//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gui/editor/guiInspector.h" #include "gui/buttons/guiIconButtonCtrl.h" #include "memory/frameAllocator.h" ////////////////////////////////////////////////////////////////////////// // GuiInspector ////////////////////////////////////////////////////////////////////////// // The GuiInspector Control houses the body of the inspector. // It is not exposed as a conobject because it merely does the grunt work // and is only meant to be used when housed by a scroll control. Therefore // the GuiInspector control is a scroll control that creates it's own // content. That content being of course, the GuiInspector control. IMPLEMENT_CONOBJECT(GuiInspector); GuiInspector::GuiInspector() { mGroups.clear(); mTarget = NULL; mPadding = 1; } GuiInspector::~GuiInspector() { clearGroups(); } bool GuiInspector::onAdd() { if( !Parent::onAdd() ) return false; return true; } ////////////////////////////////////////////////////////////////////////// // Handle Parent Sizing (We constrain ourself to our parents width) ////////////////////////////////////////////////////////////////////////// void GuiInspector::parentResized(const Point2I &oldParentExtent, const Point2I &newParentExtent) { GuiControl *parent = getParent(); if( parent && dynamic_cast(parent) != NULL ) { GuiScrollCtrl *scroll = dynamic_cast(parent); setWidth( ( newParentExtent.x - ( scroll->scrollBarThickness() + 4 ) ) ); } else Parent::parentResized(oldParentExtent,newParentExtent); } bool GuiInspector::findExistentGroup( StringTableEntry groupName ) { // If we have no groups, it couldn't possibly exist if( mGroups.empty() ) return false; // Attempt to find it in the group list Vector::iterator i = mGroups.begin(); for( ; i != mGroups.end(); i++ ) { if( dStricmp( (*i)->getGroupName(), groupName ) == 0 ) return true; } return false; } void GuiInspector::clearGroups() { // If we're clearing the groups, we want to clear our target too. mTarget = NULL; // If we have no groups, there's nothing to clear! if( mGroups.empty() ) return; // Attempt to find it in the group list Vector::iterator i = mGroups.begin(); for( ; i != mGroups.end(); i++ ) if( (*i)->isProperlyAdded() ) (*i)->deleteObject(); mGroups.clear(); } void GuiInspector::inspectObject( SimObject *object ) { GuiCanvas *guiCanvas = getRoot(); if( !guiCanvas ) return; SimObjectPtr currResponder = guiCanvas->getFirstResponder(); // If our target is the same as our current target, just update the groups. if( mTarget == object ) { Vector::iterator i = mGroups.begin(); for ( ; i != mGroups.end(); i++ ) (*i)->inspectGroup(); // Don't steal first responder if( !currResponder.isNull() ) guiCanvas->setFirstResponder( currResponder ); return; } // Clear our current groups clearGroups(); // Set Target mTarget = object; // Always create the 'general' group (for un-grouped fields) GuiInspectorGroup* general = new GuiInspectorGroup( mTarget, "General", this ); if( general != NULL ) { general->registerObject(); mGroups.push_back( general ); addObject( general ); } // Grab this objects field list AbstractClassRep::FieldList &fieldList = mTarget->getModifiableFieldList(); AbstractClassRep::FieldList::iterator itr; // Iterate through, identifying the groups and create necessary GuiInspectorGroups for(itr = fieldList.begin(); itr != fieldList.end(); itr++) { if(itr->type == AbstractClassRep::StartGroupFieldType && !findExistentGroup( itr->pGroupname ) ) { GuiInspectorGroup *group = new GuiInspectorGroup( mTarget, itr->pGroupname, this ); if( group != NULL ) { group->registerObject(); mGroups.push_back( group ); addObject( group ); } } } // Deal with dynamic fields GuiInspectorGroup *dynGroup = new GuiInspectorDynamicGroup( mTarget, "Dynamic Fields", this); if( dynGroup != NULL ) { dynGroup->registerObject(); mGroups.push_back( dynGroup ); addObject( dynGroup ); } // If the general group is still empty at this point, kill it. for(S32 i=0; imStack->size() == 