folder Editor 167

AboutWidget
class
AdvancedDropdownItem
class
A tree node for use with Editor.AdvancedDropdownWidget. Items with children are categories; items without children are selectable leaves.
AdvancedDropdownPopup
class
A popup wrapper around Editor.AdvancedDropdownWidget.
AdvancedDropdownWidget
class
A generic sliding hierarchical selector widget. Build a tree of Editor.AdvancedDropdownItem and hand it to this widget.
AnglesControlWidget
class
Animate
class
Application
class
Asset
class
AssetPreviewAttribute
attribute
AssetSystem
class
The asset system, provides access to all the assets.
AssetTagSystem
class
Handles asset tags.
AssetType
class
AutoComplete
class
BaseItemWidget
class
BaseScrollWidget
class
BaseWindow
class
BBoxControlWidget
class
BoolControlWidget
class
BoxLayout
class
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.
BuildStepExtensions
class
Button
class
A simple button widget.
CanEditAttribute
attribute
Checkbox
class
A generic checkbox widget.
CheckState
enum
Check state of a Editor.Checkbox.
CloudAsset
class
CodeEditor
class
For opening source code files in whatever code editor the user has selected.
ColorSampler
class
ComboBox
class
ComponentEditorWidget
class
A control widget is used to edit the value of a single SerializedProperty.
ConsoleSystem
class
ContextMenu
class
Identical to Menu except DeleteOnClose defaults to true. Can optionally be made searchable by setting Editor.ContextMenu.Searchable to true before opening.
ContextMenuEvent
struct
Information about a Editor.Widgets context menu event.
ControlWidget
class
A control widget is used to edit the value of a single SerializedProperty.
CreateModelFromMeshDialog
class
A popup dialog for creating models from mesh files (.fbx, .obj, .dmx). Lets you configure collision type and output path.
CursorShape
enum
TODO: Make this match whatever we do in game
Dialog
class
A wrapper to more easily create dialog windows.
DockArea
enum
DockAttribute
attribute
DockManager
class
DockWindow
class
A window that is built from docking windows
Drag
class
DragAssetData
class
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.
DragData
class
Contains drag and drop data for tool widgets. See Editor.Widget.DragEvent.
DropAction
enum
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.
DropdownControlWidget
class
Base class for dropdown control widgets with multi-select support.
EditorAppAttribute
attribute
EditorEvent
class
EditorForAssetTypeAttribute
attribute
Used in conjunction with IAssetEditor to declare a window that can edit an asset type
EditorMainWindow
class
EditorPreferences
class
EditorScene
class
EditorShortcuts
class
EditorUtility
class
ElideMode
enum
EnumControlWidget
class
ExportConfig
class
FileDialog
class
FileSystem
class
A filesystem that can be accessed by the game.
FloatControlWidget
class
FloatSlider
class
FocusChangeReason
enum
Describes why a Editor.Widgets' keyboard focus has changed via Editor.Widget.OnFocus(Editor.FocusChangeReason) and Editor.Widget.OnBlur(Editor.FocusChangeReason) callbacks.
FocusMode
enum
FolderEdit
class
An editable text box with a button to browse for an arbitrary folder using OS file browser dialog.
Frame
class
Like a widget - but is drawn
GameData
class
Lets all native and managed tools know about any engine / game entities.
GameEditorSession
class
GameMode
class
Registers a widget with the input system to use SDL and manages inputs and focus as it relates to the editor's game widget.
GameScenePicker
class
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.
GraphicsHoverEvent
struct
Information about a Editor.GraphicsItems mouse hover event.
GraphicsItem
class
GraphicsLine
class
GraphicsMouseEvent
struct
Information about a Editor.GraphicsItems mouse click event.
GraphicsView
class
GraphicsWidget
class
GridLayout
class
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.
GroupButtonControlWidget
class
HistoryList<T>
class
A helper class to store a list of strings, which can then be navigated around, saved, restored
IconButton
class
IconLabel
class
A material icon label
Input
class
InputOutputBase
class
Represents a variable
InputOutputType
enum
InputSystem
class
InspectorAttribute
attribute
InspectorWidget
class
When using Editor.InspectorAttribute with a type that inherits from InspectorWidget, when you inspect an object of that class, it will create an instance of the widget and display it in the inspector.
IntegerControlWidget
class
KeyCode
enum
KeyEvent
struct
Information about a Editor.Widgets keyboard event.
Label
class
A simple text label.
Layout
class
LibraryProject
class
LibrarySystem
class
LineEdit
class
A single line text entry. See Editor.TextEdit for multi line version.
LinkableSplitter
class
Splitter that can be linked to move alongside others
ListView
class
MapClass
class
Represents an entity class used by the map editor
MapClassVariable
class
Represents a variable.
MarginControlWidget
class
Menu
class
MenuBar
class
MetaData
class
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.
MouseEvent
struct
Information about a Editor.Widgets mouse event.
Option
class
Orientation
enum
Output
class
Paint
class
PenStyle
enum
Pixmap
class
A pixel map, or just a simple image.
PopupDialogWidget
class
PopupWidget
class
A popup widget that automatically deletes itself once it stops being visible
ProjectList
class
ProjectPublisher
class
QObject
class
QStringList
class
QTextBlock
class
RectControlWidget
class
RenderMode
enum
RotationControlWidget
class
SceneEditor
class
SceneEditorSession
class
A SceneEditorSession holds a Scene that is open in the editor. It creates a widget, has a selection and undo system.
ScenePasteSpecialDialog
class
SceneRenderingWidget
class
Render a scene to a native widget. This replaces NativeRenderingWidget.
ScrollArea
class
A widget that can scroll its Editor.ScrollArea.Canvas.
ScrollBar
class
ScrollbarMode
enum
SegmentedControl
class
Separator
class
ShortcutAttribute
attribute
ShortcutContext
enum
Scope of the shortcut. Requires focus at this level for the shortcut to be active. Defaults to Editor.ShortcutContext.WindowShortcut.
ShortcutType
enum
SizeConstraint
enum
SizeMode
enum
SphereControlWidget
class
Splitter
class
Split frame, allows dragging to resize panels
SpriteAnimationControlWidget
class
StackLineHandlerAttribute
attribute
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).
StackRow
class
StandaloneExporter
class
StatusBar
class
StringControlWidget
class
SuspendUpdates
class
Suspends updates in the widget for this using scope.
TabBar
class
TextAreaControlWidget
class
TextCursor
class
TextEdit
class
A multi-line text entry. See Editor.LineEdit for a single line version.
TextureResidencyInfo
struct
Provides information about currently resident textures on the GPU
TextureResourceCompiler
class
Theme
class
TitleBarButtons
class
A list of title bar buttons, at the top right of a window.
ToolBar
class
ToolbarPosition
enum
ToolButton
class
A button that shows as an icon and tries to keep itself square.
ToolButtonStyle
enum
ToolRender
class
Renders basic stuff for tool views
Trace
struct
Trace for tools, not to be confused with Sandbox.SceneTrace
TraceResult
struct
TransformControlWidget
class
TrayIcon
class
Like a widget - but is drawn
VariantControlWidget
class
VectorControlWidget
class
VectorIntControlWidget
class
VirtualWidget
class
WheelEvent
struct
Information about a mouse wheel scroll event of a Editor.Widget.
Widget
class
A generic widget.
WidgetSignal
class
Window
class
WindowFlags
enum

