EditorState struct
#include <Editor/Public/EditorState.h>
Public types
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
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).