Custom Editor Actions
This page describes how to extend the editor with custom Editor Actions.
What is an Editor Action? Back ↑
An Editor Action is a generic action that can be taken within the editor. These most often correspond to context menu actions but can also be invoked upon opening a resource or preparing an object for editing. When defining an Editor Action you implement the logic that determines whether or not your action can be performed in a given context. Simply defining the Editor Action is enough to integrate them with Duality. The editor will automatically populate context menus and execute your defined actions as needed.
Defining an Editor Action Back ↑
All Editor Actions extend from IEditorAction
. By implementing this interface inside an editor plugin, your IEditorAction
will automatically be exposed to the editor. Although implementing IEditorAction
is one way to create Editor Actions, it is generally preferable to extend from the EditorAction<T>
or EditorSingleAction<T>
classes as doing so will reduce the amount of boilerplate code you have to write. Additionally, EditorAction<T>
and EditorSingleAction<T>
allow you to write strongly typed Editor Actions whereas IEditorAction
deals with object
typed data.
EditorAction<T> Back ↑
Extending EditorAction<T>
will provide a reasonable default implementation for the IEditorAction
interface and will allow you to perform the action on objects of type T
.
As an example, here is an Editor Action that adds a context menu entry to Pixmap
resources that opens a custom window when performed:
public class OpenMyWindow : EditorAction<Pixmap>
{
public override string Name
{
get { return "Open My Window"; }
}
public override void Perform(IEnumerable<Pixmap> pixmaps)
{
MyWindow window = new MyWindow();
window.SetPixmaps(pixmaps);
window.Show();
}
}
EditorSingleAction<T> Back ↑
EditorSingleAction<T>
is essentially the same class as EditorAction<T>
but allows you to write Editor Actions that will be executed on a single object at a time. When multiple objects are selected, your Perform
implementation will be called for each object, one at a time.
For example, the following is the Editor Action used to convert Pixmaps
to Textures
(unimportant details removed):
public class PixmapToTexture : EditorSingleAction<Pixmap>
{
public override string Name
{
get { return "Create Texture"; }
}
public override void Perform(Pixmap obj)
{
// Get a path for the new texture resource
string texPath = PathHelper.GetFreePath(obj.FullName, Resource.GetFileExtByType<Texture>());
Texture tex = new Texture(obj);
tex.Save(texPath);
}
}
If this Editor Action had instead extended from EditorAction<Pixmap>
its Perform
implementation would take an IEnumerable<Pixmap>
. That wouldn’t be a major problem, but using EditorSingleAction<T>
requires less code in this case and is a bit more convenient.
Action Contexts Back ↑
The examples shown so far add options to the context menu of a type of object in the editor. There are other contexts in which editor actions may execute. Commonly used contexts are as follows:
- DualityEditorApp.ActionContextContextMenu
- Used when populating context menus
- This is the default context for
EditorAction<T>
andEditorSingleAction<T>
- DualityEditorApp.ActionContextOpenRes
- Used when opening a resource in the editor
- DualityEditorApp.ActionContextSetupObjectForEditing
- Used when initializing an object for editing, such as when it is newly created in the editor
You can react to these different contexts by overriding the MatchesContext
method. For example, the following override would mark this Editor Action as suitable when opening a resource of type MyResourceType
:
public class MyEditorAction : EditorAction<MyResourceType>
{
/* Rest of implementation skipped */
public override bool MatchesContext(string context)
{
return context == DualityEditorApp.ActionContextOpenRes;
}
}
It is also possible to define your own actions contexts
Using Editor Actions Back ↑
If all you want to do is add a context menu to a given object type or process a resource when it is open or loaded, simply defining the Editor Action in an Editor Plugin is enough - Duality will find it through Reflection. If, however, you need to get the list of available editor actions yourself or need to add custom action contexts, you need additional information.
Retrieving Editor Actions Back ↑
Editor actions matching certain parameters can be retrived by calling DualityEditorApp.GetEditorActions
. For example, the following call gets all editor actions that can operate on objects of type GameObject
, can be performed on the given set of objects, and can be performed in the context of opening a context menu:
List<GameObject> targetObjects = /* get the objects to perform the actions on*/;
IEnumerable<IEditorAction> actions = DualityEditorApp.GetEditorActions(
typeof(GameObject),
targetObjects,
DualityEditorApp.ActionContextContextMenu);
Custom Action Contexts Back ↑
If you are extending the editor more extensively and perhaps adding your own windows or something similar, you may need to add a new context string to limit your GetEditorActions
call to the right actions. This is not difficult at all. Simply choose a string to use and pass that to GetEditorActions
:
DualityEditorApp.GetEditorActions(typeof(TargetType), targetObjects, "NewContext");
Then, modify your Editor Actions so MatchesContext
returns true when given that context:
public class MyEditorAction : EditorAction<TargetType>
{
/* Rest of implementation skipped */
public override bool MatchesContext(string context)
{
return context == "NewContext";
}
}
It is common practice to store action context strings as constants inside of your EditorPlugin
class, but you do not need to.