Table of Contents

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.

EditorOverlayOptions

Options for Attach(Canvas, DesignSession, EditorOverlayOptions?).

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.