SceneView class
#include <Editor/Public/SceneView.h>
Public functions
- void Initialize(EditorContext& editor, EditorShell& shell)
-
void Build(GGUI::
UI& ui, GGUI:: ComponentFn contextMenu) - The view, filling what it is given. A right click without a drag opens
contextMenu. - void Update(float dt)
- Encoder, once per editor frame.
- auto IsFlying() const -> bool
- The right button flies the camera: keys move it rather than choose tools.
- auto IsDragging() const -> bool
- A gizmo drag is in progress: the undo step it makes stays open.
- void CameraMoved()
- The camera was moved by keys while flying: the right button's release opens no menu.
- auto HasKeys() const -> bool
- void DragPrefab(const char* path, float x, float y, bool bDrop)
Function documentation
bool SceneView:: HasKeys() const
The viewport's keys (Editor.Viewport actions) are for it: the pointer is over it, or it was pressed last and keeps the keyboard.
void SceneView:: DragPrefab(const char* path,
float x,
float y,
bool bDrop)
A prefab dragged over the view (path; null when it isn't over it), the pointer at (x, y) in the view's units. Over the view it is shown where it would land, on whatever is under the pointer; let go there (bDrop), it is placed as one undo step. Taken away, it goes.