OptionalisInternalConstructor: booleanProtected_SceneKeyWindow.libraryWindow
Protected_SceneKeyWindow.outlinerWindow
Protected_An instance to the ResourceDiscussionWindow owned by this instance Editor.ResourceDiscussionWindow
Protected_Protected_Protected_Protected_SceneKeyWindow.sceneWindow
Protected_Protected_SceneKeyWindow.viewportSettingsWindow
ProtectedonCalled by the project library whenever a library entry is removed.
The library entry about to be removed.
ProtectedonEvent callback called whenever a undoable command is redone in this key window UndoRedo stack.
The command being redone.
ProtectedonEvent callback called whenever a undoable command is undone in this key window UndoRedo stack.
The command being undone.
ProtectedonEvent callback called whenever a new undoable command is registered with this key window UndoRedo stack.
The command being added to the stack.
Pings the scene object, highlighting it in its respective editors.
the scene object to ping.
ProtectedsceneEvent callback called whenever the scene becomes dirty or clean.
ProtectedsceneEvent callback called whenever the engine enters in play mode.
ProtectedsceneEvent callback called whenever the engine exists play mode.
ProtectedsceneEvent callback called whenever the engine pauses the play mode.
ProtectedsceneEvent callback called whenever the engine unpauses the play mode.
ProtectedsceneEvent callback called whenever the engine performs a backup of the scene.
Static ReadonlycloudThe duration between cloud sync auto save when the scene becomes dirty.
Static ReadonlydefaultThe default distance used when spawning objects in front of the camera.
Static ReadonlyframeSeconds to wait before starting frame capture.
Static Readonlyi18Static Readonlyi18Static Readonlyi18Static Readonlyi18The current agent selection state.
A list of all currently active dockable windows on the key window.
A set of flags that customize the behavior of the key window.
The key window flags.
Sets the height of the window in points.
Sets the height of the window in pixels.
Gets the icon for the window.
Gets the icon for the window.
The interface marker for the ISceneSelectionStateAware interface.
Determines if the key window's tab is visible.
Determines whether the window has been destroyed or not.
Determines if a drag selection is currently taking place.
Checks whether the window currently has keyboard focus.
Determines if the scene is dirty.
Determines if a scene is fully loaded and active.
Virtual
Determines if a scene is currently being loaded asynchronously.
Determines if the scene is currenty not playing or paused.
Gets the key window which owns this window.
Returns the X position of the window in screen coordinates in points.
An instance to the LibraryWindow owned by this key window.
Specifies the local shortcut context. This context will be automatically disabled whenever the user switches focus from the context.
The camera that renders the scene from the player's perspective.
An instance to the MainCameraWindow owned by this key window.
An instance to the SceneObjectInspectorWindow owned by this key window.
An instance to the OutlinerWindow owned by this key window.
Retrieves the owning container.
Gets the window of the owning container. The owning container is window that serves as the host for one or multiple key windows.
Gets the parent EditorWindow.
Gets the RenderWindow associated with this EditorWindow.
The ResourceDiscussionWindow containing the discussion about the currently opened scene.
The instantiated scene currently being shown on the scene window.
Virtual
Gets the progress value of the current async scene load in the range [0...1].
Gets the progress value of the current async scene load as preformatted string.
The scene resource handle, for the currently opened scene.
The current scene selection state.
An instance to the SceneWindow owned by this key window.
Specifies the global shortcut context. This context will be always enabled as long as the window is active.
Determines the size of the keu window.
Sets the stylesheet for this window's UI surface.
Sets the stylesheet for this window's UI surface.
Gets the primary tool bar element.
Returns the X position of the window in screen coordinates in points.
The scene that was transitioned from, if any.
Get the local undo redo of the key window.
The scene camera that renders the scene from the user's perspective.
An instance to the ViewportSettingsWindow owned by this key window.
Sets the width of the window in points.
Sets the width of the window in pixels.
StaticcurrentThe currently active key window. Usually this value is null, but can be set to the current window inside an Update call or when calling an event callback for menu or toolbar items.
Generates a Component for the currently selected SceneObject, or creates a new one on demand.
The component type to create
OptionalcreateNewSceneObject: boolean
True to always create a new scene object, otherwise will be assigned to selected.
OptionalautoResolveDiffs: boolean
Automatically resolve the diffs, set to false if you need to resolve manually.
OptionalspawnInfront: boolean
True to spawn the object infront of the camera, otherwise at scene root.
Optionalparent: SceneObject
The parent scene object.
The newly created component.
Adds a FatComponent to the specified parent SceneObject.
The fat component type to create
Optionalparent: SceneObject
The parent scene object.
OptionalautoResolveDiffs: boolean
Automatically resolve the diffs, set to false if you need to resolve manually.
OptionalselectNewObject: boolean
Automatically select and focus the object.
OptionalspawnInfront: boolean
True to spawn the object infront of the camera, otherwise at scene root.
Adds a new SceneObject, or creates a new one on demand.
Optionalparent: SceneObject
The optional parent scene object.
