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- declare module INSPECTOR {
- class Inspector {
- private _c2diwrapper;
- /** The panel displayed at the top of the inspector */
- private _topPanel;
- /** The div containing the content of the active tab */
- private _tabPanel;
- /** The panel containing the list if items */
- /** The list if tree items displayed in the tree panel. */
- private _items;
- private _tabbar;
- private _scene;
- /** The HTML document relative to this inspector (the window or the popup depending on its mode) */
- static DOCUMENT: HTMLDocument;
- /** The HTML window. In popup mode, it's the popup itself. Otherwise, it's the current tab */
- static WINDOW: Window;
- /** True if the inspector is built as a popup tab */
- private _popupMode;
- /** The original canvas style, before applying the inspector*/
- private _canvasStyle;
- /** The inspector is created with the given engine.
- * If a HTML parent is not given as a parameter, the inspector is created as a right panel on the main window.
- * If a HTML parent is given, the inspector is created in this element, taking full size of its parent.
- */
- constructor(scene: BABYLON.Scene, parent?: HTMLElement);
- /** Build the inspector panel in the given HTML element */
- private _buildInspector(parent);
- scene: BABYLON.Scene;
- popupMode: boolean;
- /**
- * Filter the list of item present in the tree.
- * All item returned should have the given filter contained in the item id.
- */
- filterItem(filter: string): void;
- /** Display the mesh tab on the given object */
- displayObjectDetails(mesh: BABYLON.AbstractMesh): void;
- /** Clean the whole tree of item and rebuilds it */
- refresh(): void;
- /** Remove the inspector panel when it's built as a right panel:
- * remove the right panel and remove the wrapper
- */
- dispose(): void;
- /** Open the inspector in a new popup */
- openPopup(): void;
- }
- }
- declare module INSPECTOR {
- const PROPERTIES: {
- format: (obj: any) => any;
- 'type_not_defined': {
- properties: any[];
- format: () => string;
- };
- 'Vector2': {
- type: typeof BABYLON.Vector2;
- properties: string[];
- format: (vec: BABYLON.Vector2) => string;
- };
- 'Vector3': {
- type: typeof BABYLON.Vector3;
- properties: string[];
- format: (vec: BABYLON.Vector3) => string;
- };
- 'Color3': {
- type: typeof BABYLON.Color3;
- properties: string[];
- format: (color: BABYLON.Color3) => string;
- };
- 'Quaternion': {
- type: typeof BABYLON.Quaternion;
- properties: string[];
- };
- 'Size': {
- type: typeof BABYLON.Size;
- properties: string[];
- format: (size: BABYLON.Size) => string;
- };
- 'Texture': {
- type: typeof BABYLON.Texture;
- properties: string[];
- };
- 'ArcRotateCamera': {
- properties: string[];
- };
- 'Scene': {
- type: typeof BABYLON.Scene;
- properties: string[];
- };
- 'Mesh': {
- type: typeof BABYLON.Mesh;
- properties: string[];
- format: (m: BABYLON.Mesh) => string;
- };
- 'StandardMaterial': {
- type: typeof BABYLON.StandardMaterial;
- properties: string[];
- format: (mat: BABYLON.StandardMaterial) => string;
- };
- 'PrimitiveAlignment': {
- type: typeof BABYLON.PrimitiveAlignment;
- properties: string[];
- };
- 'PrimitiveThickness': {
- type: typeof BABYLON.PrimitiveThickness;
- properties: string[];
- };
- 'BoundingInfo2D': {
- type: typeof BABYLON.BoundingInfo2D;
- properties: string[];
- };
- 'SolidColorBrush2D': {
- type: typeof BABYLON.SolidColorBrush2D;
- properties: string[];
- };
- 'GradientColorBrush2D': {
- type: typeof BABYLON.GradientColorBrush2D;
- properties: string[];
- };
- 'PBRMaterial': {
- type: typeof BABYLON.PBRMaterial;
- properties: string[];
- };
- };
- }
- declare module INSPECTOR {
- /**
- * Represents a html div element.
- * The div is built when an instance of BasicElement is created.
