Added Game Mode in the World Editor
This commit is contained in:
parent
2e5678e863
commit
7a69346ff3
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@ -219,7 +219,7 @@ void CSceneManager::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& Vi
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{
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{
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ERenderOptions Options = pRenderer->RenderOptions();
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ERenderOptions Options = pRenderer->RenderOptions();
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if (Options & eDrawWorld)
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if (Options & eDrawWorld || ViewInfo.GameMode)
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{
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{
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for (u32 n = 0; n < mModelNodes.size(); n++)
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for (u32 n = 0; n < mModelNodes.size(); n++)
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if (mModelNodes[n]->IsVisible())
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if (mModelNodes[n]->IsVisible())
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@ -230,21 +230,21 @@ void CSceneManager::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& Vi
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mStaticNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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mStaticNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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}
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}
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if (Options & eDrawWorldCollision)
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if (Options & eDrawWorldCollision && !ViewInfo.GameMode)
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{
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{
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for (u32 n = 0; n < mCollisionNodes.size(); n++)
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for (u32 n = 0; n < mCollisionNodes.size(); n++)
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if (mCollisionNodes[n]->IsVisible())
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if (mCollisionNodes[n]->IsVisible())
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mCollisionNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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mCollisionNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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}
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}
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if (Options & eDrawLights)
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if (Options & eDrawLights && !ViewInfo.GameMode)
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{
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{
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for (u32 n = 0; n < mLightNodes.size(); n++)
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for (u32 n = 0; n < mLightNodes.size(); n++)
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if (mLightNodes[n]->IsVisible())
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if (mLightNodes[n]->IsVisible())
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mLightNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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mLightNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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}
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}
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if ((Options & eDrawObjects) || (Options & eDrawObjectCollision))
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if ((Options & eDrawObjects) || (Options & eDrawObjectCollision) || ViewInfo.GameMode)
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{
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{
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for (u32 n = 0; n < mScriptNodes.size(); n++)
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for (u32 n = 0; n < mScriptNodes.size(); n++)
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if (mScriptNodes[n]->IsVisible())
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if (mScriptNodes[n]->IsVisible())
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@ -271,6 +271,16 @@ SRayIntersection CSceneManager::SceneRayCast(const CRay& Ray, const SViewInfo& V
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((renderOptions & ((ERenderOptions) (eDrawObjects | eDrawObjectCollision))) != 0), ((renderOptions & eDrawLights) != 0)
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((renderOptions & ((ERenderOptions) (eDrawObjects | eDrawObjectCollision))) != 0), ((renderOptions & eDrawLights) != 0)
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};
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};
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// Override visibility for game mode
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if (ViewInfo.GameMode)
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{
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NodesVisible[0] = false;
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NodesVisible[1] = true;
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NodesVisible[2] = false;
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NodesVisible[3] = true;
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NodesVisible[4] = false;
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}
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// Less hacky stuff
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// Less hacky stuff
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CRayCollisionTester Tester(Ray);
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CRayCollisionTester Tester(Ray);
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@ -11,6 +11,7 @@ struct SViewInfo
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class CRenderer *pRenderer;
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class CRenderer *pRenderer;
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class CCamera *pCamera;
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class CCamera *pCamera;
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bool GameMode;
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CFrustumPlanes ViewFrustum;
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CFrustumPlanes ViewFrustum;
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CMatrix4f RotationOnlyViewMatrix;
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CMatrix4f RotationOnlyViewMatrix;
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};
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};
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@ -12,6 +12,7 @@ CScriptObject::CScriptObject(CGameArea *pArea, CScriptLayer *pLayer, CScriptTemp
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mpDisplayModel = nullptr;
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mpDisplayModel = nullptr;
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mpBillboard = nullptr;
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mpBillboard = nullptr;
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mpCollision = nullptr;
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mpCollision = nullptr;
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mHasInGameModel = false;
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}
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}
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CScriptObject::~CScriptObject()
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CScriptObject::~CScriptObject()
