3#include <EditorEngineProcessFramework/EngineProcess/EngineProcessDocumentContext.h>
4#include <EnginePluginScene/EnginePluginSceneDLL.h>
5#include <RendererCore/Pipeline/Declarations.h>
6#include <SharedPluginScene/Common/Messages.h>
36 bool GetRenderSelectionOverlay()
const {
return m_bRenderSelectionOverlay; }
37 bool GetRenderShapeIcons()
const {
return m_bRenderShapeIcons; }
38 bool GetRenderSelectionBoxes()
const {
return m_bRenderSelectionBoxes; }
39 float GetGridDensity()
const {
return plMath::Abs(m_fGridDensity); }
40 bool IsGridInGlobalSpace()
const {
return m_fGridDensity >= 0.0f; }
41 plTransform GetGridTransform()
const {
return m_GridTransform; }
44 bool IsPlayTheGameActive()
const {
return GetGameState() !=
nullptr; }
59 virtual void OnInitialize()
override;
60 virtual void OnDeinitialize()
override;
80 void AddAmbientLight(
bool bSetEditorTag,
bool bForce);
81 void RemoveAmbientLight();
101 void UpdateInvisibleLayerTags();
102 void InsertSelectedChildren(
const plGameObject* pObject);
104 void OnSimulationEnabled();
105 void OnSimulationDisabled();
106 void OnPlayTheGameModeStarted(
const plTransform* pStartPosition);
111 bool m_bUpdateAllLocalBounds =
false;
112 bool m_bRenderSelectionOverlay;
113 bool m_bRenderShapeIcons;
114 bool m_bRenderSelectionBoxes;
115 float m_fGridDensity;
135 bool m_bInvisibleLayersDirty =
true;
This class encapsulates an array and it's size. It is recommended to use this class instead of plain ...
Definition ArrayPtr.h:37
A file writer that caches all written data and only opens and writes to the output file when everythi...
Definition DeferredFileWriter.h:9
Definition DynamicArray.h:81
Base class for all messages that are tied to some document.
Definition EngineProcessMessages.h:151
A document context is the counter part to an editor document on the engine side.
Definition EngineProcessDocumentContext.h:42
virtual void OnThumbnailViewContextCreated()
Called after a thumbnail context was created. Allows to insert code before the thumbnail is generated...
Definition EngineProcessDocumentContext.cpp:609
virtual plStatus ExportDocument(const plExportDocumentMsgToEngine *pMsg)
Exports to current document resource to file. Make sure to write plAssetFileHeader at the start of it...
Definition EngineProcessDocumentContext.cpp:506
virtual plEngineProcessViewContext * CreateViewContext()=0
Needs to be implemented to create a view context used for windows and thumbnails rendering.
virtual plGameObjectHandle ResolveStringToGameObjectHandle(const void *pString, plComponentHandle hThis, plStringView sProperty) const
Tries to resolve a 'reference' (given in pData) to an plGameObject.
Definition EngineProcessDocumentContext.cpp:747
virtual void DestroyViewContext(plEngineProcessViewContext *pContext)=0
Needs to be implemented to destroy the view context created in CreateViewContext.
virtual void OnDestroyThumbnailViewContext()
Called before a thumbnail context is destroyed. Used for cleanup of what was done in OnThumbnailViewC...
Definition EngineProcessDocumentContext.cpp:610
virtual void UpdateDocumentContext()
A tick functions that allows each document context to do processing that continues over multiple fram...
Definition EngineProcessDocumentContext.cpp:410
virtual bool UpdateThumbnailViewContext(plEngineProcessViewContext *pThumbnailViewContext)
Overwrite this function to apply the thumbnail render settings to the given context.
Definition EngineProcessDocumentContext.cpp:603
Represents the view/window on the engine process side, holds all data necessary for rendering.
Definition EngineProcessViewContext.h:54
Definition EngineProcessMessages.h:299
Definition EngineProcessMessages.h:307
Definition EngineProcessMessages.h:538
This class represents an object inside the world.
Definition GameObject.h:32
plGameState is the base class to build custom game logic upon. It works closely together with plGameA...
Definition GameStateBase.h:38
Definition EngineProcessMessages.h:508
A hybrid array uses in-place storage to handle the first few elements without any allocation....
Definition HybridArray.h:12
Layers that are loaded as sub-documents of a scene share the plWorld with their main document scene....
Definition LayerContext.h:12
Definition EngineProcessMessages.h:491
Definition EngineProcessMessages.h:474
Send by the editor scene document to the runtime scene document, to tell it about the poll results (s...
Definition EngineProcessMessages.h:607
Definition RenderContext.h:30
Definition SceneContext.h:25
Definition EngineProcessMessages.h:499
plStringView represent a read-only sub-string of a larger string, as it can store a dedicated string ...
Definition StringView.h:34
The tag class stores the necessary lookup information for a single tag which can be used in conjuncti...
Definition Tag.h:16
This data type is the abstraction for 128-bit Uuid (also known as GUID) instances.
Definition Uuid.h:11
Definition Declarations.h:64
Definition EngineProcessMessages.h:257
The world rtti converter context tracks created objects and is capable of also handling components / ...
Definition WorldRttiConverterContext.h:14
Definition EngineProcessMessages.h:527
Stores an entire plWorld in a stream.
Definition WorldWriter.h:13
constexpr PL_ALWAYS_INLINE T Abs(T f)
Returns the absolute value of f.
Definition Math_inl.h:21
A handle to a component.
Definition Declarations.h:138
Definition GameApplicationBase.h:32
A handle to a game object.
Definition Declarations.h:76
Events sent by the plResourceManager.
Definition Declarations.h:42
An plResult with an additional message for the reason of failure.
Definition Status.h:12