public static class ModeArtThe coloured pictures on the mode strip.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Four destinations, drawn to be told apart at a glance. A mode is the biggest choice on screen — it decides what a click in the viewport means — and the strip had been four text buttons, which is a row somebody reads every time rather than aims at.
⚠ Colour, and a *different* colour each. Recognising one of four is a colour task before it is a shape task; four outlines in the theme's foreground make the strip a reading exercise however good the shapes are. The hues are the ones each mode's own subsystem already uses — terrain's earth, foliage's green — so the strip agrees with the panels it opens.
⚠ Here rather than in each mode's own assembly, and that is a deliberate exception. Doc 36 § D6 has a type declare its own icon, and a plugin's mode must do exactly that. These four ship together, are chosen against each other, and are the one set where "do these look like one family" is the whole requirement — splitting them across four assemblies is how the family drifts. A plugin's mode sets IEditorMode.Art from wherever it likes.
Fields and properties (4)
public static IconArt SelectAn arrow cursor: pick things and move them.
public static IconArt BlockoutA box with its top face lit: build the shape of a level out of solids.
public static IconArt TerrainTwo hills with a sky above them: shape the ground.
public static IconArt FoliageA tree: scatter what grows on the ground the mode beside it makes.
Used by (5)
- BlockoutModeVixen.Editor.Blockout
- FoliageModeVixen.Editor.Terrain
- ModeStripTestsVixen.Editor.Ui.Tests
- SelectModeVixen.Editor.Ui
- TerrainModeVixen.Editor.Terrain