- */
- abstract class BasicElement {
- protected _div: HTMLElement;
- constructor();
- /**
- * Returns the div element
- */
- toHtml(): HTMLElement;
- /**
- * Build the html element
- */
- protected _build(): void;
- abstract update(data?: any): any;
- /** Default dispose method if needed */
- dispose(): void;
- }
- }
- declare module INSPECTOR {
- interface IHighlight {
- highlight: (b: boolean) => void;
- }
- abstract class Adapter implements IHighlight {
- protected _obj: any;
- private static _name;
- constructor(obj: any);
- /** Returns the name displayed in the tree */
- abstract id(): string;
- /** Returns the type of this object - displayed in the tree */
- abstract type(): string;
- /** Returns the list of properties to be displayed for this adapter */
- abstract getProperties(): Array<PropertyLine>;
- /** Returns the actual object behind this adapter */
- actualObject: any;
- /** Returns true if the given object correspond to this */
- correspondsTo(obj: any): boolean;
- /** Returns the adapter unique name */
- name: string;
- /** Returns the list of tools available for this adapter */
- abstract getTools(): Array<AbstractTreeTool>;
- /** Should be overriden in subclasses */
- highlight(b: boolean): void;
- }
- }
- declare module INSPECTOR {
- class Canvas2DAdapter extends Adapter implements IToolVisible, IToolDebug {
- constructor(obj: any);
- /** Returns the name displayed in the tree */
- id(): string;
- /** Returns the type of this object - displayed in the tree */
- type(): string;
- /** Returns the list of properties to be displayed for this adapter */
- getProperties(): Array<PropertyLine>;
- getTools(): Array<AbstractTreeTool>;
- setVisible(b: boolean): void;
- isVisible(): boolean;
- /** Overrides super */
- debug(b: boolean): void;
- /** Overrides super.highlight */
- highlight(b: boolean): void;
- }
- }
- declare module INSPECTOR {
- class LightAdapter extends Adapter implements IToolVisible {
- private static _PROPERTIES;
- constructor(obj: BABYLON.Light);
- /** Returns the name displayed in the tree */
- id(): string;
- /** Returns the type of this object - displayed in the tree */
- type(): string;
- /** Returns the list of properties to be displayed for this adapter */
- getProperties(): Array<PropertyLine>;
- getTools(): Array<AbstractTreeTool>;
- setVisible(b: boolean): void;
- isVisible(): boolean;
- /** Returns some information about this mesh */
- /** Overrides super.highlight */
- highlight(b: boolean): void;
- }
- }
- declare module INSPECTOR {
- class MaterialAdapter extends Adapter {
- constructor(obj: BABYLON.Material);
- /** Returns the name displayed in the tree */
- id(): string;
- /** Returns the type of this object - displayed in the tree */
- type(): string;
- /** Returns the list of properties to be displayed for this adapter */
- getProperties(): Array<PropertyLine>;
- /** No tools for a material adapter */
- getTools(): Array<AbstractTreeTool>;
- /** Overrides super.highlight.
- * Highlighting a material outlines all meshes linked to this material
- */
- highlight(b: boolean): void;
- }
- }
- declare module INSPECTOR {
- class MeshAdapter extends Adapter implements IToolVisible, IToolDebug, IToolBoundingBox, IToolInfo {
- /** Keep track of the axis of the actual object */
- private _axis;
- constructor(obj: BABYLON.AbstractMesh);
- /** Returns the name displayed in the tree */
- id(): string;
- /** Returns the type of this object - displayed in the tree */
- type(): string;
- /** Returns the list of properties to be displayed for this adapter */
- getProperties(): Array<PropertyLine>;
- getTools(): Array<AbstractTreeTool>;
- setVisible(b: boolean): void;
- isVisible(): boolean;
- isBoxVisible(): boolean;
- setBoxVisible(b: boolean): boolean;
- debug(b: boolean): void;
- /** Returns some information about this mesh */
- getInfo(): string;
- /** Overrides super.highlight */
- highlight(b: boolean): void;
- /** Draw X, Y and Z axis for the actual object if this adapter.
