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setEditorActive

Definition


-- @/lua/ge/extensions/editor/main.lua:578

local function setEditorActive(activate, safeMode)
  toggleEditorActive = true
  frameCount = 0
  doActivate = activate
  wantSafeMode = safeMode
end

Callers

@/lua/ge/extensions/editor/driftDataEditor.lua
        if not editor.active then
          editor.setEditorActive(true)
        end
        if not editor.active then
          editor.setEditorActive(true)
        end
@/lua/ge/extensions/editor/terrainAndRoadImporter.lua
-- Opens/closes the world editor.
local function toggleWorldEditor(isOpen) editor.setEditorActive(isOpen) end
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
          end
          if editor and editorWasActive then editor.setEditorActive(true) end
        end
@/lua/ge/extensions/editor/api/core.lua
      editor.closeModalWindow("saveDirtyTools")
      editor.setEditorActive(false)
    end
      editor.closeModalWindow("saveDirtyTools")
      editor.setEditorActive(false)
    end
      editor.closeModalWindow("saveDirtyTools")
      editor.setEditorActive(false)
    end
local function quitEditor()
  editor.setEditorActive(false)
end
@/lua/ge/extensions/editor/perfProfiler.lua
  extensions.load("test_util_camPosDataToBucket")
  editor.setEditorActive(false)
  ui_message("Starting Recording... Please wait.")
  util_stepHandler.startStepSequence(sequence, function()
    editor.setEditorActive(true)
    M.loadFile({filepath = saveFile})
@/lua/ge/extensions/editor/veMain.lua
  -- initialize world editor to get access to its functions if not initialized yet
  editor.setEditorActive(true)
  else
    editor.setEditorActive(false)
    -- force call main update mainly for imgui layout state save
@/lua/ge/extensions/editor/camPathEditor.lua
        editor.skipCameraOnExit = true
        editor.setEditorActive(false)
        playCurrentPath()
@/lua/ge/extensions/editor/missionEditor.lua
    if not editor.active then
      editor.setEditorActive(true)
    end
    if not editor.active then
      editor.setEditorActive(true)
    end
      -- deactivate editor
      editor.setEditorActive(false)
@/lua/ge/extensions/editor/raceEditor/testing.lua
  if im.Button("Start") then
    editor.setEditorActive(false)
    self:startRace(nil, false, false)
  if im.Button("Start Rolling") then
    editor.setEditorActive(false)
    self:startRace(nil, false, true)
    end
    editor.setEditorActive(true)
    self.state = 'stopped'
@/lua/ge/extensions/tech/terrainImporter.lua
-- Opens/closes the world editor.
local function toggleWorldEditor(isOpen) editor.setEditorActive(isOpen) end
@/lua/ge/extensions/flowgraph/nodes/ui/hideEditor.lua
    if editor.active ~= self._doHide then
      editor.setEditorActive(self._doHide)
    end
@/lua/ge/extensions/editor/main.lua
local function toggleActive(safeMode)
  setEditorActive(not M.active, safeMode)
end

  editor.setEditorActive(false)
    editor.active = false
    setEditorActive(true)
    --TODO: objects need serializable formats not C++ object refs
    worldEditorCppApi.setOpenEditorOnStart(false) -- set it to false now, since Lua reloads will reopen again, we dont want that
    setEditorActive(true)
  end
@/lua/ge/extensions/editor/util/editorElementHelper.lua
          if not editor.active then
            editor.setEditorActive(true)
          end
          if not editor.active then
            editor.setEditorActive(true)
          end
      if not editor.active then
        editor.setEditorActive(true)
      end
      if not editor.active then
        editor.setEditorActive(true)
      end
@/lua/ge/extensions/editor/flowgraphEditor.lua
  if M.switchToSmallWindow then
    editor.setEditorActive(false)
    M.showSmallFgWindow[0] = true
    if editor.uiIconImageButton(editor.icons.fullscreen, im.ImVec2(20, 20)) then
      editor.setEditorActive(true)
    end
        mgr:setRunning(false)
        editor.setEditorActive(true)
      end
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
          if not editor.active then
            editor.setEditorActive(true)
          end
          if not editor.active then
            editor.setEditorActive(true)
          end
      if not editor.active then
        editor.setEditorActive(true)
      end
      if not editor.active then
        editor.setEditorActive(true)
      end