Sandbox.SandboxToolExtensions |
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Sandbox.SandboxToolExtensions.PropertyPath |
Describes the path to a Sandbox.SerializedProperty from either a Sandbox.GameObject
or Sandbox.Component. |
Sandbox.Global |
Utility info for tools usage. |
Sandbox.SceneExtensions |
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Sandbox.SceneReferenceHelper |
Editor helpers for scene.ref nodes. |
Sandbox.WorkshopUtils |
Utils for uploading assets to Steam. This is wholely for clothing right now. |
Sandbox.Helpers.UndoSystem |
A system that aims to wrap the main reusable functionality of an undo system |
Sandbox.Helpers.UndoSystem.Entry |
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Sandbox.Internal.GlobalToolsNamespace |
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Editor.Asset |
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Editor.Asset.AssetTags |
Represents a collection of tags for an asset.
This is only necessary so we can save tags as soon as they are added. |
Editor.Asset.PublishSettings |
This is data that is saved in an asset's meta file under "publish" to configure
its project for uploading. |
Editor.Asset.ThumbnailRendererAttribute |
Should target a static method like
`public static Pixmap RenderThumbnail( Asset thumbnail )`
where the method returns a thumbnail for that asset type.
This kind of sucks I don't like it. |
Editor.EditorForAssetTypeAttribute |
Used in conjunction with IAssetEditor to declare a window that can edit an asset type |
Editor.AssetSystem |
The asset system, provides access to all the assets. |
Editor.AssetSystem.AssetPickerParameters |
Passed parameters for the AssetPicker going from engine to addon code |
Editor.AssetTagSystem |
Handles asset tags. |
Editor.AssetTagSystem.AssetAutoTagFilter |
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Editor.AssetTagSystem.TagDefinition |
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Editor.AssetType |
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Editor.MetaData |
A class to CRUD json files. This should probably be a generic class since it seems
like we might want to do this with stuff other than meta files. But there's no need for
that right now, so lets leave it simple. |
Editor.TextureResourceCompiler |
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Editor.CodeEditor |
For opening source code files in whatever code editor the user has selected. |
Editor.ConsoleSystem |
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Editor.AnglesControlWidget |
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Editor.BBoxControlWidget |
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Editor.BoolControlWidget |
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Editor.ControlWidget |
A control widget is used to edit the value of a single SerializedProperty. |
Editor.EnumControlWidget |
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Editor.FloatControlWidget |
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Editor.FloatSlider |
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Editor.IntegerControlWidget |
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Editor.MarginControlWidget |
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Editor.RectControlWidget |
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Editor.RotationControlWidget |
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Editor.SphereControlWidget |
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Editor.StringControlWidget |
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Editor.TextAreaControlWidget |
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Editor.TransformControlWidget |
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Editor.VectorControlWidget |
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Editor.VectorIntControlWidget |
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Editor.TextureResidencyInfo |
Provides information about currently resident textures on the GPU |
Editor.TextureResidencyInfo.TextureDimension |
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Editor.TextureResidencyInfo.Desc |
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Editor.EditorPreferences |
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Editor.EditorPreferences.NotificationLevel |
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Editor.EditorShortcuts |
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Editor.EditorShortcuts.Entry |
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Editor.DockAttribute |
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Editor.EditorAppAttribute |
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Editor.EditorMainWindow |
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Editor.EngineOverlay |
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Editor.EngineView |
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Editor.GameScenePicker |
Opens an invisible popup above the game screen which allows you to left click once on the scene.
This is great for things like selecting something from the game scene. |
Editor.HeadBarEvent |
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Editor.LibrarySystem |
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Editor.LibraryProject |
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Editor.MenuAttribute |
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Editor.Progress |
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Editor.ShortcutAttribute |
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Editor.ShortcutType |
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Editor.StackLineHandlerAttribute |
Marks a method as a custom handler for stack trace lines matching a certain pattern.