0) { mGroups.erase(i); general->deleteObject(); updatePanes(); } } // Don't steal first responder if( !currResponder.isNull() ) guiCanvas->setFirstResponder( currResponder ); } ConsoleMethod( GuiInspector, inspect, void, 3, 3, "(obj) Goes through the object's fields and autogenerates editor boxes\n" "@return No return value.") { SimObject * target = Sim::findObject(argv[2]); if(!target) { if(dAtoi(argv[2]) > 0) Con::warnf("%s::inspect(): invalid object: %s", argv[0], argv[2]); object->clearGroups(); return; } object->inspectObject(target); } ConsoleMethod( GuiInspector, getInspectObject, const char*, 2, 2, "() - Returns currently inspected object\n" "@return The Object's ID as a string.") { SimObject *pSimObject = object->getInspectObject(); if( pSimObject != NULL ) return pSimObject->getIdString(); return ""; } void GuiInspector::setName( const char* newName ) { if( mTarget == NULL ) return; // Only assign a new name if we provide one mTarget->assignName(newName); } ConsoleMethod( GuiInspector, setName, void, 3, 3, "(NewObjectName) Set object name.\n" "@return No return value.") { object->setName(argv[2]); } ////////////////////////////////////////////////////////////////////////// // GuiInspectorField ////////////////////////////////////////////////////////////////////////// // The GuiInspectorField control is a representation of a single abstract // field for a given ConsoleObject derived object. It handles creation // getting and setting of it's fields data and editing control. // // Creation of custom edit controls is done through this class and is // dependent upon the dynamic console type, which may be defined to be // custom for different types. // // Note : GuiInspectorField controls must have a GuiInspectorGroup as their // parent. IMPLEMENT_CONOBJECT(GuiInspectorField); // Caption width is in percentage of total width S32 GuiInspectorField::smCaptionWidth = 50; GuiInspectorField::GuiInspectorField( GuiInspectorGroup* parent, SimObjectPtr target, AbstractClassRep::Field* field ) { if( field != NULL ) mCaption = StringTable->insert( field->pFieldname ); else mCaption = StringTable->EmptyString; mParent = parent; mTarget = target; mField = field; mCanSave = false; mFieldArrayIndex = NULL; mBounds.set(0,0,100,18); } GuiInspectorField::GuiInspectorField() { mCaption = StringTable->EmptyString; mParent = NULL; mTarget = NULL; mField = NULL; mFieldArrayIndex = NULL; mBounds.set(0,0,100,18); mCanSave = false; } GuiInspectorField::~GuiInspectorField() { } ////////////////////////////////////////////////////////////////////////// // Get/Set Data Functions ////////////////////////////////////////////////////////////////////////// void GuiInspectorField::setData( const char* data ) { if( mField == NULL || mTarget == NULL ) return; mTarget->inspectPreApply(); mTarget->setDataField( mField->pFieldname, mFieldArrayIndex, data ); // Force our edit to update updateValue( data ); mTarget->inspectPostApply(); } const char* GuiInspectorField::getData() { if( mField == NULL || mTarget == NULL ) return ""; return mTarget->getDataField( mField->pFieldname, mFieldArrayIndex ); } void GuiInspectorField::setInspectorField( AbstractClassRep::Field *field, const char*arrayIndex ) { mField = field; if( arrayIndex != NULL ) { mFieldArrayIndex = StringTable->insert( arrayIndex ); S32 frameTempSize = dStrlen( field->pFieldname ) + 32; FrameTemp valCopy( frameTempSize ); dSprintf( (char *)valCopy, frameTempSize, "%s%s", field->pFieldname, arrayIndex ); mCaption = StringTable->insert( valCopy ); } else mCaption = StringTable->insert( field->pFieldname ); } StringTableEntry GuiInspectorField::getFieldName() { // Sanity if ( mField == NULL ) return StringTable->EmptyString; // Array element? if( mFieldArrayIndex != NULL ) { S32 frameTempSize = dStrlen( mField->pFieldname ) + 32; FrameTemp valCopy( frameTempSize ); dSprintf( (char *)valCopy, frameTempSize, "%s%s", mField->pFieldname, mFieldArrayIndex ); // Return formatted element