enum value listing

show the string value of masked enums in variable entries
also sort the combo case of scrolling and rotating materials
This commit is contained in:
AzaezelX 2025-03-06 19:04:22 -06:00
parent 346339904e
commit 64103a58aa
5 changed files with 141 additions and 137 deletions

View file

@ -47,42 +47,42 @@
ImplementBitfieldType(GameTypeMasksType,
"The type of animation effect to apply to this material.\n"
"@ingroup GFX\n\n")
{ SceneObjectTypes::StaticObjectType, "StaticObjectType", "Static Objects.\n" },
{ SceneObjectTypes::EnvironmentObjectType, "EnvironmentObjectType" , "Objects considered part of the background or environment of a level.\n" },
{ SceneObjectTypes::TerrainObjectType, "TerrainObjectType" , "Terrain Objects.\n" },
{ SceneObjectTypes::WaterObjectType, "WaterObjectType", "Water Objects.\n" },
{ SceneObjectTypes::TriggerObjectType, "TriggerObjectType", "Interactive Trigger Objects.\n" },
{ SceneObjectTypes::MarkerObjectType, "MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
{ SceneObjectTypes::LightObjectType, "LightObjectType", "Lights.\n" },
{ SceneObjectTypes::ZoneObjectType, "ZoneObjectType", "zones.\n" },
{ SceneObjectTypes::StaticShapeObjectType, "StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
{ SceneObjectTypes::DynamicShapeObjectType, "DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
{ SceneObjectTypes::GameBaseObjectType, "GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
{ SceneObjectTypes::GameBaseHiFiObjectType, "GameBaseHiFiObjectType", "Specialised Gamebase-based Objects. currently narrowly used. if at all.\n" },
{ SceneObjectTypes::ShapeBaseObjectType, "ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
{ SceneObjectTypes::CameraObjectType, "CameraObjectType", "Camera Objects.\n" },
{ SceneObjectTypes::PlayerObjectType, "PlayerObjectType", "Player Objects.\n" },
{ SceneObjectTypes::ItemObjectType, "ItemObjectType", "Item Objects.\n" },
{ SceneObjectTypes::VehicleObjectType, "VehicleObjectType", "Any sort of Vehicle Object.\n" },
{ SceneObjectTypes::VehicleBlockerObjectType, "VehicleBlockerObjectType", "\n" },
{ SceneObjectTypes::ProjectileObjectType, "ProjectileObjectType", "Projectiles.\n" },
{ SceneObjectTypes::ExplosionObjectType, "ExplosionObjectType", "Explosion and Effects.\n" },
{ SceneObjectTypes::CorpseObjectType, "CorpseObjectType", "Corpses of controlled objects.\n" },
{ SceneObjectTypes::DebrisObjectType, "DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
{ SceneObjectTypes::PhysicalZoneObjectType, "PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
{ SceneObjectTypes::EntityObjectType, "EntityObjectType", "A generic entity.\n" },
{ SceneObjectTypes::InteriorLikeObjectType, "InteriorLikeObjectType", "InteriorLikeObjectType (deprecated).\n" },
{ SceneObjectTypes::TerrainLikeObjectType, "TerrainLikeObjectType", "Pseudo-terrains, like groundplanes, or meshroads.\n" },
{ SceneObjectTypes::StaticObjectType, "$TypeMasks::StaticObjectType", "Static Objects.\n" },
{ SceneObjectTypes::EnvironmentObjectType, "$TypeMasks::EnvironmentObjectType" , "Objects considered part of the background or environment of a level.\n" },
{ SceneObjectTypes::TerrainObjectType, "$TypeMasks::TerrainObjectType" , "Terrain Objects.\n" },
{ SceneObjectTypes::WaterObjectType, "$TypeMasks::WaterObjectType", "Water Objects.\n" },
