Namespace Icy.Design.Editor
Classes
- EditorBindings
The key gestures an EditorSession registers for its EditorCommands.
- EditorCommands
Every action of an EditorSession as a command. Bind them to keys through Bindings, or invoke them from buttons, gamepads or touch gestures.
- EditorFrame
The design-time editor overlay for a live page: click to select, drag to move, drag the handles to resize, and use the editor's key bindings, with every gesture recorded as an undoable markup edit.
- EditorOverlay
The in-game editor: an EditorFrame over the game's UI, an Outline and Toolbox dock on the left, a Properties dock on the right and a command bar on top, shown and hidden with one key.
- EditorSelection
The element an EditorSession has selected.
- EditorSession
The headless part of the design-time editor for one Canvas: the selection, the Edit/Interact mode, hit resolution, and (through Commands and the gesture methods) every edit the editor makes.
- EditorWorkspace
The complete editor as a page: a document picker, Outline and Toolbox on the left, a preview of the open document in the middle, Properties on the right and the command bar on top. Put it on a game's debug or settings page.
- MoveGesture
A move in progress: the selected element follows the pointer as a ghost, and lands where the container under the pointer places it when the gesture completes. Nothing is written before Complete().
- ResizeGesture
A resize in progress: every Update(Point, bool) writes the new attributes through the fast path, so the element follows the pointer live, and the whole gesture is one undo step.
Enums
- EditorMode
What pointer and keyboard input does while an EditorSession is attached.
- EditorToolbarPlacement
The canvas corner an EditorFrame's toolbar sits in.