return StringTable->insert( valCopy ); } // Plain ole field name. return mField->pFieldname; }; ////////////////////////////////////////////////////////////////////////// // Overrideables for custom edit fields ////////////////////////////////////////////////////////////////////////// GuiControl* GuiInspectorField::constructEditControl() { GuiControl* retCtrl = new GuiTextEditCtrl(); // If we couldn't construct the control, bail! if( retCtrl == NULL ) return retCtrl; // Let's make it look pretty. retCtrl->setField( "profile", "GuiInspectorTextEditProfile" ); // Don't forget to register ourselves registerEditControl( retCtrl ); char szBuffer[512]; dSprintf( szBuffer, 512, "%d.apply(%d.getText());",getId(), retCtrl->getId() ); retCtrl->setField("AltCommand", szBuffer ); retCtrl->setField("Validate", szBuffer ); return retCtrl; } void GuiInspectorField::registerEditControl( GuiControl *ctrl ) { if(!mTarget) return; char szName[512]; dSprintf( szName, 512, "IE_%s_%d_%s_Field", ctrl->getClassName(), mTarget->getId(),mCaption); // Register the object ctrl->registerObject( szName ); } void GuiInspectorField::onRender(Point2I offset, const RectI &updateRect) { if(mCaption && mCaption[0]) { // Calculate Caption Rect RectI captionRect( offset , Point2I((S32) mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0f ) ), (S32)mBounds.extent.y ) ); // Calculate Y Offset to center vertically the caption U32 captionYOffset = (U32)mFloor( (F32)( captionRect.extent.y - mProfile->mFont->getHeight() ) / 2 ); RectI clipRect = dglGetClipRect(); if( clipRect.intersect( captionRect ) ) { // Backup Bitmap Modulation ColorI currColor; dglGetBitmapModulation( &currColor ); dglSetBitmapModulation( mProfile->mFontColor ); dglSetClipRect( RectI( clipRect.point, Point2I( captionRect.extent.x, clipRect.extent.y ) )); // Draw Caption ( Vertically Centered ) U32 textY = captionRect.point.y + captionYOffset; U32 textX = captionRect.point.x + captionRect.extent.x - mProfile->mFont->getStrWidth(mCaption) - 6; Point2I textPT(textX, textY); dglDrawText( mProfile->mFont, textPT, mCaption, &mProfile->mFontColor ); dglSetBitmapModulation( currColor ); dglSetClipRect( clipRect ); } } Parent::onRender( offset, updateRect ); } bool GuiInspectorField::onAdd() { if( !Parent::onAdd() ) return false; if( !mTarget ) return false; mEdit = constructEditControl(); if( mEdit == NULL ) return false; // Add our edit as a child addObject( mEdit ); // Calculate Caption Rect RectI captionRect( mBounds.point , Point2I( (S32)mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0 ) ), (S32)mBounds.extent.y ) ); // Calculate Edit Field Rect RectI editFieldRect( Point2I( captionRect.extent.x + 1, 1 ) , Point2I( mBounds.extent.x - ( captionRect.extent.x + 5 ) , mBounds.extent.y - 1) ); // Resize to fit properly in allotted space mEdit->resize( editFieldRect.point, editFieldRect.extent ); // Prefer GuiInspectorFieldProfile setField( "profile", "GuiInspectorFieldProfile" ); // Force our editField to set it's value updateValue( getData() ); return true; } void GuiInspectorField::updateValue( const char* newValue ) { GuiTextEditCtrl *ctrl = dynamic_cast( mEdit ); if( ctrl != NULL ) ctrl->setText( newValue ); } ConsoleMethod( GuiInspectorField, apply, void, 3,3, "(newValue) Applies the given value to the field\n" "@return No return value." ) { object->setData( argv[2] ); } void GuiInspectorField::resize( const Point2I &newPosition, const Point2I &newExtent ) { Parent::resize( newPosition, newExtent ); if( mEdit != NULL ) { // Calculate Caption Rect RectI captionRect( mBounds.point , Point2I( (S32)mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0f ) ), (S32)mBounds.extent.y ) ); // Calculate Edit Field Rect RectI editFieldRect( Point2I( captionRect.extent.x + 1, 1 ) , Point2I( mBounds.extent.x - ( captionRect.extent.x + 5 ) , mBounds.extent.y - 1) ); mEdit->resize( editFieldRect.point, editFieldRect.extent ); } } ////////////////////////////////////////////////////////////////////////// // GuiInspectorGroup ////////////////////////////////////////////////////////////////////////// // // The GuiInspectorGroup control is a helper control that the inspector // makes use of which houses a collapsible pane type control for separating // inspected objects fields into groups. The content of the inspector is // made up of zero or more GuiInspectorGroup controls inside of a GuiStackControl // // // IMPLEMENT_CONOBJECT(GuiInspectorGroup); GuiInspectorGroup::GuiInspectorGroup() { mBounds.set(0,0,200,20); mChildren.clear(); mTarget = NULL; mParent = NULL; mCanSave = false; // Make sure we receive our ticks. setProcessTicks(); } GuiInspectorGroup::GuiInspectorGroup( SimObjectPtr target, StringTableEntry groupName, SimObjectPtr parent ) { mBounds.set(0,0,200,20); mChildren.clear(); mCaption = StringTable->insert(groupName); mTarget = target; mParent = parent; mCanSave = false; } GuiInspectorGroup::~GuiInspectorGroup() { if( !mChildren.empty() ) { Vector::iterator i = mChildren.begin(); for( ; i != mChildren.end(); i++ ); } } ////////////////////////////////////////////////////////////////////////// // Scene Events ////////////////////////////////////////////////////////////////////////// bool GuiInspectorGroup::onAdd() { setField( "profile", "GuiInspectorGroupProfile" ); if( !Parent::onAdd() ) return false; // Create our inner controls. Allow subclasses to provide other content. if(!createContent()) return false; inspectGroup(); return true; } bool GuiInspectorGroup::createContent() { // Create our field stack control mStack = new GuiStackControl(); if( !mStack ) return false; // Prefer GuiTransperantProfile for the stack. mStack->setField( "profile", "GuiTransparentProfile" ); mStack->registerObject(); addObject( mStack ); mStack->setField( "padding", "0" ); return true; } ////////////////////////////////////////////////////////////////////////// // Control Sizing Animation Functions ////////////////////////////////////////////////////////////////////////// void GuiInspectorGroup::animateToContents() { calculateHeights(); if(size() > 0) animateTo( mExpanded.extent.y ); else animateTo( mHeader.extent.y ); } GuiInspectorField* GuiInspectorGroup::constructField( S32 fieldType ) { ConsoleBaseType *cbt = ConsoleBaseType::getType(fieldType); AssertFatal(cbt, "GuiInspectorGroup::constructField - could not resolve field type!"); // Alright, is it a datablock? if(cbt->isDatablock()) { // This is fairly straightforward to deal with. GuiInspectorDatablockField *dbFieldClass = new GuiInspectorDatablockField( cbt->getTypeClassName() ); if( dbFieldClass != NULL ) { // return our new datablock field with correct datablock type enumeration info return dbFieldClass; } } // Nope, not a datablock. So maybe it has a valid inspector field override we can use? if(!cbt->getInspectorFieldType()) // Nothing, so bail. return NULL; // Otherwise try to make it! ConsoleObject *co = create(cbt->getInspectorFieldType()); GuiInspectorField *gif = dynamic_cast(co); if(!gif) { // Wasn't appropriate type, bail. delete co; return NULL; } return gif; } GuiInspectorField *GuiInspectorGroup::findField( StringTableEntry fieldName ) { // If we don't have any field children we can't very well find one then can we? if( mChildren.empty() ) return NULL; Vector::iterator i = mChildren.begin(); for( ; i != mChildren.end(); i++ ) { if( (*i)->getFieldName() != NULL && dStricmp( (*i)->getFieldName(), fieldName ) == 0 ) return (*i); } return NULL; } bool GuiInspectorGroup::inspectGroup() { // We can't inspect a group without a target! if( !mTarget ) return false; // to prevent crazy resizing, we'll just freeze our stack for a sec.. mStack->freeze(true); bool bNoGroup = false; // Un-grouped fields are all sorted into the 'general' group if ( dStricmp( mCaption, "General" ) == 0 ) bNoGroup = true; AbstractClassRep::FieldList &fieldList = mTarget->getModifiableFieldList(); AbstractClassRep::FieldList::iterator