Fixes issue where Regenerate Bounds button for SceneGroup/SubScenes wasn't displaying by moving it to Editing inspector group

Added mode toggle for if changing the transform influences the child objects of a SubScene or not
Added onSelected/onUnselected callbacks for SimObjects to allow contextual behavior in the editor
Added functionality of programmatic/dynamic Tool Button Palettes
Added logic so when selecting SubScenes the world editor palette has new buttons for letting the move/rotate actions influence the child objects
This commit is contained in:
JeffR 2024-11-05 20:14:36 -06:00
parent 10d1aeca1f
commit e2d0cc1981
11 changed files with 318 additions and 25 deletions

View file

@ -579,6 +579,7 @@ class SimObject: public ConsoleObject, public TamlCallbacks
/// Save object as a TorqueScript File.
virtual bool save( const char* pcFilePath, bool bOnlySelected = false, const char *preappend = NULL );
virtual bool saveAppend(const char* pcFilePath, bool bOnlySelected = false, const char* preappend = NULL);
/// Check if a method exists in the objects current namespace.
virtual bool isMethod( const char* methodName );
@ -981,6 +982,8 @@ class SimObject: public ConsoleObject, public TamlCallbacks
DECLARE_CONOBJECT( SimObject );
DECLARE_CALLBACK(void, onInspectPostApply, (SimObject* obj));
DECLARE_CALLBACK(void, onSelected, (SimObject* obj));
DECLARE_CALLBACK(void, onUnselected, (SimObject* obj));
static SimObject* __findObject( const char* id ) { return Sim::findObject( id ); }
static const char* __getObjectId( ConsoleObject* object )