- * Should be called only one time as it will fill this._axis
- */
- private _drawAxis();
- }
- }
- declare module INSPECTOR {
- interface SortDirection {
- [property: string]: number;
- }
- class DetailPanel extends BasicElement {
- private _headerRow;
- private _detailRows;
- private _sortDirection;
- constructor(dr?: Array<PropertyLine>);
- details: Array<PropertyLine>;
- protected _build(): void;
- /** Updates the HTML of the detail panel */
- update(): void;
- /** Add all lines in the html div. Does not sort them! */
- private _addDetails();
- /**
- * Sort the details row by comparing the given property of each row
- */
- private _sortDetails(property, _direction?);
- /**
- * Removes all data in the detail panel but keep the header row
- */
- clean(): void;
- /** Overrides basicelement.dispose */
- dispose(): void;
- /**
- * Creates the header row : name, value, id
- */
- private _createHeaderRow();
- }
- }
- declare module INSPECTOR {
- /**
- * A property is a link between a data (string) and an object.
- */
- class Property {
- /** The property name */
- private _property;
- /** The obj this property refers to */
- private _obj;
- constructor(prop: string, obj: any);
- name: string;
- value: any;
- type: string;
- obj: any;
- }
- }
- declare module INSPECTOR {
- class PropertyFormatter {
- /**
- * Format the value of the given property of the given object.
- */
- static format(obj: any, prop: string): string;
- }
- /**
- * A property line represents a line in the detail panel. This line is composed of :
- * - a name (the property name)
- * - a value if this property is of a type 'simple' : string, number, boolean, color, texture
- * - the type of the value if this property is of a complex type (Vector2, Size, ...)
- * - a ID if defined (otherwise an empty string is displayed)
- * The original object is sent to the value object who will update it at will.
- *
- * A property line can contain OTHER property line objects in the case of a complex type.
- * If this instance has no link to other instances, its type is ALWAYS a simple one (see above).
- *
- */
- class PropertyLine {
- private _property;
- private _div;
- private _valueDiv;
- private _children;
- private static _SIMPLE_TYPE;
- private static _MARGIN_LEFT;
- private _level;
- /** The list of viewer element displayed at the end of the line (color, texture...) */
- private _elements;
- /** The property parent of this one. Used to update the value of this property and to retrieve the correct object */
- private _parent;
- /** The input element to display if this property is 'simple' in order to update it */
- private _input;
- /** Display input handler (stored to be removed afterwards) */
- private _displayInputHandler;
- /** Handler used to validate the input by pressing 'enter' */
- private _validateInputHandler;
- constructor(prop: Property, parent?: PropertyLine, level?: number);
- /**
- * Init the input element and al its handler :
- * - a click in the window remove the input and restore the old property value
- * - enters updates the property
- */
- private _initInput();
- /**
- * On enter : validates the new value and removes the input
- * On escape : removes the input
- */
- private _validateInput(e);
- /** Removes the input without validating the new value */
- private _removeInputWithoutValidating();
- /** Replaces the default display with an input */
- private _displayInput(e);
- /** Retrieve the correct object from its parent.
- * If no parent exists, returns the property value.
- * This method is used at each update in case the property object is removed from the original object
- * (example : mesh.position = new BABYLON.Vector3 ; the original vector3 object is deleted from the mesh).
- */
- updateObject(): any;
- name: string;
- value: any;
- type: string;
- /**
- * Creates elements that wil be displayed on a property line, depending on the
- * type of the property.
- */
- private _createElements();
- private _displayValueContent();
- /** Delete properly this property line.
- * Removes itself from the scheduler.
- * Dispose all viewer element (color, texture...)
- */
- dispose(): void;
- /** Updates the content of _valueDiv with the value of the property,
- * and all HTML element correpsonding to this type.
- * Elements are updated as well
- */
- private _updateValue();
- /**
- * Update the property division with the new property value.
- * If this property is complex, update its child, otherwise update its text content
- */
- update(): void;
- /**
- * Returns true if the given instance is a simple type
- */
- private static _IS_TYPE_SIMPLE(inst);
- /**
- * Returns true if the type of this property is simple, false otherwise.
