillColor = EditorSettings.value("Theme/tabsColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
fixedExtent = false;
justify = "left";
canKeyFocus = false;
bitmapAsset = "ToolsModule:tab_image";
hasBitmapArray = true;
category = "Tools";
};
if( !isObject( ToolsGuiEditorTabButton ) )
new GuiControlProfile(ToolsGuiEditorTabButton)
{
fontType = $Gui::fontTypeMedium;
fontSize = $GUI::fontSize[16];
opaque = true;
border = false;
fillColor = EditorSettings.value("Theme/tabsColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextHLColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
fixedExtent = false;
justify = "center";
canKeyFocus = false;
bitmapAsset = "ToolsModule:buttontab_image";
hasBitmapArray = true;
category = "Tools";
};
if( !isObject( ToolsGuiCheckBoxProfile ) )
new GuiControlProfile( ToolsGuiCheckBoxProfile )
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
opaque = false;
fillColor = EditorSettings.value("Theme/fieldBGColor");
border = false;
borderColor = EditorSettings.value("Theme/dividerDarkColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fixedExtent = true;
justify = "left";
bitmapAsset = "ToolsModule:checkbox_image";
hasBitmapArray = true;
category = "Tools";
};
if( !isObject( ToolsGuiCheckBoxErrorProfile ) )
new GuiControlProfile( ToolsGuiCheckBoxErrorProfile : ToolsGuiCheckBoxProfile)
{
fontColor = "240 64 64";
};
if( !isObject( ToolsGuiCheckBoxWarnProfile ) )
new GuiControlProfile( ToolsGuiCheckBoxWarnProfile : ToolsGuiCheckBoxProfile)
{
fontColor = "240 192 64";
};
if( !isObject( ToolsGuiCheckBoxMsgProfile ) )
new GuiControlProfile( ToolsGuiCheckBoxMsgProfile : ToolsGuiCheckBoxProfile)
{
fontColor = "240 240 240";
};
if( !isObject( ToolsGuiCheckBoxListProfile ) )
new GuiControlProfile( ToolsGuiCheckBoxListProfile : ToolsGuiCheckBoxProfile)
{
bitmapAsset = "ToolsModule:checkbox_list_image";
category = "Tools";
};
if( !isObject( ToolsGuiCheckBoxListFlipedProfile ) )
new GuiControlProfile( ToolsGuiCheckBoxListFlipedProfile : ToolsGuiCheckBoxProfile)
{
bitmapAsset = "ToolsModule:checkbox_list_fliped_image";
category = "Tools";
};
if( !isObject( ToolsGuiInspectorCheckBoxTitleProfile ) )
new GuiControlProfile( ToolsGuiInspectorCheckBoxTitleProfile : ToolsGuiCheckBoxProfile ){
fontColor = EditorSettings.value("Theme/fieldTextColor");
category = "Tools";
fontType = $Gui::fontTypeBold;
};
if( !isObject( ToolsGuiRadioProfile ) )
new GuiControlProfile( ToolsGuiRadioProfile )
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fillColor = EditorSettings.value("Theme/fieldBGColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fixedExtent = true;
bitmapAsset = "ToolsModule:radioButton_image";
hasBitmapArray = true;
category = "Tools";
};
// Red
if( !isObject( ToolsGuiRadioRedProfile ) )
new GuiControlProfile( ToolsGuiRadioRedProfile )
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fillColor = EditorSettings.value("Theme/fieldBGColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fixedExtent = true;
bitmapAsset = "ToolsModule:radioButton_red_image";
hasBitmapArray = true;
category = "Tools";
};
// Green
if( !isObject( ToolsGuiRadioGreenProfile ) )
new GuiControlProfile( ToolsGuiRadioGreenProfile )
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fillColor = EditorSettings.value("Theme/fieldBGColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fixedExtent = true;
bitmapAsset = "ToolsModule:radioButton_green_image";
hasBitmapArray = true;
category = "Tools";
};
// Blue
if( !isObject( ToolsGuiRadioBlueProfile ) )
new GuiControlProfile( ToolsGuiRadioBlueProfile )
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fillColor = EditorSettings.value("Theme/fieldBGColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fixedExtent = true;