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@ -36,6 +37,7 @@ void CScriptObject::EvaluateProperties()
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mpScale = mpTemplate->FindScale(mpProperties);
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mpScale = mpTemplate->FindScale(mpProperties);
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mpActive = mpTemplate->FindActive(mpProperties);
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mpActive = mpTemplate->FindActive(mpProperties);
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mpLightParameters = mpTemplate->FindLightParameters(mpProperties);
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mpLightParameters = mpTemplate->FindLightParameters(mpProperties);
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mHasInGameModel = mpTemplate->HasInGameModel(mpProperties);
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mVolumeShape = mpTemplate->VolumeShape(this);
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mVolumeShape = mpTemplate->VolumeShape(this);
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EvaluateDisplayModel();
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EvaluateDisplayModel();
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EvaluateBillboard();
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EvaluateBillboard();
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@ -168,7 +170,12 @@ bool CScriptObject::IsActive() const
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if (mpActive)
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if (mpActive)
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return mpActive->Get();
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return mpActive->Get();
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else
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else
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return true;
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return false;
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}
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bool CScriptObject::HasInGameModel() const
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{
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return mHasInGameModel;
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}
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}
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void CScriptObject::SetPosition(const CVector3f& newPos)
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void CScriptObject::SetPosition(const CVector3f& newPos)
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@ -37,6 +37,8 @@ class CScriptObject
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CToken mModelToken;
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CToken mModelToken;
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CToken mBillboardToken;
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CToken mBillboardToken;
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CToken mCollisionToken;
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CToken mCollisionToken;
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bool mHasInGameModel;
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EVolumeShape mVolumeShape;
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EVolumeShape mVolumeShape;
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public:
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public:
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@ -69,6 +71,7 @@ public:
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CVector3f Scale() const;
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CVector3f Scale() const;
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TString InstanceName() const;
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TString InstanceName() const;
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bool IsActive() const;
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bool IsActive() const;
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bool HasInGameModel() const;
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void SetPosition(const CVector3f& newPos);
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void SetPosition(const CVector3f& newPos);
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void SetRotation(const CVector3f& newRot);
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void SetRotation(const CVector3f& newRot);
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void SetScale(const CVector3f& newScale);
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void SetScale(const CVector3f& newScale);
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@ -210,7 +210,7 @@ CPropertyStruct* CScriptTemplate::FindLightParameters(CPropertyStruct *pProperti
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return TFetchProperty<CPropertyStruct*, eStructProperty>(pProperties, mLightParametersIDString);
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return TFetchProperty<CPropertyStruct*, eStructProperty>(pProperties, mLightParametersIDString);
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}
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}
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// todo: merge these three functions, they have near-identical code
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// todo: merge these four functions, they have near-identical code
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CModel* CScriptTemplate::FindDisplayModel(CPropertyStruct *pProperties)
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CModel* CScriptTemplate::FindDisplayModel(CPropertyStruct *pProperties)
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{
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{
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for (auto it = mAssets.begin(); it != mAssets.end(); it++)
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for (auto it = mAssets.begin(); it != mAssets.end(); it++)
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@ -319,6 +319,36 @@ CCollisionMeshGroup* CScriptTemplate::FindCollision(CPropertyStruct *pProperties
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return nullptr;
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return nullptr;
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}
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}
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bool CScriptTemplate::HasInGameModel(CPropertyStruct *pProperties)
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{
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for (auto it = mAssets.begin(); it != mAssets.end(); it++)
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{
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if ((it->AssetType != SEditorAsset::eModel) && (it->AssetType != SEditorAsset::eAnimParams)) continue;
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if (it->AssetSource == SEditorAsset::eFile) continue;
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CResource *pRes = nullptr;
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CPropertyBase *pProp = pProperties->PropertyByIDString(it->AssetLocation);
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if (pProp->Type() == eFileProperty)
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{
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CFileProperty *pFile = static_cast<CFileProperty*>(pProp);
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pRes = pFile->Get();
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}
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else if (pProp->Type() == eAnimParamsProperty)
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{
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CAnimParamsProperty *pParams = static_cast<CAnimParamsProperty*>(pProp);
