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Merge pull request #1274 from Areloch/Enumnanigans

Various small tweaks to facilitate bitmask and enum editing in the inspector
Areloch 1 年之前
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c8cdc7647b

+ 6 - 1
Engine/source/T3D/objectTypes.h

@@ -160,8 +160,11 @@ enum SceneObjectTypes
    InteriorLikeObjectType =  BIT(24),
    TerrainLikeObjectType = BIT(25),
 #if defined(AFX_CAP_AFXMODEL_TYPE) 
-   afxModelObjectType = BIT(26)
+   afxModelObjectType = BIT(26),
+#else
+   N_A_27 = BIT(26),
 #endif 
+   N_A_28 = BIT(27),
 
    // PATHSHAPE 
    PathShapeObjectType = BIT( 28 ),
@@ -170,6 +173,8 @@ enum SceneObjectTypes
    /// A turret object.
    /// @see TurretShape
    TurretObjectType = BIT(29),
+   N_A_31 = BIT(30),
+   N_A_32 = BIT(31),
 
    /// @}
 };

+ 1 - 2
Engine/source/T3D/trigger.cpp

@@ -38,7 +38,6 @@
 #include "T3D/physics/physicsBody.h"
 #include "T3D/physics/physicsCollision.h"
 
-
 bool Trigger::smRenderTriggers = false;
 
 //-----------------------------------------------------------------------------
@@ -381,7 +380,7 @@ void Trigger::initPersistFields()
 
    addField("TripOnce", TypeBool, Offset(mTripOnce, Trigger),"Do we trigger callacks just the once?");
    addField("TripCondition", TypeRealString, Offset(mTripCondition, Trigger),"evaluation condition to trip callbacks (true/false)");
-   addField("TrippedBy", TypeS32, Offset(mTrippedBy, Trigger), "typemask filter");
+   addField("TrippedBy", TypeGameTypeMasksType, Offset(mTrippedBy, Trigger), "typemask filter");
    addProtectedField("enterCommand", TypeCommand, Offset(mEnterCommand, Trigger), &setEnterCmd, &defaultProtectedGetFn,
       "The command to execute when an object enters this trigger. Object id stored in %%obj. Maximum 1023 characters." );
    addProtectedField("leaveCommand", TypeCommand, Offset(mLeaveCommand, Trigger), &setLeaveCmd, &defaultProtectedGetFn,

+ 2 - 2
Engine/source/console/dynamicTypes.h

@@ -218,13 +218,13 @@ class BitfieldConsoleBaseType : public ConsoleBaseType
       {
          static const U32 bufSize = 256;
          char* returnBuffer = Con::getReturnBuffer(bufSize);
-         dSprintf(returnBuffer, bufSize, "0x%08x", *((S32 *) dptr) );
+         dSprintf(returnBuffer, bufSize, "%i", *((S32 *) dptr) );
          return returnBuffer;
       }
       void setData( void* dptr, S32 argc, const char** argv, const EnumTable*, BitSet32 ) override
       {
          if( argc != 1 ) return; \
-         *((S32 *) dptr) = dAtoui(argv[0],0); \
+         *((S32 *) dptr) = dAtoui(argv[0]); \
       }
 };
 

+ 42 - 0
Engine/source/console/simObject.cpp

@@ -44,6 +44,48 @@
 
 #include "sim/netObject.h"
 
