TreeView.txt 2.1 KB

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  1. TODO:
  2. - Callback on tree item select
  3. - Clicking on an already selectecd element starts rename
  4. - Will likely need some kind of check to ignore double-clicks?
  5. - Context menu with rename
  6. - When edit box is initially opened, focus on it
  7. - Delete with Undo/Redo support
  8. - Drag and drop
  9. - If a mouse drag is detected DragAndDropManager is activated
  10. - Element is not removed from its original position until drag is complete
  11. - Dragging over an element will make a highlight box appear around it
  12. - Dragging between elements will make a thick line appear between them
  13. - Releasing the drag changes the element parents
  14. - Auto scroll
  15. - 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.
  16. Fix GUIDropDownHitBox
  17. - Ensure it is focused when initially created
  18. - Test it works properly
  19. Other:
  20. - When dragging in tree view automatically expand mouse over elements
  21. - Ability to select and drag multiple elements
  22. - "Ping" effect
  23. - All operations should be undo-redoable
  24. - Context menu with copy/paste
  25. - Copy/Paste/Duplicate
  26. - 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.
  27. --------------------------------------------------
  28. LOW PRIORITY:
  29. Shoutcuts ideas:
  30. 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).
  31. - I will need some kind of generic shortcuts at some point so there is no point that Rename is hardcoded to F2
  32. - I should also add a GUIShortcutManager, as a centralized place for dealing with shortcuts (so that I my edit them at a later date)
  33. - 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?
  34. - This shortcut system would be separate from the input manager, and would not be meant for in-game use