- * Returns true if the value is null
- */
- private _isSimple();
- toHtml(): HTMLElement;
- /**
- * Add sub properties in case of a complex type
- */
- private _addDetails();
- }
- }
- declare module INSPECTOR {
- /**
- * Display a very small div corresponding to the given color
- */
- class ColorElement extends BasicElement {
- constructor(color: BABYLON.Color4 | BABYLON.Color3);
- update(color?: BABYLON.Color4 | BABYLON.Color3): void;
- private _toRgba(color);
- }
- }
- declare module INSPECTOR {
- /**
- * Display a very small div. A new canvas is created, with a new Babylon.js scene, containing only the
- * cube texture in a cube
- */
- class CubeTextureElement extends BasicElement {
- /** The big div displaying the full image */
- private _textureDiv;
- private _engine;
- protected _scene: BABYLON.Scene;
- protected _cube: BABYLON.Mesh;
- private _canvas;
- protected _textureUrl: string;
- private _pause;
- /** The texture given as a parameter should be cube. */
- constructor(tex: BABYLON.Texture);
- update(tex?: BABYLON.Texture): void;
- /** Creates the box */
- protected _populateScene(): void;
- /** Init the babylon engine */
- private _initEngine();
- private _showViewer(mode);
- /** Removes properly the babylon engine */
- dispose(): void;
- }
- }
- declare module INSPECTOR {
- /**
- * Display a very small div. A new canvas is created, with a new Babylon.js scene, containing only the
- * cube texture in a cube
- */
- class HDRCubeTextureElement extends CubeTextureElement {
- /** The texture given as a parameter should be cube. */
- constructor(tex: BABYLON.Texture);
- /** Creates the box */
- protected _populateScene(): void;
- }
- }
- declare module INSPECTOR {
- /**
- * A search bar can be used to filter elements in the tree panel.
- * At each keypress on the input, the treepanel will be filtered.
- */
- class SearchBar extends BasicElement {
- private _tab;
- private _inputElement;
- constructor(tab: PropertyTab);
- /** Delete all characters typped in the input element */
- reset(): void;
- update(): void;
- }
- }
- declare module INSPECTOR {
- /**
- * Display a very small div corresponding to the given texture. On mouse over, display the full image
- */
- class TextureElement extends BasicElement {
- /** The big div displaying the full image */
- private _textureDiv;
- constructor(tex: BABYLON.Texture);
- update(tex?: BABYLON.Texture): void;
- private _showViewer(mode);
- }
- }
- declare module INSPECTOR {
- /**
- * Creates a tooltip for the parent of the given html element
- */
- class Tooltip {
- /** The tooltip is displayed for this element */
- private _elem;
- /** The tooltip div */
- private _infoDiv;
- constructor(elem: HTMLElement, tip: string);
- }
- }
- declare module INSPECTOR {
- class Helpers {
- /**
- * Returns the type of the given object. First
- * uses getClassName. If nothing is returned, used the type of the constructor
- */
- static GET_TYPE(obj: any): string;
- /**
- * Check if some properties are defined for the given type.
- */
- private static _CheckIfTypeExists(type);
- /**
- * Returns the name of the type of the given object, where the name
- * is in PROPERTIES constant.
- * Returns 'Undefined' if no type exists for this object
- */
- private static _GetTypeFor(obj);
- /**
- * Returns the name of a function (workaround to get object type for IE11)
- */
- private static _GetFnName(fn);
- /** Send the event which name is given in parameter to the window */
- static SEND_EVENT(eventName: string): void;
- /** Returns the given number with 2 decimal number max if a decimal part exists */
- static Trunc(nb: any): number;
- /**
- * Useful function used to create a div
- */
- static CreateDiv(className?: string, parent?: HTMLElement): HTMLElement;
- static CreateElement(element: string, className?: string, parent?: HTMLElement): HTMLElement;
- /**
- * Removes all children of the given div.
