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/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/flowgraph/nodes/util/loadLevel.lua
end
if editor and editorWasActive then editor.setEditorActive(true) end
end
@/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/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/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/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/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/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/editor/camPathEditor.lua
editor.skipCameraOnExit = true
editor.setEditorActive(false)
playCurrentPath()
@/lua/ge/extensions/flowgraph/nodes/ui/hideEditor.lua
if editor.active ~= self._doHide then
editor.setEditorActive(self._doHide)
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
@/lua/ge/extensions/tech/terrainImporter.lua
-- Opens/closes the world editor.
local function toggleWorldEditor(isOpen) editor.setEditorActive(isOpen) end
@/lua/ge/extensions/editor/terrainAndRoadImporter.lua
-- Opens/closes the world editor.
local function toggleWorldEditor(isOpen) editor.setEditorActive(isOpen) 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/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)