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pRes = pParams->Get().GetCurrentModel(it->ForceNodeIndex);
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}
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// Verify resource exists + is correct type
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if (pRes && (pRes->Type() == eModel))
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return true;
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}
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return false;
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}
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bool CScriptTemplate::HasPosition()
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bool CScriptTemplate::HasPosition()
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{
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{
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return (!mPositionIDString.IsEmpty());
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return (!mPositionIDString.IsEmpty());
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@ -117,6 +117,7 @@ public:
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CModel* FindDisplayModel(CPropertyStruct *pProperties);
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CModel* FindDisplayModel(CPropertyStruct *pProperties);
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CTexture* FindBillboardTexture(CPropertyStruct *pProperties);
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CTexture* FindBillboardTexture(CPropertyStruct *pProperties);
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CCollisionMeshGroup* FindCollision(CPropertyStruct *pProperties);
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CCollisionMeshGroup* FindCollision(CPropertyStruct *pProperties);
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bool HasInGameModel(CPropertyStruct *pProperties);
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bool HasPosition();
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bool HasPosition();
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// Object Tracking
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// Object Tracking
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@ -19,6 +19,7 @@ void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewIn
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{
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{
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if (!mpCollision) return;
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if (!mpCollision) return;
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (ViewInfo.GameMode) return;
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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@ -28,6 +28,7 @@ ENodeType CLightNode::NodeType()
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void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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{
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (ViewInfo.GameMode) return;
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pRenderer->AddOpaqueMesh(this, 0, CAABox(mPosition + 0.5f, mPosition - 0.5f), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, 0, CAABox(mPosition + 0.5f, mPosition - 0.5f), eDrawMesh);
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}
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}
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@ -20,6 +20,7 @@ void CModelNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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{
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if (!mpModel) return;
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if (!mpModel) return;
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (ViewInfo.GameMode) return;
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if (!mpModel->HasTransparency(mActiveMatSet))
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if (!mpModel->HasTransparency(mActiveMatSet))
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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@ -105,12 +105,20 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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{
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if (!mpInstance) return;
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if (!mpInstance) return;
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// If we're in game mode, then override other visibility settings.
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if (ViewInfo.GameMode)
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{
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if (!mpInstance->IsActive() || !mpInstance->HasInGameModel())
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return;
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}
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// Otherwise, we proceed as normal
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ERenderOptions options = pRenderer->RenderOptions();
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ERenderOptions options = pRenderer->RenderOptions();
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if (options & eDrawObjectCollision)
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if ((options & eDrawObjectCollision) && (!ViewInfo.GameMode))
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mpCollisionNode->AddToRenderer(pRenderer, ViewInfo);
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mpCollisionNode->AddToRenderer(pRenderer, ViewInfo);
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if (options & eDrawObjects)
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if (options & eDrawObjects || ViewInfo.GameMode)
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{
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{
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if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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{
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{
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@ -145,7 +153,7 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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}
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}
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}
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}
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if (IsSelected())
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if (IsSelected() && !ViewInfo.GameMode)
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{
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{
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// Script nodes always draw their selections regardless of frustum planes
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// Script nodes always draw their selections regardless of frustum planes
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// in order to ensure that script connection lines don't get improperly culled.
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// in order to ensure that script connection lines don't get improperly culled.
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@ -286,7 +294,17 @@ SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID,
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out.pNode = this;
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out.pNode = this;
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out.AssetIndex = AssetID;
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out.AssetIndex = AssetID;
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if (options & eDrawObjects)
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// If we're in game mode, then check whether we're visible before proceeding with the ray test.