bitmapAsset = "ToolsModule:radioButton_blue_image";
hasBitmapArray = true;
category = "Tools";
};
if( !isObject( ToolsGuiScrollProfile ) )
new GuiControlProfile( ToolsGuiScrollProfile )
{
opaque = true;
fillColor = EditorSettings.value("Theme/tabsColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
border = true;
bitmapAsset = "ToolsModule:scrollBar_image";
hasBitmapArray = true;
category = "Tools";
};
if( !isObject( ToolsGuiOverlayProfile ) )
new GuiControlProfile( ToolsGuiOverlayProfile )
{
opaque = false;
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextGLColor");
category = "Tools";
};
if( !isObject( ToolsGuiSliderProfile ) )
new GuiControlProfile( ToolsGuiSliderProfile )
{
bitmapAsset = "ToolsModule:slider_image";
category = "Tools";
};
if( !isObject( ToolsGuiSliderBoxProfile ) )
new GuiControlProfile( ToolsGuiSliderBoxProfile )
{
bitmapAsset = "ToolsModule:slider_w_box_image";
category = "Tools";
};
if( !isObject( ToolsGuiPopupMenuItemBorder ) )
new GuiControlProfile( ToolsGuiPopupMenuItemBorder : ToolsGuiButtonProfile )
{
opaque = true;
border = true;
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextGLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fixedExtent = false;
justify = "center";
canKeyFocus = false;
bitmapAsset = "ToolsModule:button_image";
category = "Tools";
};
if( !isObject( ToolsGuiPopUpMenuDefault ) )
new GuiControlProfile( ToolsGuiPopUpMenuDefault : ToolsGuiDefaultProfile )
{
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
opaque = true;
mouseOverSelected = true;
textOffset = "3 3";
border = 0;
borderThickness = 0;
fixedExtent = true;
bitmapAsset = "ToolsModule:scrollBar_image";
hasBitmapArray = true;
profileForChildren = ToolsGuiPopupMenuItemBorder;
fillColor = EditorSettings.value("Theme/fieldBGColor");//"255 255 255";//100
fillColorHL = EditorSettings.value("Theme/fieldBGHLColor");//"91 101 116";
fillColorSEL = EditorSettings.value("Theme/fieldBGSELColor");//"91 101 116";
Moved unneeded modules to Templates/Modules Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
2019-09-29 11:44:43 +00:00
// font color is black
fontColor = EditorSettings.value("Theme/fieldTextColor");//"215 215 215";
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");//"215 215 215";
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");//"215 215 215";
Moved unneeded modules to Templates/Modules Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
2019-09-29 11:44:43 +00:00
fontColorNA = EditorSettings.value("Theme/fieldTextColor");//"215 215 215";
borderColor = EditorSettings.value("Theme/dividerDarkColor");
category = "Tools";
};
if( !isObject( ToolsGuiPopUpMenuProfile ) )
new GuiControlProfile( ToolsGuiPopUpMenuProfile : ToolsGuiPopUpMenuDefault )
{
textOffset = "6 3";
bitmapAsset = "ToolsModule:dropDown_image";
hasBitmapArray = true;
border = 1;
profileForChildren = ToolsGuiPopUpMenuDefault;
category = "Tools";
};
if( !isObject( ToolsGuiPopUpMenuTabProfile ) )
new GuiControlProfile( ToolsGuiPopUpMenuTabProfile : ToolsGuiPopUpMenuDefault )
{
bitmapAsset = "ToolsModule:dropDown_tab_image";
textOffset = "6 3";
canKeyFocus = true;
hasBitmapArray = true;
border = 1;
profileForChildren = ToolsGuiPopUpMenuDefault;
category = "Tools";
};
if( !isObject( ToolsGuiPopUpMenuEditProfile ) )
new GuiControlProfile( ToolsGuiPopUpMenuEditProfile : ToolsGuiPopUpMenuDefault )
{
textOffset = "6 3";
canKeyFocus = true;
bitmapAsset = "ToolsModule:dropDown_image";
hasBitmapArray = true;
border = 1;
profileForChildren = ToolsGuiPopUpMenuDefault;
category = "Tools";
};
if( !isObject( ToolsGuiListBoxProfile ) )
new GuiControlProfile( ToolsGuiListBoxProfile )
{
fillColorHL = EditorSettings.value("Theme/windowBackgroundColor");