folder Editor.AssetTagSystem 2

list Editor.ComboBox 1

list Editor.CreateModelFromMeshDialog 1

list Editor.EditorPreferences 1

folder Editor.EditorShortcuts 1

deployed_code Editor.EditorUtility.AssemblyMetadata 1

folder Editor.Graphic 1

list Editor.GraphicsView 2

folder Editor.IconButton 2

folder Editor.MapDoc 11

MapDocument
class
Represents an open map document. A document has a tree of Editor.MapDoc.MapNode that represent the world.
MapEntity
class
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.
MapGameObject
class
MapGroup
class
A map node which has the sole purpose of grouping other map nodes together.
MapInstance
class
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.
MapMesh
class
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.
MapNode
class
A common class used for all objects in the world object tree.
MapPath
class
Path containing a bunch of Editor.MapDoc.MapPathNode
MapPathNode
class
Nodes along a Editor.MapDoc.MapPath
MapStaticOverlay
class
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.
MapWorld
class
MapWorld is the root node of a Editor.MapDoc.MapDocument, however it can have multiple sub Editor.MapDoc.MapWorld of prefabs.

folder Editor.MapEditor.EditorContext 1

deployed_code Editor.Menu 1

folder Editor.MeshEditor.PrimitiveBuilder 1

folder Editor.ModelEditor 1

folder Editor.ScenePasteSpecialDialog 1

folder Editor.TextureResidencyInfo 2

folder Sandbox.Helpers.UndoSystem 1

folder Sandbox.Internal 1