itr; bool bGrabItems = false; bool bNewItems = false; for(itr = fieldList.begin(); itr != fieldList.end(); itr++) { if( itr->type == AbstractClassRep::StartGroupFieldType ) { // If we're dealing with general fields, always set grabItems to true (to skip them) if( bNoGroup == true ) bGrabItems = true; else if( itr->pGroupname != NULL && dStricmp( itr->pGroupname, mCaption ) == 0 ) bGrabItems = true; continue; } else if ( itr->type == AbstractClassRep::EndGroupFieldType ) { // If we're dealing with general fields, always set grabItems to false (to grab them) if( bNoGroup == true ) bGrabItems = false; else if( itr->pGroupname != NULL && dStricmp( itr->pGroupname, mCaption ) == 0 ) bGrabItems = false; continue; } if( ( bGrabItems == true || ( bNoGroup == true && bGrabItems == false ) ) && itr->type != AbstractClassRep::DepricatedFieldType ) { if( bNoGroup == true && bGrabItems == true ) continue; // This is weird, but it should work for now. - JDD // We are going to check to see if this item is an array // if so, we're going to construct a field for each array element if( itr->elementCount > 1 ) { for(S32 nI = 0; nI < itr->elementCount; nI++) { FrameTemp intToStr( 64 ); dSprintf( intToStr, 64, "%d", nI ); const char *val = mTarget->getDataField( itr->pFieldname, intToStr ); if (!val) val = StringTable->EmptyString; // Copy Val and construct proper ValueName[nI] format // which is "ValueName0" for index 0, etc. S32 frameTempSize = dStrlen( val ) + 32; FrameTemp valCopy( frameTempSize ); dSprintf( (char *)valCopy, frameTempSize, "%s%d", itr->pFieldname, nI ); // If the field already exists, just update it GuiInspectorField *field = findField( valCopy ); if( field != NULL ) { field->updateValue( field->getData() ); continue; } bNewItems = true; field = constructField( itr->type ); if( field == NULL ) { field = new GuiInspectorField( this, mTarget, itr ); field->setInspectorField( itr, intToStr ); } else { field->setTarget( mTarget ); field->setParent( this ); field->setInspectorField( itr, intToStr ); } field->registerObject(); mChildren.push_back( field ); mStack->addObject( field ); } } else { // If the field already exists, just update it GuiInspectorField *field = findField( itr->pFieldname ); if( field != NULL ) { field->updateValue( field->getData() ); continue; } bNewItems = true; field = constructField( itr->type ); if( field == NULL ) field = new GuiInspectorField( this, mTarget, itr ); else { field->setTarget( mTarget ); field->setParent( this ); field->setInspectorField( itr ); } field->registerObject(); mChildren.push_back( field ); mStack->addObject( field ); } } } mStack->freeze(false); mStack->updatePanes(); // If we've no new items, there's no need to resize anything! if( bNewItems == false && !mChildren.empty() ) return true; sizeToContents(); setUpdate(); return true; } IMPLEMENT_CONOBJECT(GuiInspectorDynamicGroup); ////////////////////////////////////////////////////////////////////////// // GuiInspectorDynamicGroup - add custom controls ////////////////////////////////////////////////////////////////////////// bool GuiInspectorDynamicGroup::createContent() { if(!Parent::createContent()) return false; // add a button that lets us add new dynamic fields. GuiIconButtonCtrl* addFieldBtn = new GuiIconButtonCtrl(); { addFieldBtn->setBitmap("tools/gui/images/iconAdd"); SimObject* profilePtr = Sim::findObject("EditorButton"); if( profilePtr != NULL ) addFieldBtn->setControlProfile( dynamic_cast(profilePtr) ); char commandBuf[64]; dSprintf(commandBuf, 64, "%d.addDynamicField();", this->getId()); addFieldBtn->setField("command", commandBuf); addFieldBtn->setSizing(horizResizeLeft,vertResizeCenter); //addFieldBtn->setField("buttonMargin", "2 2"); addFieldBtn->resize(Point2I(mBounds.extent.x - 20,2), Point2I(16, 16)); addFieldBtn->registerObject("zAddButton"); } // encapsulate the button in a dummy control. GuiControl* shell = new