EditorState struct

Public types

enum class SelectionType: uint8_t { None, Construct, Archetype, Entity }
enum class GizmoOp: uint8_t { Translate, Rotate, Scale, Select }

Public functions

void ClearSelection()
void MarkEdited()
void MarkEditedOutsideUndo()
An edit with no undo step (the scene's play settings): only a save makes it saved.

Public variables

Registry* RegistryPtr
WorldBase* WorldPtr
const EngineConfig* ConfigPtr
LogicThreadBase* LogicPtr
SelectionType Selection
uint32_t SelectedConstructID
void* SelectedConstructPtr
const char* SelectedConstructTypeName
ClassID SelectedClassID
Archetype* SelectedArchetype
Chunk* SelectedChunk
uint16_t SelectedLocalIndex
uint32_t SelectedCacheIndex
std::vector<EntityHandle> SelectedEntities
GizmoOp CurrentGizmoOp
bool bGizmoWorldMode
bool bGizmoSnap
float GizmoSnapTranslate
float GizmoSnapRotate
float GizmoSnapScale
bool bPivotCentre
the gizmo sits in the middle of the selection, not on the last one's origin
bool bShowGrid
std::string CurrentScenePath
std::string CurrentSceneName
bool bSceneDirty
bool bEditedThisFrame
bool bEditedOutsideUndo
since the last save or load
std::string SceneDefaultState
std::string SceneDefaultMode
TrinyxEngine* EnginePtr
ReplicationSystem* ReplicatorPtr
AssetDatabase* AssetDB
EditorContext* EditorCtx

Enum documentation

enum class EditorState::GizmoOp: uint8_t

Enumerators
Translate

Rotate

Scale

Select

no gizmo: clicks only pick

Function documentation

void EditorState::MarkEdited()

Record an edit: the scene is dirty, and this editor frame's changes must be committed as a sim frame so the paused Brain publishes them (the renderer uploads only new frames).