enum EditorAction {
Select(EntityId),
ToggleCollapse(EntityId),
Rename(EntityId),
Duplicate(EntityId),
Delete(EntityId),
Spawn(String),
Reparent {
child: EntityId,
new_parent: Option<EntityId>,
},
SaveAsPrefab(EntityId),
SaveAsMaterial(EntityId, String),
DropAsset {
idx: usize,
target: Option<EntityId>,
},
}Variants§
Select(EntityId)
ToggleCollapse(EntityId)
Fold or unfold this node’s subtree.
Rename(EntityId)
Duplicate(EntityId)
Delete(EntityId)
Spawn(String)
Reparent
Reparent child under new_parent, or detach it (root) when
new_parent is None. Emitted by the scene tree drag-and-drop
handler.
SaveAsPrefab(EntityId)
Save the entity’s subtree (root + descendants) as a .kprefab
asset. The path is picked through rfd::FileDialog in the
command dispatcher.
SaveAsMaterial(EntityId, String)
Save the entity’s inline material to a .kmat asset and convert
the entity to reference it. Carries the entity plus the chosen
material name (file stem). No-op in the dispatcher when the entity
has no inline material.
DropAsset
An asset tile dropped onto the hierarchy: idx is the index into
EditorState::asset_entries, target the entity row it landed on (if
any). Dispatched by asset type — mesh/prefab/scene instantiate into the
scene, texture/material assign to target.
Auto Trait Implementations§
impl Freeze for EditorAction
impl RefUnwindSafe for EditorAction
impl Send for EditorAction
impl Sync for EditorAction
impl Unpin for EditorAction
impl UnsafeUnpin for EditorAction
impl UnwindSafe for EditorAction
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