added some more sripttips to editor

This commit is contained in:
turanszkij
2017-04-08 01:44:49 +02:00
parent f350f0c7a8
commit ba5f6c2ddf
2 changed files with 7 additions and 0 deletions
+1
View File
@@ -121,6 +121,7 @@ You can use the Renderer with the following functions, all of which are in the g
- SetDebugPartitionTreeEnabled(bool enabled)
- SetDebugBonesEnabled(bool enabled)
- SetVSyncEnabled(opt bool enabled)
- SetOcclusionCullingEnabled(bool enabled)
- SetPhysicsParams(opt bool rigidBodyPhysicsEnabled, opt bool softBodyPhysicsEnabled, opt int softBodyIterationCount)
- Pick(Ray ray, opt PICKTYPE pickType, opt string id="", opt string disableID="") : Object? object, Vector position,normal, float distance
- DrawLine(Vector origin,end, opt Vector color)
+6
View File
@@ -24,6 +24,7 @@ RendererWindow::RendererWindow(Renderable3DComponent* component)
vsyncCheckBox = new wiCheckBox("VSync: ");
vsyncCheckBox->SetTooltip("Toggle vertical sync");
vsyncCheckBox->SetScriptTip("SetVSyncEnabled(opt bool enabled)");
vsyncCheckBox->SetPos(XMFLOAT2(x, y += step));
vsyncCheckBox->OnClick([](wiEventArgs args) {
wiRenderer::GetDevice()->SetVSyncEnabled(args.bValue);
@@ -33,6 +34,7 @@ RendererWindow::RendererWindow(Renderable3DComponent* component)
occlusionCullingCheckBox = new wiCheckBox("Occlusion Culling: ");
occlusionCullingCheckBox->SetTooltip("Toggle occlusion culling. This can boost framerate if many objects are occluded in the scene.");
occlusionCullingCheckBox->SetScriptTip("SetOcclusionCullingEnabled(bool enabled)");
occlusionCullingCheckBox->SetPos(XMFLOAT2(x, y += step));
occlusionCullingCheckBox->OnClick([](wiEventArgs args) {
wiRenderer::SetOcclusionCullingEnabled(args.bValue);
@@ -109,6 +111,7 @@ RendererWindow::RendererWindow(Renderable3DComponent* component)
partitionBoxesCheckBox = new wiCheckBox("SPTree visualizer: ");
partitionBoxesCheckBox->SetTooltip("Visualize the world space partitioning tree as boxes");
partitionBoxesCheckBox->SetScriptTip("SetDebugPartitionTreeEnabled(bool enabled)");
partitionBoxesCheckBox->SetPos(XMFLOAT2(x, y += step));
partitionBoxesCheckBox->OnClick([](wiEventArgs args) {
wiRenderer::SetToDrawDebugPartitionTree(args.bValue);
@@ -118,6 +121,7 @@ RendererWindow::RendererWindow(Renderable3DComponent* component)
boneLinesCheckBox = new wiCheckBox("Bone line visualizer: ");
boneLinesCheckBox->SetTooltip("Visualize bones of armatures");
boneLinesCheckBox->SetScriptTip("SetDebugBonesEnabled(bool enabled)");
boneLinesCheckBox->SetPos(XMFLOAT2(x, y += step));
boneLinesCheckBox->OnClick([](wiEventArgs args) {
wiRenderer::SetToDrawDebugBoneLines(args.bValue);
@@ -252,6 +256,7 @@ RendererWindow::RendererWindow(Renderable3DComponent* component)
shadowProps2DComboBox->SetSelected(3);
shadowProps2DComboBox->SetEnabled(true);
shadowProps2DComboBox->SetTooltip("Choose a shadow quality preset for 2D shadow maps (spotlights, directional lights...");
shadowProps2DComboBox->SetScriptTip("SetShadowProps2D(int resolution, int count, int softShadowQuality)");
rendererWindow->AddWidget(shadowProps2DComboBox);
shadowPropsCubeComboBox = new wiComboBox("Cube Shadowmap resolution:");
@@ -291,6 +296,7 @@ RendererWindow::RendererWindow(Renderable3DComponent* component)
shadowPropsCubeComboBox->SetSelected(1);
shadowPropsCubeComboBox->SetEnabled(true);
shadowPropsCubeComboBox->SetTooltip("Choose a shadow quality preset for cube shadow maps (pointlights, area lights)...");
shadowPropsCubeComboBox->SetScriptTip("SetShadowPropsCube(int resolution, int count)");
rendererWindow->AddWidget(shadowPropsCubeComboBox);
MSAAComboBox = new wiComboBox("MSAA:");