Vixen
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Editor · guide

Inspectors in markup

Writing a custom inspector as a .vxml file with no code-behind, bound to the editing pipeline by name after the tree is built.

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  • The editing pipeline — One path every edit in the editor takes, so undo, multi-object editing and mixed values are answered once rather than per panel.
  • Writing an editor plugin — What a plugin can contribute to the editor, how it registers, and how everything it added is taken back out when it unloads.
  • Editor scripts — A .cs file in your project's Editor/ folder is compiled by the running editor and loaded like a plugin — drop it in, and its menu item is there.
  • The frame panel — Editing a .vxcompositor as the Standard Frame's knobs, with the resolved quality waterfall and the per-camera volume stack shown beside them, and Explode as the one-way door out.
  • The editor shell — The window the editor is made of, and the command registry every part of it is a view over.
  • Key/value lists — One control for the label-and-value rows a debugger, a memory panel and a settings pane were each drawing by hand — equal halves, alternating shades, and a value slot that takes an editor.
  • Panels in markup — Writing a control in .vxml — @inherits for a class callers can hold and add, ref and refs for the parts they read, change: for the values they edit, and the key rule — for @for and for @if alike — that decides whether a row updates at all.