- */
- static CleanDiv(div: HTMLElement): void;
- static LoadScript(): void;
- }
- }
- declare module INSPECTOR {
- class Scheduler {
- private static _instance;
- /** The number of the set interval */
- private _timer;
- /** Is this scheduler in pause ? */
- pause: boolean;
- /** All properties are refreshed every 250ms */
- static REFRESH_TIME: number;
- /** The list of data to update */
- private _updatableProperties;
- constructor();
- static getInstance(): Scheduler;
- /** Add a property line to be updated every X ms */
- add(prop: PropertyLine): void;
- /** Removes the given property from the list of properties to update */
- remove(prop: PropertyLine): void;
- private _update();
- }
- }
- declare module INSPECTOR {
- abstract class Tab extends BasicElement {
- protected _tabbar: TabBar;
- name: string;
- protected _isActive: boolean;
- protected _panel: HTMLDivElement;
- constructor(tabbar: TabBar, name: string);
- /** True if the tab is active, false otherwise */
- isActive(): boolean;
- protected _build(): void;
- /** Set this tab as active or not, depending on the current state */
- active(b: boolean): void;
- update(): void;
- /** Creates the tab panel for this tab. */
- getPanel(): HTMLElement;
- /** Add this in the propertytab with the searchbar */
- filter(str: string): void;
- /** Dispose properly this tab */
- abstract dispose(): any;
- /**
- * Returns the total width in pixel of this tab, 0 by default
- */
- getPixelWidth(): number;
- }
- }
- declare module INSPECTOR {
- /**
- * A Property tab can creates two panels:
- * a tree panel and a detail panel,
- * in which properties will be displayed.
- * Both panels are separated by a resize bar
- */
- abstract class PropertyTab extends Tab {
- protected _inspector: Inspector;
- /** The panel containing a list of items */
- protected _treePanel: HTMLElement;
- /** The panel containing a list if properties corresponding to an item */
- protected _detailsPanel: DetailPanel;
- protected _treeItems: Array<TreeItem>;
- protected _searchBar: SearchBar;
- constructor(tabbar: TabBar, name: string, insp: Inspector);
- /** Overrides dispose */
- dispose(): void;
- update(_items?: Array<TreeItem>): void;
- /** Display the details of the given item */
- displayDetails(item: TreeItem): void;
- /** Select an item in the tree */
- select(item: TreeItem): void;
- /** Highlight the given node, and downplay all others */
- highlightNode(item?: TreeItem): void;
- /** Set the given item as active in the tree */
- activateNode(item: TreeItem): void;
- /** Returns the treeitem corersponding to the given obj, null if not found */
- getItemFor(_obj: any): TreeItem;
- filter(filter: string): void;
- /** Builds the tree panel */
- protected abstract _getTree(): Array<TreeItem>;
- }
- }
- declare module INSPECTOR {
- class Canvas2DTab extends PropertyTab {
- constructor(tabbar: TabBar, inspector: Inspector);
- protected _getTree(): Array<TreeItem>;
- }
- }
- declare module INSPECTOR {
- class LightTab extends PropertyTab {
- constructor(tabbar: TabBar, inspector: Inspector);
- protected _getTree(): Array<TreeItem>;
- }
- }
- declare module INSPECTOR {
- class MaterialTab extends PropertyTab {
- constructor(tabbar: TabBar, inspector: Inspector);
- protected _getTree(): Array<TreeItem>;
- }
- }
- declare module INSPECTOR {
- class MeshTab extends PropertyTab {
- constructor(tabbar: TabBar, inspector: Inspector);
- protected _getTree(): Array<TreeItem>;
- }
- }
- declare module INSPECTOR {
- class SceneTab extends Tab {
- private _inspector;
- /** The list of channels/options that can be activated/deactivated */
- private _actions;
- /** The list of skeleton viewer */
- private _skeletonViewers;
- /** The detail of the scene */
- private _detailsPanel;
- constructor(tabbar: TabBar, insp: Inspector);
- /** Overrides super.dispose */
- dispose(): void;
- /** generates a div which correspond to an option that can be activated/deactivated */
- private _generateActionLine(name, initValue, action);
- /**
- * Add a click action for all given elements :
- * the clicked element is set as active, all others elements are deactivated
- */
- private _generateRadioAction(arr);
- }
- }
- declare module INSPECTOR {
- class ShaderTab extends Tab {
- private _inspector;
- private _vertexPanel;
- private _fragmentPanel;
- constructor(tabbar: TabBar, insp: Inspector);
- private _selectShader(event);
- /** Overrides super.dispose */
- dispose(): void;
- /** Returns the position of the first { and the corresponding } */
- private _getBracket(str);
- /**
- * Beautify the given string : correct indentation
- */
- private _beautify(glsl, level?);
- }
- }
- declare module INSPECTOR {
- class StatsTab extends Tab {
- private _inspector;
- /**
- * Properties in this array will be updated
- * in a render loop - Mostly stats properties
- */
- private _updatableProperties;
- private _scene;
- private _engine;
- private _glInfo;
- private _updateLoopHandler;
- constructor(tabbar: TabBar, insp: Inspector);
- private _createStatLabel(content, parent);
- /** Update each properties of the stats panel */
- private _update();
- dispose(): void;
- }
- }
- declare module INSPECTOR {
- /**
- * A tab bar will contains each view the inspector can have : Canvas2D, Meshes...