fillColorNA = EditorSettings.value("Theme/windowBackgroundColor");
Moved unneeded modules to Templates/Modules Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
2019-09-29 11:44:43 +00:00
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[18];
tab = true;
canKeyFocus = true;
category = "Tools";
};
if( !isObject( ToolsGuiTabBookProfile ) )
new GuiControlProfile( ToolsGuiTabBookProfile )
{
fillColorHL = EditorSettings.value("Theme/windowBackgroundColor");
fillColorNA = EditorSettings.value("Theme/windowBackgroundColor");
fontColor = EditorSettings.value("Theme/headerTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
justify = "center";
bitmapAsset = "ToolsModule:tab_image";
tabWidth = 65;
tabHeight = 25;
tabPosition = "Top";
tabRotation = "Horizontal";
textOffset = "10 1";
tab = true;
cankeyfocus = true;
category = "Tools";
};
if( !isObject( ToolsGuiTabBookNoBitmapProfile ) )
new GuiControlProfile( ToolsGuiTabBookNoBitmapProfile : ToolsGuiTabBookProfile )
{
bitmapAsset = "";
category = "Tools";
};
if( !isObject( ToolsGuiTabPageProfile ) )
new GuiControlProfile( ToolsGuiTabPageProfile : ToolsGuiDefaultProfile )
{
fontType = $Gui::fontTypeBold;
fontSize = $GUI::fontSize[16];
justify = "center";
bitmapAsset = "ToolsModule:tab_image";
opaque = false;
fillColor = "240 239 238";
category = "Tools";
};
if( !isObject( ToolsGuiTreeViewProfile ) )
new GuiControlProfile( ToolsGuiTreeViewProfile )
{
bitmapAsset = "ToolsModule:treeView_image";
autoSizeHeight = true;
canKeyFocus = true;
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fillColorHL = "116 116 116";
fillColorSEL = "91 101 116";
fillColorNA = "40 40 40";
fontColor = "215 215 215";
fontColorHL = "240 240 240";
fontColorSEL= "240 240 240";
fontColorNA = "150 150 150";
borderColor = "34 34 34";
borderColorHL = "34 34 34";
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
opaque = false;
border = false;
category = "Tools";
Added/Improved some asset type icons Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
2020-07-11 21:49:06 +00:00
fontColors[9] = "0 128 128"; //for active/selection of elements
};
if( !isObject( ToolsGuiTextPadProfile ) )
new GuiControlProfile( ToolsGuiTextPadProfile )
{
fontType = $Gui::fontTypeMono;
fontSize = $GUI::fontSize[16];
tab = true;
canKeyFocus = true;
// Deviate from the Default
opaque=true;
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fillColorHL = EditorSettings.value("Theme/fieldBGHLColor");
fillColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");
cursorColor = EditorSettings.value("Theme/fieldTextSELColor");
border = 0;
category = "Tools";
};
if( !isObject( ToolsGuiFormProfile ) )
new GuiControlProfile( ToolsGuiFormProfile : ToolsGuiTextProfile )
{
opaque = false;
border = 5;
justify = "center";
profileForChildren = ToolsGuiButtonProfile;
opaque = false;
hasBitmapArray = true;
bitmapAsset = "ToolsModule:button_image";
category = "Tools";
};
// ----------------------------------------------------------------------------
singleton GuiControlProfile( GuiBackFillProfile )
{
opaque = true;
fillColor = "0 94 94";
border = true;
borderColor = "255 128 128";
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = "215 215 215";
fontColorHL = "50 50 50";
fixedExtent = true;
justify = "center";
category = "Editor";
};
singleton GuiControlProfile(GuiShaderEditorProfile : ToolsGuiDefaultProfile)
{
opaque = true;
};
singleton GuiControlProfile(ShaderNodeProfile : ToolsGuiDefaultProfile)
{
opaque = true;
};
singleton GuiControlProfile( GuiControlListPopupProfile )
{
opaque = true;
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fillColorHL = "91 101 116";
border = false;
//borderColor = "0 0 0";
fontColor = "215 215 215";
fontColorHL = "240 240 240";
fontColorNA = "50 50 50";