The method must take in a System.Text.RegularExpressions.Match parameter, and return
a Editor.StackRow (or null). |
Editor.StackRow |
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Editor.EditorEvent |
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Editor.EditorEvent.FrameAttribute |
Called every frame for tools |
Editor.EditorEvent.HotloadAttribute |
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Editor.EditorEvent.MapEditor |
Events that happen within the map editor. |
Editor.EditorEvent.MapEditor.SelectionChanged |
Called when the user selects / deselects any object in the map and <see cref="P:Editor.MapEditor.Selection.All"></see> is changed. |
Editor.EditorEvent.MapEditor.MapViewContextMenu |
Called when the map view is right clicked, Editor.Menu is passed. |
Editor.FileSystem |
A filesystem that can be accessed by the game. |
Editor.GameData |
Lets all native and managed tools know about any engine / game entities. |
Editor.InputOutputType |
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Editor.InputOutputBase |
Represents a variable |
Editor.Input |
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Editor.Output |
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Editor.MapClass |
Represents an entity class used by the map editor |
Editor.MapClassVariable |
Represents a variable. |
Editor.InputSystem |
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Editor.AssetPreviewAttribute |
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Editor.CanEditAttribute |
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Editor.ComponentEditorWidget |
A control widget is used to edit the value of a single SerializedProperty. |
Editor.InspectorAttribute |
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Editor.InspectorWidget |
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Editor.QStringList |
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Editor.QTextBlock |
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Editor.TextCursor |
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Editor.TraceResult |
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Editor.Trace |
Trace for tools, not to be confused with Sandbox.SceneTrace |
Editor.ProjectList |
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Editor.Application |
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Editor.AutoComplete |
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Editor.BaseScrollWidget |
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Editor.Button |
A simple button widget. |
Editor.Button.Primary |
A visually distinct button. |
Editor.Button.Clear |
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Editor.Button.Danger |
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Editor.CheckState |
Check state of a Editor.Checkbox. |
Editor.Checkbox |
A generic checkbox widget. |
Editor.ComboBox |
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Editor.ComboBox.InsertMode |
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Editor.DockManager |
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Editor.DockManager.DockInfo |
Description of a dock that is available to create by the backend. |
Editor.DockManager.DockProperty |
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Editor.DockWindow |
A window that is built from docking windows |
Editor.DragData |
Contains drag and drop data for tool widgets. See Editor.Widget.DragEvent. |
Editor.DragAssetData |
Represents an asset being dragged into an editor window. Assets will either
be sourced from a package (see Editor.DragAssetData.PackageIdent) or a local path (see Editor.DragAssetData.AssetPath).
Instances of this type are accessed through Editor.DragData.Assets. |
Editor.DropAction |
Used to tell the user what kind of action will happen during a drag and drop event on mouse release.
In Windows, these actions will also display text near cursor to let the user know what will happen if they release their mouse button. |
Editor.Drag |
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Editor.CursorShape |
TODO: Make this match whatever we do in game |
Editor.DockArea |
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Editor.KeyCode |
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Editor.Orientation |
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Editor.ShortcutContext |
Scope of the shortcut. Requires focus at this level for the shortcut to be active.