- * The default active tab is the first one of the list.
- */
- class TabBar extends BasicElement {
- private _tabs;
- private _inspector;
- /** The tab displaying all meshes */
- private _meshTab;
- /** The toolbar */
- private _toolBar;
- /** The icon displayed at the end of the toolbar displaying a combo box of tabs not displayed */
- private _moreTabsIcon;
- /** The panel displayed when the 'more-tab' icon is selected */
- private _moreTabsPanel;
- /** The list of tab displayed by clicking on the remainingIcon */
- private _invisibleTabs;
- /** The list of tabs visible, displayed in the tab bar */
- private _visibleTabs;
- constructor(inspector: Inspector);
- update(): void;
- protected _build(): void;
- /**
- * Add a tab to the 'more-tabs' panel, displayed by clicking on the
- * 'more-tabs' icon
- */
- private _addInvisibleTabToPanel(tab);
- /** Dispose the current tab, set the given tab as active, and refresh the treeview */
- switchTab(tab: Tab): void;
- /** Display the mesh tab.
- * If a parameter is given, the given mesh details are displayed
- */
- switchMeshTab(mesh?: BABYLON.AbstractMesh): void;
- /** Returns the active tab */
- getActiveTab(): Tab;
- inspector: Inspector;
- /**
- * Returns the total width in pixel of the tabbar,
- * that corresponds to the sum of the width of each visible tab + toolbar width
- */
- getPixelWidth(): number;
- /** Display the remaining icon or not depending on the tabbar width.
- * This function should be called each time the inspector width is updated
- */
- updateWidth(): void;
- }
- }
- declare module INSPECTOR {
- abstract class AbstractTool {
- private _elem;
- protected _inspector: Inspector;
- constructor(icon: string, parent: HTMLElement, inspector: Inspector, tooltip: string);
- toHtml(): HTMLElement;
- /**
- * Returns the total width in pixel of this tool, 0 by default
- */
- getPixelWidth(): number;
- /**
- * Updates the icon of this tool with the given string
- */
- protected _updateIcon(icon: string): void;
- abstract action(): any;
- }
- }
- declare module INSPECTOR {
- class PauseScheduleTool extends AbstractTool {
- private _isPause;
- constructor(parent: HTMLElement, inspector: Inspector);
- action(): void;
- }
- }
- declare module INSPECTOR {
- class PickTool extends AbstractTool {
- private _isActive;
- private _pickHandler;
- constructor(parent: HTMLElement, inspector: Inspector);
- action(): void;
- /** Deactivate this tool */
- private _deactivate();
- /** Pick a mesh in the scene */
- private _pickMesh(evt);
- private _updatePointerPosition(evt);
- }
- }
- declare module INSPECTOR {
- class PopupTool extends AbstractTool {
- constructor(parent: HTMLElement, inspector: Inspector);
- action(): void;
- }
- }
- declare module INSPECTOR {
- class RefreshTool extends AbstractTool {
- constructor(parent: HTMLElement, inspector: Inspector);
- action(): void;
- }
- }
- declare module INSPECTOR {
- class Toolbar extends BasicElement {
- private _inspector;
- private _tools;
- constructor(inspector: Inspector);
- update(): void;
- protected _build(): void;
- private _addTools();
- /**
- * Returns the total width in pixel of the tabbar,
- * that corresponds to the sum of the width of each tab + toolbar width
- */
- getPixelWidth(): number;
- }
- }
- declare module INSPECTOR {
- /**
- * Removes the inspector panel
- */
- class DisposeTool extends AbstractTool {
- constructor(parent: HTMLElement, inspector: Inspector);
- action(): void;
- }
- }
- declare module INSPECTOR {
- class TreeItem extends BasicElement {
- private _tab;
- private _adapter;
- private _tools;
- private _children;
- private _lineContent;
- constructor(tab: PropertyTab, obj: Adapter);
- /** Returns the item ID == its adapter ID */
- id: string;
- /** Add the given item as a child of this one */
- add(child: TreeItem): void;
- /**
- * Function used to compare this item to another tree item.
