//----------------------------------------------------------------------------- // Copyright (c) 2012 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. //----------------------------------------------------------------------------- #ifndef GUI_INSPECTOR_ENTITY_GROUP_H #define GUI_INSPECTOR_ENTITY_GROUP_H #include "gui/editor/inspector/group.h" #include "console/simFieldDictionary.h" #include "T3D/components/component.h" #include "gui/controls/guiPopUpCtrlEx.h" class GuiInspectorEntityGroup : public GuiInspectorGroup { private: typedef GuiInspectorGroup Parent; GuiControl* mAddCtrl; GuiPopUpMenuCtrlEx* mAddBhvrList; public: DECLARE_CONOBJECT(GuiInspectorEntityGroup); GuiInspectorEntityGroup() { /*mNeedScroll=false;*/ }; GuiInspectorEntityGroup(StringTableEntry groupName, SimObjectPtr parent) : GuiInspectorGroup(groupName, parent) { /*mNeedScroll=false;*/ }; //----------------------------------------------------------------------------- // inspectGroup is overridden in GuiInspectorEntityGroup to inspect an // objects FieldDictionary (dynamic fields) instead of regular persistent // fields. virtual bool onAdd(); bool inspectGroup(); virtual void updateAllFields(); void onMouseMove(const GuiEvent &event); // For scriptable dynamic field additions void addDynamicField(); // Clear our fields (delete them) void clearFields(); // Find an already existent field by name in the dictionary virtual SimFieldDictionary::Entry* findDynamicFieldInDictionary(StringTableEntry fieldName); AbstractClassRep::Field* findObjectBehaviorField(Component* target, String fieldName); protected: // create our inner controls when we add virtual bool createContent(); }; #endif