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- //-----------------------------------------------------------------------------
- // 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<GuiInspector> 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<GuiInspectorField*>(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<GuiInspectorField*>::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<GuiControlProfile*>( 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<GuiControlProfile*>( 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<char> intToStr( 64 );
- dSprintf( intToStr, 64, "%d", i );
-
- // The array stack should have a rollout for each element
- // as children...
- GuiRolloutCtrl *pRollout = dynamic_cast<GuiRolloutCtrl*>(pArrayStack->at(i));
- // And the each of those rollouts should have a stack for
- // fields...
- GuiStackControl *pStack = dynamic_cast<GuiStackControl*>(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<char> 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<GuiInspectorField*>::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<GuiInspectorField*>::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;
- }
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