Defaults to Editor.ShortcutContext.WindowShortcut. |
Editor.SizeConstraint |
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Editor.SizeMode |
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Editor.ToolbarPosition |
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Editor.WindowFlags |
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Editor.MouseEvent |
Information about a Editor.Widgets mouse event. |
Editor.KeyEvent |
Information about a Editor.Widgets keyboard event. |
Editor.ContextMenuEvent |
Information about a Editor.Widgets context menu event. |
Editor.GraphicsMouseEvent |
Information about a Editor.GraphicsItems mouse click event. |
Editor.GraphicsHoverEvent |
Information about a Editor.GraphicsItems mouse hover event. |
Editor.WheelEvent |
Information about a mouse wheel scroll event of a Editor.Widget. |
Editor.FileDialog |
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Editor.Frame |
Like a widget - but is drawn |
Editor.ScrollbarMode |
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Editor.GraphicsView |
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Editor.GraphicsView.ViewportAnchorType |
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Editor.GraphicsView.DragTypes |
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Editor.GraphicsItem |
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Editor.GraphicsLine |
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Editor.PenStyle |
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Editor.RenderMode |
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Editor.Paint |
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Editor.Pixmap |
A pixel map, or just a simple image. |
Editor.GraphicsWidget |
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Editor.Label |
A simple text label. |
Editor.Label.Title |
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Editor.Label.Subtitle |
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Editor.Label.Small |
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Editor.Label.Body |
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Editor.Label.Header |
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Editor.Layout |
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Editor.BoxLayout |
A widget layout. You can think of it as an invisible box of rows or columns, each one containing a widget, useful for automatic positioning and scaling. |
Editor.GridLayout |
A widget layout. You can think of it as an invisible box of rows or columns, each one containing a widget, useful for automatic positioning and scaling. |
Editor.LineEdit |
A single line text entry. See Editor.TextEdit for multi line version. |
Editor.LinkableSplitter |
Splitter that can be linked to move alongside others |
Editor.Menu |
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Editor.Menu.PathElement |
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Editor.ContextMenu |
Identical to Menu except DeleteOnClose defaults to true |
Editor.MenuBar |
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Editor.NativeRenderingWidget |
Sets up the widget to render |
Editor.Option |
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Editor.PopupDialogWidget |
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Editor.QObject |
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Editor.SceneRenderingWidget |
Render a scene to a native widget. This replaces NativeRenderingWidget. |
Editor.ScrollArea |
A widget that can scroll its Editor.ScrollArea.Canvas. |
Editor.ScrollBar |
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Editor.Splitter |
Split frame, allows dragging to resize panels |
Editor.StatusBar |
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Editor.TabBar |
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Editor.TextEdit |
A multi-line text entry. See Editor.LineEdit for a single line version. |
Editor.ToolButtonStyle |
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Editor.ToolBar |
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Editor.TrayIcon |
Like a widget - but is drawn |
Editor.Widget |
A generic widget. |
Editor.Widget.DragEvent |
Information about a widget drag and drop event. |
Editor.WidgetSignal |
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Editor.FocusMode |
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Editor.SuspendUpdates |
Suspends updates in the widget for this using scope. |
Editor.FocusChangeReason |
Describes why a Editor.Widgets' keyboard focus has changed via Editor.Widget.OnFocus(Editor.FocusChangeReason) and Editor.Widget.OnBlur(Editor.FocusChangeReason) callbacks. |
Editor.Window |
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Editor.EditorScene |
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Editor.SceneEditor |
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Editor.SceneEditorSession |
Holds a current open scene and its edit state |
Editor.Theme |
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Editor.ToolRender |
Renders basic stuff for tool views |
Editor.EditorUtility |
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Editor.EditorUtility.Account |
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Editor.EditorUtility.Clipboard |
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Editor.EditorUtility.AssemblyMetadata |
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Editor.EditorUtility.AssemblyMetadata.Attribute |
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Editor.EditorUtility.OnInspectArgs |
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Editor.EditorUtility.Mounting |
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Editor.EditorUtility.Network |
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Editor.EditorUtility.Prefabs |
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Editor.EditorUtility.Projects |
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Editor.EditorUtility.VoiceRecording |
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Editor.EditorUtility.VR |
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Editor.Animate |
