Added C# Assets System and Serialization of Script Enabled State #247
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@ -353,7 +353,7 @@ namespace SHADE
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return changed;
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}
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bool SHEditorUI::InputAssetField(const std::string& label, AssetID& value, AssetType type, bool* isHovered, bool alwaysNull)
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bool SHEditorUI::InputAssetField(const std::string& label, AssetID& value, AssetType type, bool* isHovered)
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{
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// Label
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if (!label.empty())
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@ -299,7 +299,7 @@ namespace SHADE
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/// <returns>True if the value was changed.</returns>
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static bool InputTextField(const std::string& label, std::string& value, bool* isHovered = nullptr);
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/// <summary>
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/// Creates a drag field widget for int input.
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/// Creates a drag field widget for GameObject input.
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/// </summary>
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/// <param name="label">Label used to identify this widget.</param>
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/// <param name="value">Reference to the variable to store the result.</param>
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@ -311,15 +311,12 @@ namespace SHADE
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/// <returns>True if the value was changed.</returns>
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static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr, bool alwaysNull = false);
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/// <summary>
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///
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/// Creates a drag field widget for Asset input.
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/// </summary>
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/// <param name="label"></param>
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/// <param name="value"></param>
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/// <param name="type"></param>
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/// <param name="isHovered"></param>
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/// <param name="alwaysNull"></param>
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/// <returns></returns>
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static bool InputAssetField(const std::string& label, AssetID& value, AssetType type, bool* isHovered = nullptr, bool alwaysNull = false);
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/// <param name="label">Label used to identify this widget.</param>
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/// <param name="value">Reference to the variable to store the result.</param>
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/// <param name="isHovered>If set, stores the hover state of this widget.</param>
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static bool InputAssetField(const std::string& label, AssetID& value, AssetType type, bool* isHovered = nullptr);
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/// <summary>
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/// Creates a combo box for enumeration input.
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/// </summary>
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