//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "gui/editor/guiInspector.h" #include "gui/editor/inspector/group.h" #include "gui/editor/inspector/dynamicField.h" #include "gui/editor/inspector/datablockField.h" #include "gui/buttons/guiIconButtonCtrl.h" IMPLEMENT_CONOBJECT(GuiInspectorGroup); ConsoleDocClass( GuiInspectorGroup, "@brief 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.\n\n" "Editor use only.\n\n" "@internal" ); //#define DEBUG_SPEW //----------------------------------------------------------------------------- GuiInspectorGroup::GuiInspectorGroup() : mParent( NULL ), mStack(NULL) { setBounds(0,0,200,20); mChildren.clear(); setCanSave( false ); // Make sure we receive our ticks. setProcessTicks(); mMargin.set(0,0,5,0); } //----------------------------------------------------------------------------- GuiInspectorGroup::GuiInspectorGroup( const String& groupName, SimObjectPtr parent ) : mParent( parent ), mStack(NULL) { setBounds(0,0,200,20); mCaption = groupName; setCanSave( false ); mChildren.clear(); mMargin.set(0,0,4,0); } //----------------------------------------------------------------------------- GuiInspectorGroup::~GuiInspectorGroup() { } //----------------------------------------------------------------------------- bool GuiInspectorGroup::onAdd() { setDataField( StringTable->insert("profile"), NULL, "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(); // Prefer GuiTransperantProfile for the stack. mStack->setDataField( StringTable->insert("profile"), NULL, "GuiInspectorStackProfile" ); mStack->setInternalName(StringTable->insert("stack")); if( !mStack->registerObject() ) { SAFE_DELETE( mStack ); return false; } addObject( mStack ); mStack->setField( "padding", "0" ); return true; } //----------------------------------------------------------------------------- void GuiInspectorGroup::animateToContents() { calculateHeights(); if(size() > 0) animateTo( mExpanded.extent.y ); else animateTo( mHeader.extent.y ); } //----------------------------------------------------------------------------- GuiInspectorField* GuiInspectorGroup::constructField( S32 fieldType ) { // See if we can construct a field of this type ConsoleBaseType *cbt = ConsoleBaseType::getType(fieldType); if( !cbt ) return NULL; // Alright, is it a datablock? if(cbt->isDatablock()) { // Default to GameBaseData StringTableEntry typeClassName = cbt->getTypeClassName(); if( mParent->getNumInspectObjects() == 1 && !dStricmp(typeClassName, "GameBaseData") ) { // Try and setup the classname based on the object type char className[256]; dSprintf(className,256,"%sData", mParent->getInspectObject( 0 )->getClassName()); // Walk the ACR list and find a matching class if any. AbstractClassRep *walk = AbstractClassRep::getClassList(); while(walk) { if(!dStricmp(walk->getClassName(), className)) break; walk = walk->getNextClass(); } // We found a valid class if (walk) typeClassName = walk->getClassName(); } GuiInspectorDatablockField *dbFieldClass = new GuiInspectorDatablockField( typeClassName ); // 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( const char *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; } //----------------------------------------------------------------------------- void GuiInspectorGroup::clearFields() { // Deallocates all field related controls. mStack->clear(); // Then just cleanup our vectors which also point to children // that we keep for our own convenience. mArrayCtrls.clear(); mChildren.clear(); } //----------------------------------------------------------------------------- bool GuiInspectorGroup::inspectGroup() { // We can't inspect a group without a target! if( !mParent || !mParent->getNumInspectObjects() ) 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; // Just delete all fields and recreate them (like the dynamicGroup) // because that makes creating controls for array fields a lot easier clearFields(); bool bNewItems = false; bool bMakingArray = false; GuiStackControl *pArrayStack = NULL; GuiRolloutCtrl *pArrayRollout = NULL; bool bGrabItems = false; AbstractClassRep* commonAncestorClass = findCommonAncestorClass(); AbstractClassRep::FieldList& fieldList = commonAncestorClass->mFieldList; for( AbstractClassRep::FieldList::iterator itr = fieldList.begin(); itr != fieldList.end(); ++ itr ) { AbstractClassRep::Field* field = &( *itr ); if( field->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( dStricmp( field->pGroupname, mCaption ) == 0 ) bGrabItems = true; continue; } else if ( field->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( dStricmp( field->pGroupname, mCaption ) == 0 ) bGrabItems = false; continue; } // Skip field if it has the HideInInspectors flag set. if( field->flag.test( AbstractClassRep::FIELD_HideInInspectors ) ) continue; if( ( bGrabItems == true || ( bNoGroup == true && bGrabItems == false ) ) && itr->type != AbstractClassRep::DeprecatedFieldType ) { if( bNoGroup == true && bGrabItems == true ) continue; if ( field->type == AbstractClassRep::StartArrayFieldType ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Beginning array '%s'", field->pFieldname ); #endif // Starting an array... // Create a rollout for the Array, give it the array's name. GuiRolloutCtrl *arrayRollout = new GuiRolloutCtrl(); GuiControlProfile *arrayRolloutProfile = dynamic_cast( Sim::findObject( "GuiInspectorRolloutProfile0" ) ); arrayRollout->setControlProfile(arrayRolloutProfile); //arrayRollout->mCaption = StringTable->insert( String::ToString( "%s (%i)", field->pGroupname, field->elementCount ) ); arrayRollout->setCaption( field->pGroupname ); //arrayRollout->setMargin( 14, 0, 0, 0 ); arrayRollout->registerObject(); GuiStackControl *arrayStack = new GuiStackControl(); arrayStack->registerObject(); arrayStack->freeze(true); arrayRollout->addObject(arrayStack); // Allocate a rollout for each element-count in the array // Give it the element count name. for ( U32 i = 0; i < field->elementCount; i++ ) { GuiRolloutCtrl *elementRollout = new GuiRolloutCtrl(); GuiControlProfile *elementRolloutProfile = dynamic_cast( Sim::findObject( "GuiInspectorRolloutProfile0" ) ); char buf[256]; dSprintf( buf, 256, " [%i]", i ); elementRollout->setControlProfile(elementRolloutProfile); elementRollout->setCaption(buf); //elementRollout->setMargin( 14, 0, 0, 0 ); elementRollout->registerObject(); GuiStackControl *elementStack = new GuiStackControl(); elementStack->registerObject(); elementRollout->addObject(elementStack); elementRollout->instantCollapse(); arrayStack->addObject( elementRollout ); } pArrayRollout = arrayRollout; pArrayStack = arrayStack; arrayStack->freeze(false); pArrayRollout->instantCollapse(); mStack->addObject(arrayRollout); bMakingArray = true; continue; } else if ( field->type == AbstractClassRep::EndArrayFieldType ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Ending array '%s'", field->pFieldname ); #endif bMakingArray = false; continue; } if ( bMakingArray ) { // Add a GuiInspectorField for this field, // for every element in the array... for ( U32 i = 0; i < pArrayStack->size(); i++ ) { FrameTemp intToStr( 64 ); dSprintf( intToStr, 64, "%d", i ); // The array stack should have a rollout for each element // as children... GuiRolloutCtrl *pRollout = dynamic_cast(pArrayStack->at(i)); // And the each of those rollouts should have a stack for // fields... GuiStackControl *pStack = dynamic_cast(pRollout->at(0)); // And we add a new GuiInspectorField to each of those stacks... GuiInspectorField *fieldGui = constructField( field->type ); if ( fieldGui == NULL ) fieldGui = new GuiInspectorField(); fieldGui->init( mParent, this ); StringTableEntry caption = field->pFieldname; fieldGui->setInspectorField( field, caption, intToStr ); if( fieldGui->registerObject() ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Adding array element '%s[%i]'", field->pFieldname, i ); #endif mChildren.push_back( fieldGui ); pStack->addObject( fieldGui ); } else delete fieldGui; } 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( field->elementCount > 1 ) { // Make a rollout control for this array // GuiRolloutCtrl *rollout = new GuiRolloutCtrl(); rollout->setDataField( StringTable->insert("profile"), NULL, "GuiInspectorRolloutProfile0" ); rollout->setCaption(String::ToString( "%s (%i)", field->pFieldname, field->elementCount)); rollout->setMargin( 14, 0, 0, 0 ); rollout->registerObject(); mArrayCtrls.push_back(rollout); // Put a stack control within the rollout // GuiStackControl *stack = new GuiStackControl(); stack->setDataField( StringTable->insert("profile"), NULL, "GuiInspectorStackProfile" ); stack->registerObject(); stack->freeze(true); rollout->addObject(stack); mStack->addObject(rollout); // Create each field and add it to the stack. // for (S32 nI = 0; nI < field->elementCount; nI++) { FrameTemp intToStr( 64 ); dSprintf( intToStr, 64, "%d", nI ); // Construct proper ValueName[nI] format which is "ValueName0" for index 0, etc. String fieldName = String::ToString( "%s%d", field->pFieldname, nI ); // If the field already exists, just update it GuiInspectorField *fieldGui = findField( fieldName ); if( fieldGui != NULL ) { fieldGui->updateValue(); continue; } bNewItems = true; fieldGui = constructField( field->type ); if ( fieldGui == NULL ) fieldGui = new GuiInspectorField(); fieldGui->init( mParent, this ); StringTableEntry caption = StringTable->insert( String::ToString(" [%i]",nI) ); fieldGui->setInspectorField( field, caption, intToStr ); if ( fieldGui->registerObject() ) { mChildren.push_back( fieldGui ); stack->addObject( fieldGui ); } else delete fieldGui; } stack->freeze(false); stack->updatePanes(); rollout->instantCollapse(); } else { // If the field already exists, just update it GuiInspectorField *fieldGui = findField( field->pFieldname ); if ( fieldGui != NULL ) { fieldGui->updateValue(); continue; } bNewItems = true; fieldGui = constructField( field->type ); if ( fieldGui == NULL ) fieldGui = new GuiInspectorField(); fieldGui->init( mParent, this ); fieldGui->setInspectorField( field ); if( fieldGui->registerObject() ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Adding field '%s'", field->pFieldname ); #endif mChildren.push_back( fieldGui ); mStack->addObject( fieldGui ); } else { SAFE_DELETE( fieldGui ); } } } } 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; } //----------------------------------------------------------------------------- bool GuiInspectorGroup::updateFieldValue( StringTableEntry fieldName, StringTableEntry arrayIdx ) { // Check if we contain a field of this name, // if so update its value and return true. Vector::iterator iter = mChildren.begin(); if( arrayIdx == StringTable->EmptyString() ) arrayIdx = NULL; for( ; iter != mChildren.end(); iter++ ) { GuiInspectorField *field = (*iter); if ( field->mField && field->mField->pFieldname == fieldName && field->mFieldArrayIndex == arrayIdx ) { field->updateValue(); return true; } } return false; } //----------------------------------------------------------------------------- void GuiInspectorGroup::updateAllFields() { Vector::iterator iter = mChildren.begin(); for( ; iter != mChildren.end(); iter++ ) (*iter)->updateValue(); } //----------------------------------------------------------------------------- AbstractClassRep* GuiInspectorGroup::findCommonAncestorClass() { AbstractClassRep* classRep = getInspector()->getInspectObject( 0 )->getClassRep(); const U32 numInspectObjects = getInspector()->getNumInspectObjects(); for( U32 i = 1; i < numInspectObjects; ++ i ) { SimObject* object = getInspector()->getInspectObject( i ); while( !object->getClassRep()->isClass( classRep ) ) { classRep = classRep->getParentClass(); AssertFatal( classRep, "GuiInspectorGroup::findcommonAncestorClass - Walked above ConsoleObject!" ); } } return classRep; }