textOffset = "0 2";
autoSizeWidth = false;
autoSizeHeight = true;
tab = true;
canKeyFocus = true;
bitmapAsset = "ToolsModule:scrollBar_image";
hasBitmapArray = true;
category = "Editor";
};
singleton GuiControlProfile( GuiSceneGraphEditProfile )
{
canKeyFocus = true;
tab = true;
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorButtonProfile : ToolsGuiButtonProfile )
{
//border = 1;
justify = "Center";
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorSwatchButtonProfile )
{
borderColor = EditorSettings.value("Theme/dividerDarkColor");
borderColorNA = EditorSettings.value("Theme/dividerMidColor");
fillColorNA = EditorSettings.value("Theme/fieldBGColor");
borderColorHL = EditorSettings.value("Theme/dividerLightColor");
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorTextEditProfile )
{
// Transparent Background
opaque = true;
fillColor = EditorSettings.value("Theme/fieldBGColor");
fillColorHL = EditorSettings.value("Theme/fieldBGHLColor");
fillColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
fillColorNA = EditorSettings.value("Theme/fieldBGSELColor");
// No Border (Rendered by field control)
border = false;
tab = true;
canKeyFocus = true;
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
fontColorHL = EditorSettings.value("Theme/fieldTextSELColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
category = "Editor";
};
singleton GuiControlProfile( GuiDropdownTextEditProfile : ToolsGuiTextEditProfile )
{
bitmapAsset = "ToolsModule:dropdown_textEdit_image";
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorTextEditRightProfile : GuiInspectorTextEditProfile )
{
justify = "right";
category = "Editor";
};
2022-09-13 19:42:01 +00:00
//Scene Tree GUI Inspector Dropdown menus
singleton GuiControlProfile( GuiInspectorGroupProfile )
{
fontType = $Gui::fontTypeRegular;
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
justify = "left";
opaque = false;
border = false;
bitmapAsset = "ToolsModule:rollout_image";
textOffset = "20 0";
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorFieldProfile)
{
// fill color
opaque = true;
fillColor = EditorSettings.value("Theme/fieldBGColor");
fillColorHL = EditorSettings.value("Theme/fieldBGHLColor");
fillColorSEL = EditorSettings.value("Theme/fieldBGSELColor");
fillColorNA = EditorSettings.value("Theme/fieldBGSELColor");
// border color
border = false;
borderColor = EditorSettings.value("Theme/dividerDarkColor");
borderColorHL = EditorSettings.value("Theme/dividerMidColor");
borderColorNA = EditorSettings.value("Theme/dividerLightColor");
//bevelColorHL = "255 255 255";
//bevelColorLL = "0 0 0";
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
2022-09-13 19:42:01 +00:00
textOffset = "15 0";
tab = true;
canKeyFocus = true;
category = "Editor";
};
/*
singleton GuiControlProfile( GuiInspectorMultiFieldProfile : GuiInspectorFieldProfile )
{
opaque = true;
fillColor = "50 50 230 30";
};
*/
singleton GuiControlProfile( GuiInspectorMultiFieldDifferentProfile : GuiInspectorFieldProfile )
{
border = true;
borderColor = EditorSettings.value("Theme/dividerMidColor");
};
singleton GuiControlProfile( GuiInspectorDynamicFieldProfile : GuiInspectorFieldProfile )
{
// Transparent Background
opaque = true;
fillColor = EditorSettings.value("Theme/fieldBGColor");
fillColorHL = EditorSettings.value("Theme/fieldBGHLColor");
// No Border (Rendered by field control)
border = false;
tab = true;
canKeyFocus = true;
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = EditorSettings.value("Theme/headerTextColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorHL = EditorSettings.value("Theme/fieldTextSELColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
category = "Editor";
};
singleton GuiControlProfile( GuiRolloutProfile )