OptionalautoResolveDiffs: boolean
Automatically resolve the diffs, set to false if you need to resolve manually.
OptionalspawnInfront: boolean
True to spawn the object infront of the camera, otherwise at scene root.
The newly created scene object.
Adds the specified mesh to the scene as StaticMesh.
The mesh
Optionalparent: SceneObjectOptionalcolliderShapeInformation: any
The collider Shape Information
OptionalselectNewObject: booleanAdds a template instance for the specified template and returns its newly created root node.
Optionalparent: SceneObjectOptionalselectNewObject: booleanCenters the window within it's parent window.
Clear the undo/redo history.
Virtual
Closes the key window.
Virtual
Creates the default layout for a key window.
ProtectedcreateCreates a new EditorWindow for usage on this KeyWindow. If the window was already opened before, the window won't be made visible.
The type of the editor window to be created.
The newly created editor window.
Creates a template from the selected scene objects or from a given array of scene objects. The user will be asked for a file path for the template.
OptionalselectedSceneObjects: SceneObject[]
Optional override for the selected scene objects. If given, the template will be created from these objects instead of the scene selection.
Creates the KeyWindowTutorial instance for the key window.
The KeyWindowTutorial instance or null if the key window does not support tutorials.
This method is called after the onInitialize method, so all buttons and elements should already be created that are required for the tutorial. If the key window requires dynamic resolution of references for the tutorial, the KeyWindowTutorial must be subclasses and the onResolveTutorialElement method must be overridden.
ProtecteddetermineVirtual
Determines whether the key window is read-only or not.
ProtecteddidVirtual
A method called internally after the last action is redone.
ProtecteddidProtecteddidVirtual
A method called internally after the last action is undone.
Docks the specified window to the key window. If the window does not exist yet, a new instance will be created.
Type of window to dock.
Optionallocation: EnumValue<DockLocation>
The dock location.
Optionalreference: DockableEditorWindow
The reference window. The location will determine how and where the new window will be docked.
OptionalrelativeSize: number
The relative size of the new window. Setting it to 0.5, causes dockwindows to be splitted equally.
Instance of the docked window.
ProtecteddockDocks a new EditorWindow into the given location.
The type of the editor window to be docked.
The relative location to dock the window to, relative to reference.
The reference window. Used to determine the meaning location.
OptionalrelativeSize: number
The relative size of the docked window. Setting it to 0.5, causes both the first and second window to have the same size.
The editor window instance of the given type.
ProtectedensureCreates the editorCamera scene object, if necessary.
Sets keyboard focus to the Hierarchy or Scene windows if open.
Sets the given window type as locked. Disables undocking or docking
of other windows on the same space. Will also hide the tab bar and the window title.
ProtectedfreezeFreezes the dockable editor window of type windowType.
The type of the window to freeze.
Attempts to get a previously opened DockableEditorWindow.
Instance of the open window or null, if it does not exist yet.
Gets the current dockable window layout.
The dockable editor window layout.
ProtectedgetGets an existing EditorWindow for usage on this KeyWindow.
The type of the editor window to be retrieved or created.
The editor window instance of the given type.
ProtectedinvalidateInvalidates the window title.
Virtual
Determines if the key window can load different scenes.
True if the scene can be changed
Virtual
Gets whether this KeyWindow should display the User List control on the main menu title bar.
Virtual
Gets whether this KeyWindow should use the main toolbar style.
Virtual
Loads the scene from the specified library path.
The resource path.
Virtual
Loads the Scene with the specified uuid.
true if the load was started.
Virtual
Loads the key window state to the one represented by state.
Locks the window to prevent it from closing.
Virtual
Method to override to implement destruction of custom windows. Called by the engine before the window is destroyed.
Virtual
Method to override to implement custom behavior of a window, called by the engine once per frame.
ProtectedonVirtual
Method to override to implement custom behavior of a window, called by the engine once per frame,
once all the windows had their onEditorUpdate() method called.
Virtual
Method to override to implement initialization of custom windows. Called by the engine after window creation.
Virtual
Triggered whenever the window's screen dpi changes.
Virtual
Triggered whenever the window gains or loses focus.
True if focus was gained, false otherwise.
Virtual
Triggered whenever the window size changes.
New width of the window in pixels.
New height of the window in pixels.
ProtectedonInvoked when the window title must be rebuilt.
Opens a DockableEditorWindow.
Instance of the open window.
ProtectedopenOpens a new EditorWindow for usage on this KeyWindow. If the window is already opened, it will be focused instead.
The type of the editor window to be created.
The newly opened editor window.
Captures the GPU commands for the next rendered frame after the specified delay.
Brings the key window to the top.
Virtual
Determines if the key window must be recreated when the specified module is being reloaded. This is an important task to do if the key window edits classes from the module that is being reloaded. In that case, the key window must be recreated - otherwise, it references outdated classes which results in undefined behavior that can destabilize the application.
The following are possible modules:
The fully qualified name of the module to be reloaded.