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Editor.CloudAsset |
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Editor.ColorSampler |
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Editor.ExportConfig |
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Editor.HistoryList<T> |
A helper class to store a list of strings, which can then be navigated around, saved, restored |
Editor.ProjectPublisher |
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Editor.ProjectPublisher.PackageManifest |
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Editor.ProjectPublisher.ProjectFile |
A single file in the project revision manifest |
Editor.StandaloneExporter |
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Editor.StandaloneExporter.BuildStep |
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Editor.StandaloneExporter.ExportProgress |
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Editor.StandaloneExporter.QueuedFile |
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Editor.StandaloneExporter.QueuedFileState |
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Editor.BuildStepExtensions |
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Editor.BaseItemWidget |
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Editor.BaseItemWidget.ItemEdge |
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Editor.BaseItemWidget.ItemDragEvent |
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Editor.BaseWindow |
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Editor.Dialog |
A wrapper to more easily create dialog windows. |
Editor.FolderEdit |
An editable text box with a button to browse for an arbitrary folder using OS file browser dialog. |
Editor.IconButton |
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Editor.IconButton.WithNumber |
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Editor.ListView |
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Editor.PopupWidget |
A popup widget that automatically deletes itself once it stops being visible |
Editor.SegmentedControl |
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Editor.Separator |
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Editor.VirtualWidget |
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Editor.Graphic.SimpleText |
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Editor.ModelEditor.ModelDoc |
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Editor.MeshEditor.PrimitiveBuilder |
Build primitives out of polygons. |
Editor.MeshEditor.PrimitiveBuilder.PolygonMesh |
A list of vertices and faces. |
Editor.MeshEditor.PrimitiveBuilder.PolygonMesh.Face |
A list of indices indexing into the Editor.MeshEditor.PrimitiveBuilder.PolygonMesh.Vertices list. |
Editor.MapDoc.MapDocument |
Represents an open map document. A document has a tree of Editor.MapDoc.MapNode that represent the world. |
Editor.MapDoc.MapEntity |
MapEntity in Hammer is a type of Editor.MapDoc.MapNode that has a set of key/value pairs.
The keyvalues represent the authoritative state of the entity.
Entities may have helpers that enhance the presentation and sometimes modification of those keyvalues.
The helpers may come and go; it should always be possible to recreate the helpers from
the parent entity's keyvalues.
Entities may also have zero or more Editor.MapDoc.MapMesh children. |
Editor.MapDoc.MapGameObject |
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Editor.MapDoc.MapGroup |
A map node which has the sole purpose of grouping other map nodes together. |
Editor.MapDoc.MapInstance |
A map node which allows a target group and its children to be placed with a new position
and orientation in the world without creating a new copy.
Multiple MapInstance classes may reference the same target allowing it to be placed in
multiple locations, but allowing any edits to be applied to all instances. |
Editor.MapDoc.MapMesh |
MapMesh is the Hammer map node which represents editable mesh geometry in a Hammer map.
This is the map node that is created when using the hammer geometry editing tools. |
Editor.MapDoc.MapNode |
A common class used for all objects in the world object tree. |
Editor.MapDoc.MapPath |
Path containing a bunch of Editor.MapDoc.MapPathNode |
Editor.MapDoc.MapPathNode |
Nodes along a Editor.MapDoc.MapPath |
Editor.MapDoc.MapStaticOverlay |
An overlay which is rendered using a mesh generated by projecting faces onto
surrounding geometry. Baked during map compile so that there is no runtime component.
Also supports being limited to specific targets. |
Editor.MapDoc.MapWorld |
MapWorld is the root node of a Editor.MapDoc.MapDocument, however it can have multiple sub Editor.MapDoc.MapWorld of prefabs. |
Editor.MapEditor.CanDropAttribute |
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Editor.MapEditor.Hammer |
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Editor.MapEditor.HammerMainWindow |
This is our CQHammerMainWnd |
Editor.MapEditor.HammerManagedInspector |
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Editor.MapEditor.HammerSceneEditorSession |
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Editor.MapEditor.HammerSourceLocation |
Source location for graphs created in a Hammer editor session. |
Editor.MapEditor.HammerSession |
This is our CQHammerMainWnd |
Editor.MapEditor.History |
Undo/redo history for the current active mapdoc |
Editor.MapEditor.Selection |
Current selection set for the active map |
Editor.MapEditor.SelectMode |
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Editor.MapEditor.EditorContext |
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Editor.MapEditor.EditorContext.EntityObject |
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Editor.MapEditor.MapView |
MapViews are owned by the MapViewMgr. They display the MapViewMgr's mapdoc.
The MapView provides either a 2d or 3d view of the provided map doc. The rendering mode
may be swapped between various 2d and 3d modes dynamically. In addition to basic display
functionality the view also provides movement implementation for moving a camera within a 3d view
or panning a 2d view. |