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