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if (ViewInfo.GameMode)
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{
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if (!mpInstance->IsActive() || !mpInstance->HasInGameModel())
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{
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out.Hit = false;
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return out;
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}
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}
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if (options & eDrawObjects || ViewInfo.GameMode)
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{
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{
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// Model test
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// Model test
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if (mpActiveModel || !mpBillboard)
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if (mpActiveModel || !mpBillboard)
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@ -38,7 +38,7 @@ void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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}
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}
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}
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}
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if (mSelected)
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if (mSelected && !ViewInfo.GameMode)
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
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}
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}
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@ -15,6 +15,7 @@ CBasicViewport::CBasicViewport(QWidget *pParent) :
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setMouseTracking(true);
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setMouseTracking(true);
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mCamera.SetAspectRatio((float) width() / height());
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mCamera.SetAspectRatio((float) width() / height());
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mViewInfo.pCamera = &mCamera;
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mViewInfo.pCamera = &mCamera;
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mViewInfo.GameMode = false;
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}
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}
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CBasicViewport::~CBasicViewport()
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CBasicViewport::~CBasicViewport()
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@ -56,7 +57,8 @@ void CBasicViewport::paintGL()
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Paint();
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Paint();
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// Finally, draw XYZ axes in the corner
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// Finally, draw XYZ axes in the corner
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DrawAxes();
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if (!mViewInfo.GameMode)
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DrawAxes();
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}
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}
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void CBasicViewport::resizeGL(int w, int h)
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void CBasicViewport::resizeGL(int w, int h)
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ContextMenu(pEvent);
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ContextMenu(pEvent);
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}
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}
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void CBasicViewport::SetGameMode(bool Enabled)
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{
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mViewInfo.GameMode = Enabled;
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}
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void CBasicViewport::SetCursorState(const QCursor &Cursor)
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void CBasicViewport::SetCursorState(const QCursor &Cursor)
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{
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{
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mCursorState = Cursor;
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mCursorState = Cursor;
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void focusOutEvent(QFocusEvent *pEvent);
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void focusOutEvent(QFocusEvent *pEvent);
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void contextMenuEvent(QContextMenuEvent *pEvent);
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void contextMenuEvent(QContextMenuEvent *pEvent);
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void SetGameMode(bool Enabled);
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void SetCursorState(const QCursor& Cursor);
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void SetCursorState(const QCursor& Cursor);
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void SetCursorVisible(bool visible);
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void SetCursorVisible(bool visible);
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bool IsCursorVisible();
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bool IsCursorVisible();
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@ -132,15 +132,21 @@ void CSceneViewport::keyReleaseEvent(QKeyEvent* pEvent)