GuiControl(); shell->setField( "profile", "GuiTransparentProfile" ); shell->registerObject(); shell->resize(Point2I(0,0), Point2I(mBounds.extent.x, 28)); shell->addObject(addFieldBtn); // save off the shell control, so we can push it to the bottom of the stack in inspectGroup() mAddCtrl = shell; mStack->addObject(shell); return true; } static S32 QSORT_CALLBACK compareEntries(const void* a,const void* b) { SimFieldDictionary::Entry *fa = *((SimFieldDictionary::Entry **)a); SimFieldDictionary::Entry *fb = *((SimFieldDictionary::Entry **)b); return dStricmp(fa->slotName, fb->slotName); } ////////////////////////////////////////////////////////////////////////// // GuiInspectorDynamicGroup - inspectGroup override ////////////////////////////////////////////////////////////////////////// bool GuiInspectorDynamicGroup::inspectGroup() { // We can't inspect a group without a target! if( !mTarget ) return false; // Clearing the fields and recreating them will more than likely be more // efficient than looking up existent fields, updating them, and then iterating // over existent fields and making sure they still exist, if not, deleting them. clearFields(); // Create a vector of the fields Vector flist; // Then populate with fields SimFieldDictionary * fieldDictionary = mTarget->getFieldDictionary(); for(SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr) { flist.push_back(*ditr); } dQsort(flist.address(),flist.size(),sizeof(SimFieldDictionary::Entry *),compareEntries); for(U32 i = 0; i < (U32)flist.size(); i++) { SimFieldDictionary::Entry * entry = flist[i]; GuiInspectorField *field = new GuiInspectorDynamicField( this, mTarget, entry ); if( field != NULL ) { field->registerObject(); mChildren.push_back( field ); mStack->addObject( field ); } } mStack->pushObjectToBack(mAddCtrl); setUpdate(); return true; } ConsoleMethod(GuiInspectorDynamicGroup, inspectGroup, bool, 2, 2, "() Refreshes the dynamic fields in the inspector.\n" "@return Returns true on success.") { return object->inspectGroup(); } void GuiInspectorDynamicGroup::clearFields() { // save mAddCtrl Sim::getGuiGroup()->addObject(mAddCtrl); // delete everything else mStack->clear(); // clear the mChildren list. mChildren.clear(); // and restore. mStack->addObject(mAddCtrl); } SimFieldDictionary::Entry* GuiInspectorDynamicGroup::findDynamicFieldInDictionary( StringTableEntry fieldName ) { if( !mTarget ) return NULL; SimFieldDictionary * fieldDictionary = mTarget->getFieldDictionary(); for(SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr) { SimFieldDictionary::Entry * entry = (*ditr); if( dStricmp( entry->slotName, fieldName ) == 0 ) return entry; } return NULL; } void GuiInspectorDynamicGroup::addDynamicField() { // We can't add a field without a target if( !mTarget || !mStack ) { Con::warnf("GuiInspectorDynamicGroup::addDynamicField - no target SimObject to add a dynamic field to."); return; } // find a field name that is not in use. // But we wont try more than 100 times to find an available field. U32 uid = 1; char buf[64] = "dynamicField"; SimFieldDictionary::Entry* entry = findDynamicFieldInDictionary(buf); while(entry != NULL && uid < 100) { dSprintf(buf, sizeof(buf), "dynamicField%03d", uid++); entry = findDynamicFieldInDictionary(buf); } //Con::evaluatef( "%d.%s = \"defaultValue\";", mTarget->getId(), buf ); mTarget->setDataField(StringTable->insert(buf), NULL, "defaultValue"); // now we simply re-inspect the object, to see the new field. this->inspectGroup(); animateToContents(); } ConsoleMethod( GuiInspectorDynamicGroup, addDynamicField, void, 2, 2, "obj.addDynamicField();" ) { object->addDynamicField(); } ////////////////////////////////////////////////////////////////////////// // GuiInspectorDynamicField - Child class of GuiInspectorField ////////////////////////////////////////////////////////////////////////// IMPLEMENT_CONOBJECT(GuiInspectorDynamicField); GuiInspectorDynamicField::GuiInspectorDynamicField( GuiInspectorGroup* parent, SimObjectPtr target, SimFieldDictionary::Entry* field ) { mCaption = NULL; mParent = parent; mTarget = target; mDynField = field; mBounds.set(0,0,100,20); mRenameCtrl = NULL; } void GuiInspectorDynamicField::setData( const char* data ) { if( mTarget == NULL || mDynField == NULL ) return; char buf[1024]; const char * newValue = mEdit->getScriptValue(); dStrcpy( buf, newValue ? newValue : "" ); collapseEscape(buf); mTarget->getFieldDictionary()->setFieldValue(mDynField->slotName, buf); // Force our edit to update updateValue( data ); } const char* GuiInspectorDynamicField::getData() { if( mTarget == NULL || mDynField == NULL ) return ""; return mTarget->getFieldDictionary()->getFieldValue( mDynField->slotName ); } void GuiInspectorDynamicField::renameField( StringTableEntry newFieldName ) { if( mTarget == NULL || mDynField == NULL || mParent == NULL || mEdit == NULL ) { Con::warnf("GuiInspectorDynamicField::renameField - No target object or dynamic field data found!" ); return; } if( !newFieldName ) { Con::warnf("GuiInspectorDynamicField::renameField - Invalid field name specified!" ); return; } // Only proceed if the name has changed if( dStricmp( newFieldName, getFieldName() ) == 0 ) return; // Grab a pointer to our parent and cast it to GuiInspectorDynamicGroup GuiInspectorDynamicGroup *group = dynamic_cast(mParent); if( group == NULL ) { Con::warnf("GuiInspectorDynamicField::renameField - Unable to locate GuiInspectorDynamicGroup parent!" ); return; } // Grab our current dynamic field value const char* currentValue = getData(); // Create our new field with the value of our old field and the new fields name! mTarget->setDataField( newFieldName, NULL, currentValue ); // Configure our field to grab data from the new dynamic field SimFieldDictionary::Entry *newEntry = group->findDynamicFieldInDictionary( newFieldName ); if( newEntry == NULL ) { Con::warnf("GuiInspectorDynamicField::renameField - Unable to find new field!" ); return; } // Set our old fields data to "" (which will effectively erase the field) mTarget->setDataField( getFieldName(), NULL, "" ); // Assign our dynamic field pointer (where we retrieve field information from) to our new field pointer mDynField = newEntry; // Lastly we need to reassign our Command and AltCommand fields for our value edit control char szBuffer[512]; dSprintf( szBuffer, 512, "%d.%s = %d.getText();",mTarget->getId(), getFieldName(), mEdit->getId() ); mEdit->setField("AltCommand", szBuffer ); mEdit->setField("Validate", szBuffer ); } ConsoleMethod( GuiInspectorDynamicField, renameField, void, 3,3, "field.renameField(newDynamicFieldName);" ) { object->renameField( StringTable->insert(argv[2]) ); } bool GuiInspectorDynamicField::onAdd() { if( !Parent::onAdd() ) return false; mRenameCtrl = constructRenameControl(); pushObjectToBack(mEdit); return true; } GuiControl* GuiInspectorDynamicField::constructRenameControl() { // Create our renaming field GuiControl* retCtrl = new GuiTextEditCtrl(); // If we couldn't construct the control, bail! if( retCtrl == NULL ) return retCtrl; // Let's make it look pretty. retCtrl->setField( "profile", "GuiInspectorTextEditRightProfile" ); // Don't forget to register ourselves char szName[512]; dSprintf( szName, 512, "IE_%s_%d_%s_Rename", retCtrl->getClassName(), mTarget->getId(), getFieldName() ); retCtrl->registerObject( szName ); // Our command will evaluate to : // // if( (editCtrl).getText() !$= "" ) // (field).renameField((editCtrl).getText()); // char szBuffer[512]; dSprintf( szBuffer, 512, "if( %d.getText() !