{ SceneObjectTypes::TriggerObjectType, "$TypeMasks::TriggerObjectType", "Interactive Trigger Objects.\n" },
{ SceneObjectTypes::MarkerObjectType, "$TypeMasks::MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
{ SceneObjectTypes::LightObjectType, "$TypeMasks::LightObjectType", "Lights.\n" },
{ SceneObjectTypes::ZoneObjectType, "$TypeMasks::ZoneObjectType", "zones.\n" },
{ SceneObjectTypes::StaticShapeObjectType, "$TypeMasks::StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
{ SceneObjectTypes::DynamicShapeObjectType, "$TypeMasks::DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
{ SceneObjectTypes::GameBaseObjectType, "$TypeMasks::GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
{ SceneObjectTypes::GameBaseHiFiObjectType, "$TypeMasks::GameBaseHiFiObjectType", "Specialised Gamebase-based Objects. currently narrowly used. if at all.\n" },
{ SceneObjectTypes::ShapeBaseObjectType, "$TypeMasks::ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
{ SceneObjectTypes::CameraObjectType, "$TypeMasks::CameraObjectType", "Camera Objects.\n" },
{ SceneObjectTypes::PlayerObjectType, "$TypeMasks::PlayerObjectType", "Player Objects.\n" },
{ SceneObjectTypes::ItemObjectType, "$TypeMasks::ItemObjectType", "Item Objects.\n" },
{ SceneObjectTypes::VehicleObjectType, "$TypeMasks::VehicleObjectType", "Any sort of Vehicle Object.\n" },
{ SceneObjectTypes::VehicleBlockerObjectType, "$TypeMasks::VehicleBlockerObjectType", "\n" },
{ SceneObjectTypes::ProjectileObjectType, "$TypeMasks::ProjectileObjectType", "Projectiles.\n" },
{ SceneObjectTypes::ExplosionObjectType, "$TypeMasks::ExplosionObjectType", "Explosion and Effects.\n" },
{ SceneObjectTypes::CorpseObjectType, "$TypeMasks::CorpseObjectType", "Corpses of controlled objects.\n" },
{ SceneObjectTypes::DebrisObjectType, "$TypeMasks::DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
{ SceneObjectTypes::PhysicalZoneObjectType, "$TypeMasks::PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
{ SceneObjectTypes::EntityObjectType, "$TypeMasks::EntityObjectType", "A generic entity.\n" },
{ SceneObjectTypes::InteriorLikeObjectType, "$TypeMasks::InteriorLikeObjectType", "InteriorLikeObjectType (deprecated).\n" },
{ SceneObjectTypes::TerrainLikeObjectType, "$TypeMasks::TerrainLikeObjectType", "Pseudo-terrains, like groundplanes, or meshroads.\n" },
#if defined(AFX_CAP_AFXMODEL_TYPE)
{ SceneObjectTypes::afxModelObjectType, "afxModelObjectType", "afx-specific model typemask.\n" },
#else
{ SceneObjectTypes::N_A_27, "N_A_27", "unused 27th bit.\n" },
{ SceneObjectTypes::N_A_27, "$TypeMasks::N_A_27", "unused 27th bit.\n" },
#endif
{ SceneObjectTypes::N_A_28, "N_A_28", "unused 28th bit.\n" },
{ SceneObjectTypes::PathShapeObjectType, "PathShapeObjectType", "Path-following Objects.\n" },
{ SceneObjectTypes::TurretObjectType, "TurretObjectType", "Turret Objects.\n" },
{ SceneObjectTypes::N_A_31, "N_A_31", "unused 31st bit.\n" },
{ SceneObjectTypes::N_A_32, "N_A_32", "unused 32nd bit.\n" },
{ SceneObjectTypes::N_A_28, "$TypeMasks::N_A_28", "unused 28th bit.\n" },
{ SceneObjectTypes::PathShapeObjectType, "$TypeMasks::PathShapeObjectType", "Path-following Objects.\n" },
{ SceneObjectTypes::TurretObjectType, "$TypeMasks::TurretObjectType", "Turret Objects.\n" },
{ SceneObjectTypes::N_A_31, "$TypeMasks::N_A_31", "unused 31st bit.\n" },
{ SceneObjectTypes::N_A_32, "$TypeMasks::N_A_32", "unused 32nd bit.\n" },
EndImplementBitfieldType;