{
border = 0;
borderColor = EditorSettings.value("Theme/dividerLightColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
hasBitmapArray = true;
bitmapAsset = "ToolsModule:rollout_image";
textoffset = "17 0";
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorRolloutProfile0 )
{
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = "220 220 220";
fontColorHL = "0 0 0";
fontColorNA = "160 160 160";
justify = "left";
opaque = false;
border = false;
borderColor = "190 190 190";
borderColorHL = "156 156 156";
borderColorNA = "255 64 64";
bitmapAsset = "ToolsModule:rollout_plusminus_header_image";
textOffset = "20 0";
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorRolloutProfile1 )
{
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
fontColor = "200 200 200";
fontColorHL = "0 0 0";
fontColorNA = "160 160 160";
justify = "left";
opaque = false;
border = false;
borderColor = "190 190 190";
borderColorHL = "156 156 156";
borderColorNA = "255 64 64";
bitmapAsset = "ToolsModule:rollout_plusminus_header_darker_image";
textOffset = "30 0";
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorStackProfile )
{
opaque = false;
border = false;
category = "Editor";
fillColor = EditorSettings.value("Theme/tabsColor");
fillColorHL = EditorSettings.value("Theme/tabsHLColor");
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
};
singleton GuiControlProfile( GuiInspectorProfile : GuiInspectorFieldProfile )
{
opaque = true;
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
border = 0;
cankeyfocus = true;
tab = true;
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorInfoProfile : GuiInspectorFieldProfile )
{
opaque = true;
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
border = 0;
cankeyfocus = true;
tab = true;
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorBackgroundProfile : GuiInspectorFieldProfile )
{
border = 0;
cankeyfocus=true;
tab = true;
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorTypeFileNameProfile )
{
// Transparent Background
opaque = false;
// No Border (Rendered by field control)
border = 0;
tab = true;
canKeyFocus = true;
// font
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
// Center text
justify = "center";
fontColor = "240 240 240";
fontColorHL = "240 240 240";
fontColorNA = "215 215 215";
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fillColorHL = "91 101 116";
fillColorNA = "244 244 244";
borderColor = "190 190 190";
borderColorHL = "156 156 156";
borderColorNA = "64 64 64";
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorColumnCtrlProfile : GuiInspectorFieldProfile )
{
opaque = true;
fillColor = "210 210 210";
border = 0;
category = "Editor";
};
singleton GuiControlProfile( InspectorTypeEnumProfile : GuiInspectorFieldProfile )
{
mouseOverSelected = true;
bitmapAsset = "ToolsModule:scrollBar_image";
hasBitmapArray = true;
opaque=true;
border=true;
textOffset = "4 0";
category = "Editor";
};
singleton GuiControlProfile( InspectorTypeCheckboxProfile : GuiInspectorFieldProfile )
{
bitmapAsset = "ToolsModule:checkBox_image";
hasBitmapArray = true;
opaque=false;
border=false;
textOffset = "4 0";
category = "Editor";
};
singleton GuiControlProfile( GuiToolboxButtonProfile : ToolsGuiButtonProfile )
{
justify = "center";
fontColor = EditorSettings.value("Theme/fieldTextColor");
border = 0;
textOffset = "0 0";
category = "Editor";
};
singleton GuiControlProfile( GuiDirectoryTreeProfile : ToolsGuiTreeViewProfile )
{
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorSEL= EditorSettings.value("Theme/fieldTextSELColor");
fillColorHL = EditorSettings.value("Theme/fieldBGColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
category = "Editor";
};
singleton GuiControlProfile( GuiDirectoryFileListProfile )
