// // The graphics engine GLScene // unit GLS.ObjectManager; (* The object manager is used for registering classes together with a category, description + icon, so that they can be displayed visually. This can then be used by run-time or design-time scene editors for choosing which scene objects to place into a scene. TODO: add some notification code, so that when a scene object is registered/ unregistered, any editor that is using the object manager can be notified. *) interface {$I Stage.Defines.inc} uses System.Classes, System.SysUtils, VCL.Graphics, VCL.Controls, VCL.Menus, GLS.Scene, GLS.ImageUtils, Stage.Utils; type PSceneObjectEntry = ^TGLSceneObjectEntry; // holds a relation between an scene object class, its global identification, // its location in the object stock and its icon reference TGLSceneObjectEntry = record ObjectClass: TGLSceneObjectClass; Name: string; // type name of the object Category: string; // category of object Index, // index into "FSceneObjectList" ImageIndex: Integer; // index into "FObjectIcons" end; TGLObjectManager = class(TComponent) private FSceneObjectList: TList; FObjectIcons: TImageList; // a list of icons for scene objects FOverlayIndex, // indices into the object icon list FSceneRootIndex, FCameraRootIndex, FLightsourceRootIndex, FObjectRootIndex: Integer; protected procedure DestroySceneObjectList; function FindSceneObjectClass(AObjectClass: TGLSceneObjectClass; const ASceneObject: string = ''): PSceneObjectEntry; public constructor Create(AOwner: TComponent); override; destructor Destroy; override; procedure CreateDefaultObjectIcons(ResourceModule: Cardinal); function GetClassFromIndex(Index: Integer): TGLSceneObjectClass; function GetImageIndex(ASceneObject: TGLSceneObjectClass): Integer; function GetCategory(ASceneObject: TGLSceneObjectClass): string; procedure GetRegisteredSceneObjects(ObjectList: TStringList); procedure PopulateMenuWithRegisteredSceneObjects(AMenuItem: TMenuItem; aClickEvent: TNotifyEvent); // Registers a stock object and adds it to the stock object list procedure RegisterSceneObject(ASceneObject: TGLSceneObjectClass; const aName, aCategory: string); overload; procedure RegisterSceneObject(ASceneObject: TGLSceneObjectClass; const aName, aCategory: string; aBitmap: TBitmap); overload; procedure RegisterSceneObject(ASceneObject: TGLSceneObjectClass; const aName, aCategory: string; ResourceModule: Cardinal; ResourceName: string = ''); overload; // Unregisters a stock object and removes it from the stock object list procedure UnRegisterSceneObject(ASceneObject: TGLSceneObjectClass); property ObjectIcons: TImageList read FObjectIcons; property SceneRootIndex: Integer read FSceneRootIndex; property LightsourceRootIndex: Integer read FLightsourceRootIndex; property CameraRootIndex: Integer read FCameraRootIndex; property ObjectRootIndex: Integer read FObjectRootIndex; end; // ------------------------------------------------------------------ implementation // ------------------------------------------------------------------ constructor TGLObjectManager.Create(AOwner: TComponent); begin inherited; FSceneObjectList := TList.Create; // FObjectIcons Width + Height are set when you add the first bitmap FObjectIcons := TImageList.CreateSize(16, 16); end; destructor TGLObjectManager.Destroy; begin DestroySceneObjectList; FObjectIcons.Free; inherited Destroy; end; function TGLObjectManager.FindSceneObjectClass(AObjectClass : TGLSceneObjectClass; const ASceneObject: string = ''): PSceneObjectEntry; var I: Integer; Found: Boolean; begin Result := nil; Found := False; with FSceneObjectList do begin for I := 0 to Count - 1 do with TGLSceneObjectEntry(Items[I]^) do if (ObjectClass = AObjectClass) and (Length(ASceneObject) = 0) or (CompareText(Name, ASceneObject) = 0) then begin Found := True; Break; end; if Found then Result := Items[I]; end; end; function TGLObjectManager.GetClassFromIndex(Index: Integer) : TGLSceneObjectClass; begin if Index < 0 then Index := 0; if Index > FSceneObjectList.Count - 1 then Index := FSceneObjectList.Count - 1; Result := TGLSceneObjectEntry(FSceneObjectList.Items[Index + 1]^).ObjectClass; end; function TGLObjectManager.GetImageIndex(ASceneObject : TGLSceneObjectClass): Integer; var classEntry: PSceneObjectEntry; begin classEntry := FindSceneObjectClass(ASceneObject); if Assigned(classEntry) then Result := classEntry^.ImageIndex else Result := 0; end; function TGLObjectManager.GetCategory(ASceneObject : TGLSceneObjectClass): string; var classEntry: PSceneObjectEntry; begin classEntry := FindSceneObjectClass(ASceneObject); if Assigned(classEntry) then Result := classEntry^.Category else Result := ''; end; procedure TGLObjectManager.GetRegisteredSceneObjects(ObjectList: TStringList); var I: Integer; begin if Assigned(ObjectList) then with ObjectList do begin Clear; for I := 0 to FSceneObjectList.Count - 1 do with TGLSceneObjectEntry(FSceneObjectList.Items[I]^) do AddObject(Name, Pointer(ObjectClass)); end; end; procedure TGLObjectManager.PopulateMenuWithRegisteredSceneObjects (AMenuItem: TMenuItem; aClickEvent: TNotifyEvent); var ObjectList: TStringList; I, j: Integer; Item, CurrentParent: TMenuItem; CurrentCategory: string; Soc: TGLSceneObjectClass; begin ObjectList := TStringList.Create; try GetRegisteredSceneObjects(ObjectList); for I := 0 to ObjectList.Count - 1 do if ObjectList[I] <> '' then begin CurrentCategory := GetCategory(TGLSceneObjectClass(ObjectList.Objects[I])); if CurrentCategory = '' then CurrentParent := AMenuItem else begin CurrentParent := NewItem(CurrentCategory, 0, False, True, nil, 0, ''); AMenuItem.Add(CurrentParent); end; for j := I to ObjectList.Count - 1 do if ObjectList[j] <> '' then begin Soc := TGLSceneObjectClass(ObjectList.Objects[j]); if CurrentCategory = GetCategory(Soc) then begin Item := NewItem(ObjectList[j], 0, False, True, aClickEvent, 0, ''); Item.ImageIndex := GetImageIndex(Soc); CurrentParent.Add(Item); ObjectList[j] := ''; if CurrentCategory = '' then Break; end; end; end; finally ObjectList.Free; end; end; procedure TGLObjectManager.RegisterSceneObject(ASceneObject : TGLSceneObjectClass; const aName, aCategory: string); var resBitmapName: string; bmp: TBitmap; begin // Since no resource name was provided, assume it's the same as class name resBitmapName := ASceneObject.ClassName; bmp := TBitmap.Create; try // Try loading bitmap from module that class is in GLLoadBitmapFromInstance(FindClassHInstance(ASceneObject), bmp, resBitmapName); if bmp.Width = 0 then GLLoadBitmapFromInstance(HInstance, bmp, resBitmapName); // If resource was found, register scene object with bitmap if bmp.Width <> 0 then begin RegisterSceneObject(ASceneObject, aName, aCategory, bmp); end else // Resource not found, so register without bitmap RegisterSceneObject(ASceneObject, aName, aCategory, nil); finally bmp.Free; end; end; procedure TGLObjectManager.RegisterSceneObject(ASceneObject : TGLSceneObjectClass; const aName, aCategory: string; aBitmap: TBitmap); var newEntry: PSceneObjectEntry; bmp: TBitmap; begin if Assigned(RegisterNoIconProc) then RegisterNoIcon([ASceneObject]); with FSceneObjectList do begin // make sure no class is registered twice if Assigned(FindSceneObjectClass(ASceneObject, aName)) then Exit; New(newEntry); try with newEntry^ do begin // object stock stuff // registered objects list stuff ObjectClass := ASceneObject; newEntry^.Name := aName; newEntry^.Category := aCategory; Index := FSceneObjectList.Count; if Assigned(aBitmap) then begin bmp := TBitmap.Create; try // If we just add the bitmap, and it has different dimensions, then // all icons will be cleared, so ensure this doesn't happen bmp.PixelFormat := pf24bit; bmp.Width := FObjectIcons.Width; bmp.Height := FObjectIcons.Height; bmp.Canvas.Draw(0, 0, aBitmap); FObjectIcons.AddMasked(bmp, bmp.Canvas.Pixels[0, 0]); ImageIndex := FObjectIcons.Count - 1; finally bmp.Free; end; end else ImageIndex := 0; end; Add(newEntry); finally // end; end; end; procedure TGLObjectManager.RegisterSceneObject(ASceneObject : TGLSceneObjectClass; const aName, aCategory: string; ResourceModule: Cardinal; ResourceName: string = ''); var bmp: TBitmap; resBitmapName: string; begin if ResourceName = '' then resBitmapName := ASceneObject.ClassName else resBitmapName := ResourceName; bmp := TBitmap.Create; try // Load resource if (ResourceModule <> 0) then GLLoadBitmapFromInstance(ResourceModule, bmp, resBitmapName); // If the resource was found, then register scene object using the bitmap if bmp.Width > 0 then RegisterSceneObject(ASceneObject, aName, aCategory, bmp) else // Register the scene object with no icon RegisterSceneObject(ASceneObject, aName, aCategory, nil); finally bmp.Free; end; end; procedure TGLObjectManager.UnRegisterSceneObject(ASceneObject : TGLSceneObjectClass); var oldEntry: PSceneObjectEntry; begin // find the class in the scene object list oldEntry := FindSceneObjectClass(ASceneObject); // found? if Assigned(oldEntry) then begin // remove its entry from the list of registered objects FSceneObjectList.Remove(oldEntry); // finally free the memory for the entry Dispose(oldEntry); end; end; procedure TGLObjectManager.CreateDefaultObjectIcons(ResourceModule: Cardinal); var bmp: TBitmap; begin bmp := TBitmap.Create; with FObjectIcons, bmp.Canvas do begin try // There's a more direct way for loading images into the image list, but // the image quality suffers too much {$IFDEF WIN32} GLLoadBitmapFromInstance(ResourceModule, bmp, 'gls_cross'); FOverlayIndex := AddMasked(bmp, Pixels[0, 0]); Overlay(FOverlayIndex, 0); // used as indicator for disabled objects {$ENDIF} GLLoadBitmapFromInstance(ResourceModule, bmp, 'gls_root'); FSceneRootIndex := AddMasked(bmp, Pixels[0, 0]); GLLoadBitmapFromInstance(ResourceModule, bmp, 'gls_camera'); FCameraRootIndex := AddMasked(bmp, Pixels[0, 0]); GLLoadBitmapFromInstance(ResourceModule, bmp, 'gls_lights'); FLightsourceRootIndex := AddMasked(bmp, Pixels[0, 0]); GLLoadBitmapFromInstance(ResourceModule, bmp, 'gls_objects'); FObjectRootIndex := AddMasked(bmp, Pixels[0, 0]); finally bmp.Free; end; end; end; procedure TGLObjectManager.DestroySceneObjectList; var I: Integer; begin with FSceneObjectList do begin for I := 0 to Count - 1 do Dispose(PSceneObjectEntry(Items[I])); Free; end; end; // ------------------------------------------- initialization // ------------------------------------------- end.