Polyphase Game Engine
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ActionManager.h File Reference
#include <string>
#include <vector>
#include <map>
#include <thread>
#include <mutex>
#include <atomic>
#include "EngineTypes.h"
#include "EditorTypes.h"
#include "Asset.h"
#include "AssetRef.h"
#include "Nodes/Node.h"
#include "Nodes/3D/StaticMesh3d.h"
#include "Nodes/Widgets/ArrayWidget.h"

Go to the source code of this file.

Classes

struct  WidgetTransformData
 
struct  LocalBuildState
 State for async local build operations. More...
 
class  Action
 
class  ActionManager
 
struct  ActionManager::EmbeddedRawAssetEntry
 
class  ActionEditProperty
 
class  ActionEditTransforms
 
class  ActionEditWidgetTransforms
 
class  ActionSpawnNodes
 
class  ActionDeleteNodes
 
class  ActionAttachNode
 
class  ActionSetRootNode
 
class  ActionSetWorldRotation
 
class  ActionSetWorldPosition
 
class  ActionSetWorldScale
 
class  ActionUnlinkScene
 
class  ActionResetScene
 
struct  ActionSetInstanceColorsData
 
class  ActionSetInstanceColors
 
class  ActionSetInstanceData
 
class  ActionReplaceWithAsset
 Action to replace selected nodes' mesh or material with an asset, or replace with scene instances. More...
 
struct  ActionReplaceWithAsset::SceneReplaceEntry
 
class  ActionReplaceWithInstancedMesh
 Action to merge selected StaticMesh3D nodes into InstancedMesh3D nodes grouped by mesh. More...
 
struct  ActionReplaceWithInstancedMesh::GroupEntry
 
class  ActionReplaceWithStaticMesh
 Action to split selected InstancedMesh3D nodes into individual StaticMesh3D nodes. More...
 
struct  ActionReplaceWithStaticMesh::SplitEntry
 
class  ActionParentSelectedWith
 Action to create a new parent node and reparent selected nodes under it. More...
 
class  ActionSetVoxels
 
class  ActionSetTerrainHeights
 
class  ActionPaintTiles
 

Macros

#define DECLARE_ACTION_INTERFACE(Name)
 

Macro Definition Documentation

◆ DECLARE_ACTION_INTERFACE

#define DECLARE_ACTION_INTERFACE (   Name)
Value:
virtual void Execute() override; \
virtual void Reverse() override; \
virtual const char* GetName() { return #Name; }