{
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorSEL= EditorSettings.value("Theme/fieldTextSELColor");
fillColorHL = EditorSettings.value("Theme/fieldBGColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fontType = $Gui::fontTypeRegular;
fontSize = $GUI::fontSize[16];
category = "Editor";
};
singleton GuiControlProfile( GuiDragAndDropProfile )
{
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorFieldInfoPaneProfile )
{
opaque = false;
fillcolor = GuiInspectorBackgroundProfile.fillColor;
borderColor = ToolsGuiDefaultProfile.borderColor;
border = 1;
category = "Editor";
};
singleton GuiControlProfile( GuiInspectorFieldInfoMLTextProfile : ToolsGuiMLTextProfile )
{
opaque = false;
border = 0;
textOffset = "5 0";
category = "Editor";
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");
};
singleton GuiControlProfile( GuiEditorScrollProfile )
{
opaque = true;
fillcolor = EditorSettings.value("Theme/windowBackgroundColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
border = 1;
bitmapAsset = "ToolsModule:scrollBar_image";
hasBitmapArray = true;
category = "Editor";
};
singleton GuiControlProfile( GuiCreatorIconButtonProfile )
{
opaque = true;
fillColor = EditorSettings.value("Theme/tabsColor");
fillColorHL = EditorSettings.value("Theme/tabsHLColor");
fillColorSEL = EditorSettings.value("Theme/tabsSELColor");
fillColorNA = EditorSettings.value("Theme/tabsSELColor");
//tab = true;
//canKeyFocus = true;
fontType = $Gui::fontTypeBold;
fontSize = $GUI::fontSize[18];
fontColor = EditorSettings.value("Theme/fieldTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextSELColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");
border = 1;
borderColor = EditorSettings.value("Theme/dividerMidColor");
borderColorHL = EditorSettings.value("Theme/dividerLightColor");
borderColorNA = EditorSettings.value("Theme/dividerDarkColor");
//bevelColorHL = "255 255 255";
//bevelColorLL = "0 0 0";
category = "Editor";
};
singleton GuiControlProfile( ToolsGuiMenuBarProfile )
{
fillColor = EditorSettings.value("Theme/headerColor");
fillcolorHL = EditorSettings.value("Theme/tabsSELColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
borderColorHL = EditorSettings.value("Theme/dividerMidColor");
fontColor = EditorSettings.value("Theme/headerTextColor");
fontColorSEL = EditorSettings.value("Theme/fieldTextSELColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
fontColorNA = EditorSettings.value("Theme/fieldTextNAColor");
2022-09-13 19:42:01 +00:00
border = 1;
borderThickness = 1;
opaque = true;
mouseOverSelected = true;
category = "Editor";
bitmapAsset = "ToolsModule:checkbox_menubar_image";
fontSize = $GUI::fontSize[18];
fontType = $Gui::fontTypeRegular;
};
singleton GuiControlProfile( ToolsMenubarProfile : ToolsGuiDefaultProfile )
{
bitmap = "./menubar";
category = "Editor";
opaque = true;
border = false;
fillColor = EditorSettings.value("Theme/headerColor");
fontColor = EditorSettings.value("Theme/headerTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
};
singleton GuiControlProfile (menubarProfile)
{
opaque = false;
border = -2;
category = "Editor";
bitmap = "./menubar";
category = "Editor";
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fontColor = EditorSettings.value("Theme/headerTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
fontSize = 15;
};
singleton GuiControlProfile (editorMenubarProfile)
{
border = -2;
category = "Editor";
bitmap = "./editor-menubar";
category = "Editor";
};
singleton GuiControlProfile (editorMenu_wBorderProfile)
{
border = -2;
category = "Editor";
bitmap = "./menu-fullborder";
category = "Editor";
};
singleton GuiControlProfile (inspectorStyleRolloutProfile)
{
border = -2;
category = "Editor";