$= \"\" ) %d.renameField(%d.getText());",retCtrl->getId(), getId(), retCtrl->getId() ); dynamic_cast(retCtrl)->setText( getFieldName() ); retCtrl->setField("AltCommand", szBuffer ); retCtrl->setField("Validate", szBuffer ); // Calculate Caption Rect (Adjust for 16 pixel wide delete button) RectI captionRect( Point2I(mBounds.point.x,0) , Point2I( (S32)mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0f ) ), (S32)mBounds.extent.y ) ); RectI valueRect(mEdit->mBounds.point, mEdit->mBounds.extent - Point2I(20, 0)); RectI deleteRect( Point2I( mBounds.point.x + mBounds.extent.x - 20,2), Point2I( 16, mBounds.extent.y - 4)); addObject( retCtrl ); // Resize the name control to fit in our caption rect (tricksy!) retCtrl->resize( captionRect.point, captionRect.extent ); // resize the value control to leave space for the delete button mEdit->resize(valueRect.point, valueRect.extent); // Finally, add a delete button for this field GuiIconButtonCtrl * delButt = new GuiIconButtonCtrl(); if( delButt != NULL ) { dSprintf(szBuffer, 512, "%d.%s = \"\";%d.inspectGroup();", mTarget->getId(), getFieldName(), mParent->getId()); delButt->setField("Bitmap", "^modules/gui/images/iconDelete"); delButt->setField("Text", "X"); delButt->setField("Command", szBuffer); delButt->setSizing(horizResizeLeft,vertResizeCenter); delButt->registerObject(); delButt->resize( deleteRect.point,deleteRect.extent); addObject(delButt); } return retCtrl; } void GuiInspectorDynamicField::resize( const Point2I &newPosition, const Point2I &newExtent ) { Parent::resize( newPosition, newExtent ); // If we don't have a field rename control, bail! if( mRenameCtrl == NULL ) return; // Calculate Caption Rect RectI captionRect( Point2I(mBounds.point.x,0) , Point2I( (S32)mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0f ) ), (S32)mBounds.extent.y ) ); RectI valueRect(mEdit->mBounds.point, mEdit->mBounds.extent - Point2I(20, 0)); // Resize the edit control to fit in our caption rect (tricksy!) mRenameCtrl->resize( captionRect.point, captionRect.extent ); mEdit->resize( valueRect.point, valueRect.extent); } ////////////////////////////////////////////////////////////////////////// // GuiInspectorDatablockField // Field construction for datablock types ////////////////////////////////////////////////////////////////////////// IMPLEMENT_CONOBJECT(GuiInspectorDatablockField); static S32 QSORT_CALLBACK stringCompare(const void *a,const void *b) { StringTableEntry sa = *(StringTableEntry*)a; StringTableEntry sb = *(StringTableEntry*)b; return(dStricmp(sb, sa)); } GuiInspectorDatablockField::GuiInspectorDatablockField( StringTableEntry className ) { setClassName(className); }; void GuiInspectorDatablockField::setClassName( StringTableEntry className ) { // Walk the ACR list and find a matching class if any. AbstractClassRep *walk = AbstractClassRep::getClassList(); while(walk) { if(!dStricmp(walk->getClassName(), className)) { // Match! mDesiredClass = walk; return; } walk = walk->getNextClass(); } // No dice. Con::warnf("GuiInspectorDatablockField::setClassName - no class '%s' found!", className); return; } GuiControl* GuiInspectorDatablockField::constructEditControl() { GuiControl* retCtrl = new GuiPopUpMenuCtrl(); // If we couldn't construct the control, bail! if( retCtrl == NULL ) return retCtrl; GuiPopUpMenuCtrl *menu = dynamic_cast(retCtrl); // Let's make it look pretty. retCtrl->setField( "profile", "InspectorTypeEnumProfile" ); menu->setField("text", getData()); registerEditControl( retCtrl ); // Configure it to update our value when the popup is closed char szBuffer[512]; dSprintf( szBuffer, 512, "%d.%s = %d.getText();%d.inspect(%d);",mTarget->getId(), mField->pFieldname, menu->getId(), mParent->mParent->getId(), mTarget->getId() ); menu->setField("Command", szBuffer ); Vector entries; SimDataBlockGroup * grp = Sim::getDataBlockGroup(); for(SimDataBlockGroup::iterator i = grp->begin(); i != grp->end(); i++) { SimDataBlock * datablock = dynamic_cast(*i); // Skip non-datablocks if we somehow encounter them. if(!datablock) continue; // Ok, now we have to figure inheritance info. if( datablock && datablock->getClassRep()->isClass(mDesiredClass) ) entries.push_back(datablock->getName()); } // sort the entries dQsort(entries.address(), entries.size(), sizeof(StringTableEntry), stringCompare); // add them to our enum for(U32 j = 0; j < (U32)entries.size(); j++) menu->addEntry(entries[j], 0); return retCtrl; }