42 level::level_enum
level{level::off};
76 std::string*
error =
nullptr) -> bool;
90 bool update_source =
true,
91 bool show_notification =
true) -> bool;
96 static void run_project(
const fs::path& executable_path);
98 -> std::map<std::string, tpp::shared_future<void>>;
104 static void recompile_ui(
const std::string& group =
"");
127 bool allow_splash =
true,
128 std::string*
error =
nullptr) -> bool;
136 const std::vector<std::string>& entity_ids,
138 std::string*
error =
nullptr) -> bool;
143 level::level_enum min_level,
145 uint64_t after_id = 0) -> std::vector<log_query_entry>;
149 const std::string& entity_id,
150 bool include_components,
151 std::string*
error =
nullptr) -> std::string;
173 const std::vector<std::string>& paths,
174 const fs::path& target_path,
175 bool async =
true) -> std::vector<import_files_item>;
182 std::chrono::milliseconds timeout) -> bool;
defaults::scene_preset preset
Thread-safe handle to an asset.
scene_preset
Quality presets for new scene creation (low = less expensive, high = more expensive).
static auto close_project(rtti::context &ctx) -> bool
static void run_project(const fs::path &executable_path)
static auto can_enter_play(rtti::context &ctx, std::string *error=nullptr) -> bool
static auto load_scene_from_asset(rtti::context &ctx, const asset_handle< scene_prefab > &asset, std::string *error=nullptr) -> bool
Non-modal scene load (shared by File menu + MCP). Clears edit state, loads asset, syncs prefabs,...
static auto skip_play_frame(rtti::context &ctx, std::string *error=nullptr) -> bool
static auto import_files(rtti::context &ctx, const std::vector< std::string > &paths, const fs::path &target_path, bool async=true) -> std::vector< import_files_item >
Copy external files/folders into target_path (content-browser Import parity).
static void open_workspace_on_file(const fs::path &file, int line=0)
static void recompile_shaders(const std::string &group="")
static void recompile_scripts(const std::string &group="")
static auto save_scene_to_path(rtti::context &ctx, const fs::path &path, bool update_source=true, bool show_notification=true) -> bool
Atomic-save active scene to path/key. When update_source is true, sets scene.source and project opene...
static void recompile_ui(const std::string &group="")
static auto open_scene(rtti::context &ctx) -> bool
static auto open_scene_from_asset(rtti::context &ctx, const asset_handle< scene_prefab > &asset) -> bool
static auto request_main_window_focus(rtti::context &ctx, std::string *error=nullptr) -> bool
Focus/raise the OS main window so asset watcher and similar focus-gated work can run (e....
static auto set_play_active(rtti::context &ctx, bool active, bool allow_splash=true, std::string *error=nullptr) -> bool
static auto get_play_state(rtti::context &ctx) -> play_state_info
static void clear_selection(rtti::context &ctx)
static void recompile_textures(const std::string &group="")
static auto focus_scene_panel(rtti::context &ctx, std::string *error=nullptr) -> bool
static auto set_selection(rtti::context &ctx, const std::vector< std::string > &entity_ids, bool add=false, std::string *error=nullptr) -> bool
static auto prompt_save_scene(rtti::context &ctx, const std::function< void()> &on_continue) -> bool
static auto get_recent_logs(rtti::context &ctx, level::level_enum min_level, size_t max_count, uint64_t after_id=0) -> std::vector< log_query_entry >
static auto inspect_entity(rtti::context &ctx, const std::string &entity_id, bool include_components, std::string *error=nullptr) -> std::string
static void recompile_all(const std::string &group="")
static auto focus_game_panel(rtti::context &ctx, std::string *error=nullptr) -> bool
static auto save_scene(rtti::context &ctx) -> bool
static auto new_scene(rtti::context &ctx) -> bool
static auto set_play_paused(rtti::context &ctx, bool paused, std::string *error=nullptr) -> bool
static auto reload_project(rtti::context &ctx) -> bool
static auto save_scene_as(rtti::context &ctx) -> bool
static auto rebuild_reflection_probes(rtti::context &ctx, bool force_full_first_frame=true) -> size_t
Flags every reflection probe across all loaded scenes for rebuild.
static auto toggle_play(rtti::context &ctx, bool allow_splash=true, std::string *error=nullptr) -> bool
static auto deploy_project(rtti::context &ctx, const deploy_settings ¶ms) -> std::map< std::string, tpp::shared_future< void > >
static auto wait_import_jobs(std::vector< import_files_item > &items, std::chrono::milliseconds timeout) -> bool
Block until all import copy jobs complete or timeout elapses.
static void recompile_meshes(const std::string &group="")
static auto new_scene_from_preset(rtti::context &ctx, defaults::scene_preset preset) -> bool
Non-modal new scene from preset (shared by create-scene modal + MCP). Cancels any pending create-scen...
static auto can_deploy_project(rtti::context &ctx, const deploy_settings ¶ms) -> bool
static void generate_script_workspace()
static auto get_selection(rtti::context &ctx) -> selection_info
One async content-browser-style import job (external path -> project folder).
tpp::shared_future< bool > future
bool is_simulation_running
std::vector< std::string > entity_ids
std::string active_entity_id