Executes the last command on the redo stack (last command we called undo on), re-applying its operation.
Resets the key window layout to the default.
Virtual
Saves the scene to its resource location. If the scene is currently playing, a prompt appears to stop the scene.
Determines if the user has to confirm the save operation.
OptionalonSuccess: () => void
Action called when the operation succeeds.
OptionalonFailure: () => void
Action called when saving the scene failed, or the user declined to save.
Virtual
Saves the current key window state. This state can be persisted to disk or saved in memory and later restored by calling LoadState().
An object that represents the KeyWindow saved state.
Changes the currently active scene.
The new SceneInstance, pass null to unload the scene and release all handles.
OptionalsceneUUID: UUID
The UUID for the Scene resource.
OptionaldestroyScene: booleanVirtual
Sets a predefined dockable editor window layout.
The layout to be set.
Defines the window maximum width and height in points.
Defines the window minimum width and height in points.
The minimum width of the window in points.
The minimum height of the window in points.
Moves the window on the desktop. Coordinates are in screen space using points.
Moves the window on the desktop. Coordinates are in screen space using pixels.
Resizes the window using a width and height in points.
Resizes the window using a width and height in pixels.
ProtectedshowShows a message box if the scene is currently playing. The user can then stop the scene and the onSceneStopped delegate is invoked.
true if the scene is already stopped
Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
Name of the existing button to toggle.
True to toggle on, false to toggle off.
Executes the last command on the undo stack, undoing its operations.
Unlocks the window to allow to be closed by the user.
ProtectedupdateVirtual
Updates the asynchronous loading process.
ProtectedupdateVirtual
Updates the cloud sync auto-save timer. The timer is initialized, once the scene becomes dirty.
Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
Name of the existing button to toggle.
Updates the toggle state of all main toolbar buttons in the toolbar.
ProtectedwillVirtual
A method called internally before the last action is redone.
ProtectedwillVirtual
A method called internally before the last action is undone.
StaticallDetermines if all active SceneKeyWindow instances are stopped.
StaticdropDrops the sceneObject to the ground.
The drop is performed using the PhysicsScene of the ´sceneInstance. If no colliders are available below the sceneObject`, the drop cannot be performed.
StaticduplicateDuplicates the sceneObjects to the picked position.
StaticfindFinds and returns the first SceneKeyWindow that is editing the scene with the given sceneUUID.
The window or null if no window found.
StaticgetGets all open SceneKeyWindow instances.
StaticisDetermines if any of the active SceneKeyWindow instances is modified.
StaticmoveMoves the sceneObjects to the picked position.
Protected StaticopenInternal method used by the managed side to open a newly created KeyWindow object instance.
The key window instance.
StaticopenStaticopenOpens a new SceneKeyWindow with the given scene.
A new instance of the scene will be created.
Optionalscene: Scene
The scene to be loaded in the key window.
OptionalforceNewWindow: booleanThe newly created key window.
StaticopenOpens a new SceneKeyWindow with the given sceneUUID.
A new instance of the scene will be created.
The newly created key window.
StaticpingPings the material used by the picked mesh in the project library.
StaticsavePresents the save dialog for each open scene that is dirty. If the scene has already been saved to disk, the dialog will not be dispayed. Instead, the scene will be saved directly. The dialogs are presented in sequential fashion.
True if the user should be prompted to save the scene.
OptionalonSuccess: () => void
The callback that is invoked when all scenes have been saved.
OptionalonAbort: () => void
The callback that is invoked when the user aborts the save operation.
OptionalignoreKeyWindows: SceneKeyWindow[]
The optional key windows that should be ignored.
StaticselectSelects the material used by the picked mesh in the project library.
StaticstopStops all scenes from playing the simulation.
ReadonlyonTriggered when the scene play data state changes, e.g. when the scene starts simulation.
This is a convenience event that abstracts the ScenePlayData events so consumers do not have to manually subscribe and unsubscribe when the SceneKeyWindow loads another scene.
ReadonlyonTriggered before backing up the scene to perform a revertable action such as simulating the scene.
This is a convenience event that abstracts the ScenePlayData events so consumers do not have to manually subscribe and unsubscribe when the SceneKeyWindow loads another scene.
ReadonlyonTriggered when a scene delta is applied to the scene instance currently opened in this key window.
This is a convenience event that abstracts the SceneInstance event so consumers do not have to manually subscribe and unsubscribe when the SceneKeyWindow loads another scene.
ReadonlyonTriggered when a template instance update for a template instance in the scene instance currently opened in this key window failed.
This is a convenience event that abstracts the SceneInstance event so consumers do not have to manually subscribe and unsubscribe when the SceneKeyWindow loads another scene.
ReadonlyonEvent triggered when the toolbar is being built.
ReadonlyonEvent triggered once the window is resized.
ReadonlyonEvent triggered once the window is moved.
ReadonlyonEvent triggered when the window is closed.
Readonlyon
A KeyWindow type that can open a scene with viewport, outliner and inspectors to edit it.