+ImplementBitfieldType(GameTypeMasksType,
+   "The type of animation effect to apply to this material.\n"
+   "@ingroup GFX\n\n")
+{ SceneObjectTypes::StaticObjectType, "StaticObjectType", "Static Objects.\n" },
+{ SceneObjectTypes::EnvironmentObjectType, "EnvironmentObjectType" , "Objects considered part of the background or environment of a level.\n" },
+{ SceneObjectTypes::TerrainObjectType, "TerrainObjectType" , "Terrain Objects.\n" },
+{ SceneObjectTypes::WaterObjectType, "WaterObjectType", "Water Objects.\n" },
+{ SceneObjectTypes::TriggerObjectType, "TriggerObjectType", "Interactive Trigger Objects.\n" },
+{ SceneObjectTypes::MarkerObjectType, "MarkerObjectType", "Marker Objects, utilized primarily for tooling.\n" },
+{ SceneObjectTypes::LightObjectType, "LightObjectType", "Lights.\n" },
+{ SceneObjectTypes::ZoneObjectType, "ZoneObjectType", "zones.\n" },
+{ SceneObjectTypes::StaticShapeObjectType, "StaticShapeObjectType", "Static Shape Objects. Distinct from StaticObjectType in that Static Shapes have additional functionality and behaviors.\n" },
+{ SceneObjectTypes::DynamicShapeObjectType, "DynamicShapeObjectType", "Any sort of Dynamic Object.\n" },
+{ SceneObjectTypes::GameBaseObjectType, "GameBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
+{ SceneObjectTypes::GameBaseHiFiObjectType, "GameBaseHiFiObjectType", "Specialised Gamebase-based Objects. currently narrowly used. if at all.\n" },
+{ SceneObjectTypes::ShapeBaseObjectType, "ShapeBaseObjectType", "Any Gamebase-based Objects. Objects generally associated to gameplay functionality.\n" },
+{ SceneObjectTypes::CameraObjectType, "CameraObjectType", "Camera Objects.\n" },
+{ SceneObjectTypes::PlayerObjectType, "PlayerObjectType", "Player Objects.\n" },
+{ SceneObjectTypes::ItemObjectType, "ItemObjectType", "Item Objects.\n" },
+{ SceneObjectTypes::VehicleObjectType, "VehicleObjectType", "Any sort of Vehicle Object.\n" },
+{ SceneObjectTypes::VehicleBlockerObjectType, "VehicleBlockerObjectType", "\n" },
+{ SceneObjectTypes::ProjectileObjectType, "ProjectileObjectType", "Projectiles.\n" },
+{ SceneObjectTypes::ExplosionObjectType, "ExplosionObjectType", "Explosion and Effects.\n" },
+{ SceneObjectTypes::CorpseObjectType, "CorpseObjectType", "Corpses of controlled objects.\n" },
+{ SceneObjectTypes::DebrisObjectType, "DebrisObjectType", "Debris or debris-like things such as shell casings.\n" },
+{ SceneObjectTypes::PhysicalZoneObjectType, "PhysicalZoneObjectType", "Physical Zones. Distinct from triggers in that they have physics forces applications.\n" },
+{ SceneObjectTypes::EntityObjectType, "EntityObjectType", "A generic entity.\n" },
+{ SceneObjectTypes::InteriorLikeObjectType, "InteriorLikeObjectType", "InteriorLikeObjectType (deprecated).\n" },
+{ SceneObjectTypes::TerrainLikeObjectType, "TerrainLikeObjectType", "Pseudo-terrains, like groundplanes, or meshroads.\n" },
+#if defined(AFX_CAP_AFXMODEL_TYPE) 
+{ SceneObjectTypes::afxModelObjectType, "afxModelObjectType", "afx-specific model typemask.\n" },
+#else
+{ SceneObjectTypes::N_A_27, "N_A_27", "unused 27th bit.\n" },
+#endif
+{ SceneObjectTypes::N_A_28, "N_A_28", "unused 28th bit.\n" },
+{ SceneObjectTypes::PathShapeObjectType, "PathShapeObjectType", "Path-following Objects.\n" },
+{ SceneObjectTypes::TurretObjectType, "TurretObjectType", "Turret Objects.\n" },
+{ SceneObjectTypes::N_A_31, "N_A_31", "unused 31st bit.\n" },
+{ SceneObjectTypes::N_A_32, "N_A_32", "unused 32nd bit.\n" },
+
+EndImplementBitfieldType;
+
 IMPLEMENT_CONOBJECT( SimObject );
 
 // See full description in the new CHM manual

+ 3 - 0
Engine/source/console/simObject.h

@@ -40,6 +40,7 @@
 #ifndef _TAML_CALLBACKS_H_
 #include "persistence/taml/tamlCallbacks.h"
 #endif
+#include "T3D/objectTypes.h"
 
 class Stream;
 class LightManager;
@@ -1009,6 +1010,8 @@ public:
    virtual void reloadReset() { }
 };
 
+typedef SceneObjectTypes GameTypeMasksType;
+DefineBitfieldType(GameTypeMasksType);
 
 /// Smart SimObject pointer.
 ///

+ 3 - 3
Engine/source/gui/editor/guiInspectorTypes.cpp

@@ -1459,7 +1459,7 @@ void GuiInspectorTypeBitMask32::consoleInit()
    Parent::consoleInit();
 
    // Set this to be the inspector type for all bitfield console types.
-   
+
    for( ConsoleBaseType* type = ConsoleBaseType::getListHead(); type != NULL; type = type->getListNext() )
       if( type->getTypeInfo() && type->getTypeInfo()->isBitfield() )
          type->setInspectorFieldType( "GuiInspectorTypeBitMask32" );
@@ -1520,7 +1520,7 @@ StringTableEntry GuiInspectorTypeBitMask32::getValue()
 
 void GuiInspectorTypeBitMask32::setValue( StringTableEntry value )
 {
-   U32 mask = dAtoui( value, 0 );
+   U32 mask = dAtoui( value );
 
    for ( U32 i = 0; i < mArrayCtrl->size(); i++ )
    {
@@ -1583,7 +1583,7 @@ GuiControl* GuiInspectorTypeBitMask32Helper::constructEditControl()
    mButton->setField( "Command", szBuffer );
    mButton->setField( "buttonType", "ToggleButton" );
    mButton->setDataField( StringTable->insert("Profile"), NULL, "GuiInspectorButtonProfile" );
-   mButton->setBitmap(StringTable->insert("ToolsModule:arrowBtn_image") );
+   mButton->setBitmap(StringTable->insert("ToolsModule:arrowBtn_n_image") );
    mButton->setStateOn( true );
    mButton->setExtent( 16, 16 );
    mButton->registerObject();

+ 1 - 1
Engine/source/materials/materialDefinition.cpp

@@ -357,7 +357,7 @@ void Material::initPersistFields()
    endGroup("Lighting Properties");
 
    addGroup("Animation Properties");
-      addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
+      addField("animFlags", TypeMaterialAnimType, Offset(mAnimFlags, Material), MAX_STAGES,
          "The types of animation to play on this material.");
 
       addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,