bitmap = "./inspector-style-rollout";
category = "Editor";
};
singleton GuiControlProfile (inspectorStyleRolloutListProfile)
{
border = -2;
category = "Editor";
bitmap = "./inspector-style-rollout-list";
category = "Editor";
};
singleton GuiControlProfile (inspectorStyleRolloutDarkProfile)
{
border = -2;
category = "Editor";
bitmap = "./inspector-style-rollout-dark";
fillColor = EditorSettings.value("Theme/windowBackgroundColor");
fontColor = EditorSettings.value("Theme/headerTextColor");
fontColorHL = EditorSettings.value("Theme/fieldTextHLColor");
borderColor = EditorSettings.value("Theme/dividerDarkColor");
};
singleton GuiControlProfile (inspectorStyleRolloutInnerProfile)
{
border = -2;
category = "Editor";
bitmap = "./inspector-style-rollout_inner";
category = "Editor";
};
singleton GuiControlProfile (inspectorStyleRolloutNoHeaderProfile)
{
border = -2;
category = "Editor";
bitmap = "./inspector-style-rollout-noheader";
category = "Editor";
};
singleton GuiControlProfile (IconDropdownProfile)
{
border = -2;
opaque = true;
border = true;
category = "Editor";
//bitmap = "./icon-dropdownbar";
fillColor = EditorSettings.value("Theme/headerColor");
};
//
singleton GuiControlProfile (GuiSimpleBorderProfile)
{
opaque = false;
border = 1;
category = "Editor";
};
Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
2022-03-27 03:36:37 +00:00
singleton GuiControlProfile (GuiDisabledTextEditProfile)
{
opaque = false;
border = 0;
bitmapAsset = "ToolsModule:textEdit_image";
borderColor = "255 255 255 200";
fontColor = "0 0 0";
fontColorHL = "255 255 255";
fontColorNA = "128 128 128";
textOffset = "4 2";
autoSizeWidth = false;
autoSizeHeight = false;
tab = false;
canKeyFocus = false;
category = "Editor";
};
// -----------------------------------------------------------------------------
if(!isObject(ToolsGuiConsoleProfile))
new GuiControlProfile(ToolsGuiConsoleProfile)
{
border = 0;
borderColor = EditorSettings.value("Theme/tabsColor");
fontType = $Gui::fontTypeMono;
fontSize = $GUI::fontSize[12];
fillColor = "24 24 24";
fontColor = "240 240 240";
fontColorHL = "240 192 64";
fontColorNA = "240 64 64";
fontColors[6] = "100 100 100";
fontColors[7] = "100 100 0";
fontColors[8] = "0 0 100";
fontColors[9] = "0 100 0";
category = "Tools";
};
if(!isObject(ToolsGuiConsoleTinyProfile))
new GuiControlProfile(ToolsGuiConsoleTinyProfile : ToolsGuiConsoleProfile)
{
fontSize = $GUI::fontSize[9];
};
if(!isObject(ToolsGuiConsoleSmallProfile))
new GuiControlProfile(ToolsGuiConsoleSmallProfile : ToolsGuiConsoleProfile)
{
fontSize = $GUI::fontSize[10];
};
if(!isObject(ToolsGuiConsoleMediumProfile))
new GuiControlProfile(ToolsGuiConsoleMediumProfile : ToolsGuiConsoleProfile)
{
fontSize = $GUI::fontSize[14];
};
if(!isObject(ToolsGuiConsoleLargeProfile))
new GuiControlProfile(ToolsGuiConsoleLargeProfile : ToolsGuiConsoleProfile)
{
fontSize = $GUI::fontSize[16];
};
if(!isObject(ToolsGuiConsoleTextProfile))
new GuiControlProfile(ToolsGuiConsoleTextProfile)
{
fontColor = "0 0 0";
autoSizeWidth = true;
autoSizeHeight = true;
textOffset = "2 2";
opaque = true;
fillColor = "255 255 255";
border = true;
borderThickness = 1;
borderColor = "0 0 0";
category = "Tools";
};
if(!isObject(ToolsConsoleScrollProfile))
new GuiControlProfile(ToolsConsoleScrollProfile : ToolsGuiScrollProfile)
{
opaque = true;
fillColor = "30 30 30";
border = 1;
borderThickness = 1;
borderColor = "0 0 0";
category = "Tools";
};
if(!isObject(ToolsConsoleTextEditProfile))
new GuiControlProfile(ToolsConsoleTextEditProfile : ToolsGuiTextEditProfile)
{
fontType = $Gui::fontTypeMono;
fontSize = $GUI::fontSize[12];
cursorColor = "255 255 255";
category = "Tools";
};
// -----------------------------------------------------------------------------