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// ************ PROTECTED SLOTS ************
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// ************ PROTECTED SLOTS ************
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void CSceneViewport::CheckUserInput()
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void CSceneViewport::CheckUserInput()
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{
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{
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if (!underMouse() || IsMouseInputActive())
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bool MouseActive = (underMouse() && !IsMouseInputActive());
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if (!MouseActive || mViewInfo.GameMode)
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{
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{
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ResetHover();
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ResetHover();
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mGizmoHovering = false;
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mGizmoHovering = false;
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return;
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if (!MouseActive)
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return;
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}
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}
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CRay ray = CastRay();
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CRay ray = CastRay();
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CheckGizmoInput(ray);
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if (!mViewInfo.GameMode)
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CheckGizmoInput(ray);
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if (!mpEditor->Gizmo()->IsTransforming())
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if (!mpEditor->Gizmo()->IsTransforming())
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SceneRayCast(ray);
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SceneRayCast(ray);
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@ -152,7 +158,7 @@ void CSceneViewport::Paint()
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mpRenderer->BeginFrame();
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mpRenderer->BeginFrame();
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if (mDrawSky)
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if (mDrawSky || mViewInfo.GameMode)
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{
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{
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CModel *pSky = mpScene->GetActiveSkybox();
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CModel *pSky = mpScene->GetActiveSkybox();
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if (pSky) mpRenderer->RenderSky(pSky, mViewInfo);
|
if (pSky) mpRenderer->RenderSky(pSky, mViewInfo);
|
||||||
|
@ -163,7 +169,7 @@ void CSceneViewport::Paint()
|
||||||
mpRenderer->RenderBuckets(mViewInfo);
|
mpRenderer->RenderBuckets(mViewInfo);
|
||||||
mpRenderer->RenderBloom();
|
mpRenderer->RenderBloom();
|
||||||
|
|
||||||
if (mpEditor->IsGizmoVisible())
|
if (mpEditor->IsGizmoVisible() && !mViewInfo.GameMode)
|
||||||
{
|
{
|
||||||
CGizmo *pGizmo = mpEditor->Gizmo();
|
CGizmo *pGizmo = mpEditor->Gizmo();
|
||||||
mCamera.LoadMatrices();
|
mCamera.LoadMatrices();
|
||||||
|
|
|
@ -467,3 +467,8 @@ void CWorldEditor::on_ActionDrawObjectCollision_triggered()
|
||||||
{
|
{
|
||||||
ui->MainViewport->Renderer()->ToggleObjectCollision(ui->ActionDrawObjectCollision->isChecked());
|
ui->MainViewport->Renderer()->ToggleObjectCollision(ui->ActionDrawObjectCollision->isChecked());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CWorldEditor::on_ActionGameMode_triggered()
|
||||||
|
{
|
||||||
|
ui->MainViewport->SetGameMode(ui->ActionGameMode->isChecked());
|
||||||
|
}
|
||||||
|
|
|
@ -76,6 +76,7 @@ private slots:
|
||||||
void on_ActionIncrementGizmo_triggered();
|
void on_ActionIncrementGizmo_triggered();
|
||||||
void on_ActionDecrementGizmo_triggered();
|
void on_ActionDecrementGizmo_triggered();
|
||||||
void on_ActionDrawObjectCollision_triggered();
|
void on_ActionDrawObjectCollision_triggered();
|
||||||
|
void on_ActionGameMode_triggered();
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // CWORLDEDITOR_H
|
#endif // CWORLDEDITOR_H
|
||||||
|
|
|
@ -267,6 +267,8 @@
|
||||||
<addaction name="ActionFakeBloom"/>
|
<addaction name="ActionFakeBloom"/>
|
||||||
<addaction name="ActionBloom"/>
|
<addaction name="ActionBloom"/>
|
||||||
</widget>
|
</widget>
|
||||||
|
<addaction name="ActionGameMode"/>
|
||||||
|
<addaction name="separator"/>
|
||||||
<addaction name="ActionDrawWorld"/>
|
<addaction name="ActionDrawWorld"/>
|
||||||
<addaction name="ActionDrawObjects"/>
|
<addaction name="ActionDrawObjects"/>
|
||||||
<addaction name="ActionDrawCollision"/>
|
<addaction name="ActionDrawCollision"/>
|
||||||
|
@ -715,6 +717,17 @@
|
||||||
<string>4</string>
|
<string>4</string>
|
||||||
</property>
|
</property>
|
||||||
</action>
|
</action>
|
||||||
|
<action name="ActionGameMode">
|
||||||
|
<property name="checkable">
|
||||||
|
<bool>true</bool>
|
||||||
|
</property>
|
||||||
|
<property name="text">
|
||||||
|
<string>Game Mode</string>
|
||||||
|
</property>
|
||||||
|
<property name="shortcut">
|
||||||
|
<string>G</string>
|
||||||
|
</property>
|
||||||
|
</action>
|
||||||
</widget>
|
</widget>
|
||||||
<customwidgets>
|
<customwidgets>
|
||||||
<customwidget>
|
<customwidget>
|
||||||
|
|
Loading…
Reference in New Issue