- * Returns the alphabetical sort of the adapter ID
- */
- compareTo(item: TreeItem): number;
- /** Returns true if the given obj correspond to the adapter linked to this tree item */
- correspondsTo(obj: any): boolean;
- /** hide all children of this item */
- fold(): void;
- /** Show all children of this item */
- unfold(): void;
- /** Build the HTML of this item */
- protected _build(): void;
- /**
- * Returns one HTML element (.details) containing all details of this primitive
- */
- getDetails(): Array<PropertyLine>;
- update(): void;
- /**
- * Add an event listener on the item :
- * - one click display details
- * - on mouse hover the item is highlighted
- */
- protected _addEvent(): void;
- /** Highlight or downplay this node */
- highlight(b: boolean): void;
- /** Returns true if the node is folded, false otherwise */
- private _isFolded();
- /** Set this item as active (background lighter) in the tree panel */
- active(b: boolean): void;
- }
- }
- declare module INSPECTOR {
- abstract class AbstractTreeTool {
- protected _elem: HTMLElement;
- /** Is the tool enabled ? */
- protected _on: boolean;
- constructor();
- toHtml(): HTMLElement;
- protected _addEvents(): void;
- /**
- * Action launched when clicked on this element
- * Should be overrided
- */
- protected action(): void;
- }
- }
- declare module INSPECTOR {
- /** Any object implementing this interface should
- * provide methods to toggle its bounding box
- */
- interface IToolBoundingBox {
- isBoxVisible: () => boolean;
- setBoxVisible: (b: boolean) => void;
- }
- /**
- * Checkbox to display/hide the primitive
- */
- class BoundingBox extends AbstractTreeTool {
- private _obj;
- constructor(obj: IToolBoundingBox);
- protected action(): void;
- private _check();
- }
- }
- declare module INSPECTOR {
- /** Any object implementing this interface should
- * provide methods to toggle its visibility
- */
- interface IToolVisible {
- isVisible: () => boolean;
- setVisible: (b: boolean) => void;
- }
- /**
- * Checkbox to display/hide the primitive
- */
- class Checkbox extends AbstractTreeTool {
- private _obj;
- constructor(obj: IToolVisible);
- protected action(): void;
- private _check(dontEnable?);
- }
- }
- declare module INSPECTOR {
- /** Any object implementing this interface should
- * provide methods to toggle a debug area
- */
- interface IToolDebug {
- debug: (b: boolean) => void;
- }
- class DebugArea extends AbstractTreeTool {
- private _obj;
- constructor(obj: IToolDebug);
- protected action(): void;
- }
- }
- declare module INSPECTOR {
- /** Any object implementing this interface should
- * provide methods to retrieve its info
- */
- interface IToolInfo {
- getInfo: () => string;
- }
- /**
- * Checkbox to display/hide the primitive
- */
- class Info extends AbstractTreeTool {
- private _obj;
- private _tooltip;
- constructor(obj: IToolInfo);
- protected action(): void;
- }
- }
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