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- TODO:
- - Add better TreeViewEditBox texture
- - Callback on tree item select
- - In disableEdit make sure I actually apply name change
- - Use Undo/Redo system (TODO: Not implemented yet)
- - Clicking on an already selectecd element starts rename
- - Will likely need some kind of check to ignore double-clicks?
- - Pressing F2 starts rename
- - Context menu with rename
- - Detect when I click outside of input box and disable edit (TODO: Need a way to easily detect this)
- - Delete
- - Needs Undo/Redo support
- - Drag and drop
- - If a mouse drag is detected DragAndDropManager is activated
- - Element is not removed from its original position until drag is complete
- - Dragging over an element will make a highlight box appear around it
- - Dragging between elements will make a thick line appear between them
- - Releasing the drag changes the element parents
- - Auto scroll
- - Sliding over top or bottom of the tree view while dragging an element will search GUIElement parents to find a ScrollArea. If it finds one it will attempt to scroll up or down.
- Gained/Lost focus refactor:
- - Add Window mouse hooks for detecting a mouse press outside of a window: http://www.codeproject.com/Articles/187869/Your-Desktop-and-Microsoft-s-SetWindowsHookEx
- - Remove Selective input and port DropDownBox so it uses the focus system
- Other:
- - When dragging in tree view automatically expand mouse over elements
- - Ability to select and drag multiple elements
- - "Ping" effect
- - All operations should be undo-redoable
- - Context menu with copy/paste
- - Copy/Paste/Duplicate
- - This is more of a problem with actual copying of SceneObjects (It's not implemented). I should be able to serialize, and then de-serialize with a new parent as a form of copy.
- --------------------------------------------------
- LOW PRIORITY:
- Shoutcuts ideas:
- Remove Cut/Copy/Paste/Undo/Redo/Rename/SelectAll and similar shortcuts from InputCommands. Instead send generic shortcut commands whenever user presses some key (with shift/ctrl/alt state).
- - I will need some kind of generic shortcuts at some point so there is no point that Rename is hardcoded to F2
- - I should also add a GUIShortcutManager, as a centralized place for dealing with shortcuts (so that I my edit them at a later date)
- - TODO - Figure out how would this work. How would the centralized system know all of the UI shortcuts? Probably register them somehow on program start?
- - This shortcut system would be separate from the input manager, and would not be meant for in-game use
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