Exemplo n.º 1
0
void ezParticleActions::RegisterActions()
{
  s_hCategory = EZ_REGISTER_CATEGORY("ParticleCategory");
  s_hPauseEffect = EZ_REGISTER_ACTION_1("PFX.Pause", ezActionScope::Document, "Particles", "Pause", ezParticleAction,
                                        ezParticleAction::ActionType::PauseEffect);
  s_hRestartEffect = EZ_REGISTER_ACTION_1("PFX.Restart", ezActionScope::Document, "Particles", "F5", ezParticleAction,
                                          ezParticleAction::ActionType::RestartEffect);
  s_hAutoRestart = EZ_REGISTER_ACTION_1("PFX.AutoRestart", ezActionScope::Document, "Particles", "", ezParticleAction,
                                        ezParticleAction::ActionType::AutoRestart);

  s_hSimulationSpeedMenu = EZ_REGISTER_MENU_WITH_ICON("PFX.Speed.Menu", ":/EditorPluginParticle/Icons/Speed16.png");
  s_hSimulationSpeed[0] = EZ_REGISTER_ACTION_2("PFX.Speed.01", ezActionScope::Document, "Particles", "Ctrl+1", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 0.1f);
  s_hSimulationSpeed[1] = EZ_REGISTER_ACTION_2("PFX.Speed.025", ezActionScope::Document, "Particles", "Ctrl+2", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 0.25f);
  s_hSimulationSpeed[2] = EZ_REGISTER_ACTION_2("PFX.Speed.05", ezActionScope::Document, "Particles", "Ctrl+3", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 0.5f);
  s_hSimulationSpeed[3] = EZ_REGISTER_ACTION_2("PFX.Speed.1", ezActionScope::Document, "Particles", "Ctrl+4", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 1.0f);
  s_hSimulationSpeed[4] = EZ_REGISTER_ACTION_2("PFX.Speed.15", ezActionScope::Document, "Particles", "Ctrl+5", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 1.5f);
  s_hSimulationSpeed[5] = EZ_REGISTER_ACTION_2("PFX.Speed.2", ezActionScope::Document, "Particles", "Ctrl+6", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 2.0f);
  s_hSimulationSpeed[6] = EZ_REGISTER_ACTION_2("PFX.Speed.3", ezActionScope::Document, "Particles", "Ctrl+7", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 3.0f);
  s_hSimulationSpeed[7] = EZ_REGISTER_ACTION_2("PFX.Speed.4", ezActionScope::Document, "Particles", "Ctrl+8", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 4.0f);
  s_hSimulationSpeed[8] = EZ_REGISTER_ACTION_2("PFX.Speed.5", ezActionScope::Document, "Particles", "Ctrl+9", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 5.0f);
  s_hSimulationSpeed[9] = EZ_REGISTER_ACTION_2("PFX.Speed.10", ezActionScope::Document, "Particles", "Ctrl+0", ezParticleAction,
                                               ezParticleAction::ActionType::SimulationSpeed, 10.0f);
  s_hRenderVisualizers = EZ_REGISTER_ACTION_1("PFX.Render.Visualizers", ezActionScope::Document, "Particles", "V", ezParticleAction,
                                              ezParticleAction::ActionType::RenderVisualizers);
}
Exemplo n.º 2
0
void ezAssetActions::RegisterActions()
{
  s_hAssetCategory = EZ_REGISTER_CATEGORY("AssetCategory");
  s_hTransformAsset = EZ_REGISTER_ACTION_1("Asset.Transform", ezActionScope::Document, "Assets", "Ctrl+E", ezAssetAction,
                                           ezAssetAction::ButtonType::TransformAsset);
  s_hTransformAllAssets = EZ_REGISTER_ACTION_1("Asset.TransformAll", ezActionScope::Global, "Assets", "", ezAssetAction,
                                               ezAssetAction::ButtonType::TransformAllAssets);
  s_hResaveAllAssets = EZ_REGISTER_ACTION_1("Asset.ResaveAll", ezActionScope::Global, "Assets", "", ezAssetAction,
                                            ezAssetAction::ButtonType::ResaveAllAssets);
  s_hCheckFileSystem = EZ_REGISTER_ACTION_1("Asset.CheckFilesystem", ezActionScope::Global, "Assets", "", ezAssetAction,
                                            ezAssetAction::ButtonType::CheckFileSystem);
  s_hWriteLookupTable = EZ_REGISTER_ACTION_1("Asset.WriteLookupTable", ezActionScope::Global, "Assets", "", ezAssetAction,
                                             ezAssetAction::ButtonType::WriteLookupTable);
}
void ezGameObjectSelectionActions::RegisterActions()
{
  s_hSelectionCategory = EZ_REGISTER_CATEGORY("SelectionCategory");
  s_hShowInScenegraph = EZ_REGISTER_ACTION_1("Selection.ShowInScenegraph", ezActionScope::Document, "Scene - Selection", "Ctrl+T",
                                             ezGameObjectSelectionAction, ezGameObjectSelectionAction::ActionType::ShowInScenegraph);
  s_hFocusOnSelection = EZ_REGISTER_ACTION_1("Selection.FocusSingleView", ezActionScope::Document, "Scene - Selection", "F",
                                             ezGameObjectSelectionAction, ezGameObjectSelectionAction::ActionType::FocusOnSelection);
  s_hFocusOnSelectionAllViews =
      EZ_REGISTER_ACTION_1("Selection.FocusAllViews", ezActionScope::Document, "Scene - Selection", "Shift+F",
                           ezGameObjectSelectionAction, ezGameObjectSelectionAction::ActionType::FocusOnSelectionAllViews);
  s_hSnapCameraToObject = EZ_REGISTER_ACTION_1("Scene.Camera.SnapCameraToObject", ezActionScope::Document, "Camera", "",
                                               ezGameObjectSelectionAction, ezGameObjectSelectionAction::ActionType::SnapCameraToObject);
  s_hMoveCameraHere = EZ_REGISTER_ACTION_1("Scene.Camera.MoveCameraHere", ezActionScope::Document, "Camera", "C",
                                           ezGameObjectSelectionAction, ezGameObjectSelectionAction::ActionType::MoveCameraHere);

  s_hCreateEmptyGameObjectHere = EZ_REGISTER_ACTION_1("Scene.GameObject.CreateEmptyHere", ezActionScope::Document, "Scene", "",
                                        ezGameObjectSelectionAction, ezGameObjectSelectionAction::ActionType::CreateGameObjectHere);
}