using System.Collections.Generic; using System; using BansheeEngine; namespace BansheeEditor { /// /// Displays GUI for a serializable property containing a generic object. Inspectable object fields are displayed /// in separate rows. /// public class InspectableObject : InspectableField { private const int IndentAmount = 5; private object propertyValue; private List children = new List(); private GUILayoutY guiLayout; private GUILayoutX guiChildLayout; private GUILayoutX guiTitleLayout; private GUILayoutX guiInternalTitleLayout; private bool isExpanded; private bool forceUpdate = true; private State state; /// /// Creates a new inspectable array GUI for the specified property. /// /// Name of the property, or some other value to set as the title. /// Determines how deep within the inspector nesting hierarchy is this field.Some fields may /// contain other fields, in which case you should increase this value by one. /// Parent layout that all the field elements will be added to. /// Serializable property referencing the array whose contents to display. public InspectableObject(string title, int depth, InspectableFieldLayout layout, SerializableProperty property) : base(title, SerializableProperty.FieldType.Object, depth, layout, property) { } /// public override GUILayoutX GetTitleLayout() { return guiTitleLayout; } /// public override InspectableState Refresh(int layoutIndex) { // Check if modified internally and rebuild if needed object newPropertyValue = property.GetValue(); if (forceUpdate) { propertyValue = newPropertyValue; BuildGUI(layoutIndex); forceUpdate = false; } else if (propertyValue == null && newPropertyValue != null) { propertyValue = newPropertyValue; BuildGUI(layoutIndex); } else if (newPropertyValue == null && propertyValue != null) { propertyValue = null; BuildGUI(layoutIndex); } InspectableState state = InspectableState.NotModified; int currentIndex = 0; for (int i = 0; i < children.Count; i++) { state |= children[i].Refresh(currentIndex); currentIndex += children[i].GetNumLayoutElements(); } return state; } /// /// Rebuilds the GUI object header if needed. /// /// Index at which to insert the GUI elements. protected void BuildGUI(int layoutIndex) { Action BuildEmptyGUI = () => { guiInternalTitleLayout = guiTitleLayout.InsertLayoutX(0); guiInternalTitleLayout.AddElement(new GUILabel(title)); guiInternalTitleLayout.AddElement(new GUILabel("Empty", GUIOption.FixedWidth(100))); if (!property.IsValueType) { GUIContent createIcon = new GUIContent(EditorBuiltin.GetInspectorWindowIcon(InspectorWindowIcon.Create), new LocEdString("Create")); GUIButton createBtn = new GUIButton(createIcon, GUIOption.FixedWidth(30)); createBtn.OnClick += OnCreateButtonClicked; guiInternalTitleLayout.AddElement(createBtn); } }; Action BuildFilledGUI = () => { guiInternalTitleLayout = guiTitleLayout.InsertLayoutX(0); GUIToggle guiFoldout = new GUIToggle(title, EditorStyles.Foldout); guiFoldout.Value = isExpanded; guiFoldout.OnToggled += OnFoldoutToggled; guiInternalTitleLayout.AddElement(guiFoldout); GUIContent clearIcon = new GUIContent(EditorBuiltin.GetInspectorWindowIcon(InspectorWindowIcon.Clear), new LocEdString("Clear")); GUIButton clearBtn = new GUIButton(clearIcon, GUIOption.FixedWidth(20)); clearBtn.OnClick += OnClearButtonClicked; guiInternalTitleLayout.AddElement(clearBtn); if (isExpanded) { SerializableObject serializableObject = property.GetObject(); SerializableField[] fields = serializableObject.Fields; if (fields.Length > 0) { guiChildLayout = guiLayout.AddLayoutX(); guiChildLayout.AddSpace(IndentAmount); GUIPanel guiContentPanel = guiChildLayout.AddPanel(); GUILayoutX guiIndentLayoutX = guiContentPanel.AddLayoutX(); guiIndentLayoutX.AddSpace(IndentAmount); GUILayoutY guiIndentLayoutY = guiIndentLayoutX.AddLayoutY(); guiIndentLayoutY.AddSpace(IndentAmount); GUILayoutY guiContentLayout = guiIndentLayoutY.AddLayoutY(); guiIndentLayoutY.AddSpace(IndentAmount); guiIndentLayoutX.AddSpace(IndentAmount); guiChildLayout.AddSpace(IndentAmount); short backgroundDepth = (short) (Inspector.START_BACKGROUND_DEPTH - depth - 1); string bgPanelStyle = depth%2 == 0 ? EditorStyles.InspectorContentBgAlternate : EditorStyles.InspectorContentBg; GUIPanel backgroundPanel = guiContentPanel.AddPanel(backgroundDepth); GUITexture inspectorContentBg = new GUITexture(null, bgPanelStyle); backgroundPanel.AddElement(inspectorContentBg); int currentIndex = 0; foreach (var field in fields) { if (!field.Inspectable) continue; InspectableField inspectable = CreateInspectable(field.Name, currentIndex, depth + 1, new InspectableFieldLayout(guiContentLayout), field.GetProperty()); children.Add(inspectable); currentIndex += inspectable.GetNumLayoutElements(); } } } else guiChildLayout = null; }; if (state == State.None) { if (propertyValue != null) { BuildFilledGUI(); state = State.Filled; } else { BuildEmptyGUI(); state = State.Empty; } } else if (state == State.Empty) { if (propertyValue != null) { guiInternalTitleLayout.Destroy(); BuildFilledGUI(); state = State.Filled; } } else if (state == State.Filled) { foreach (var child in children) child.Destroy(); children.Clear(); guiInternalTitleLayout.Destroy(); if (guiChildLayout != null) { guiChildLayout.Destroy(); guiChildLayout = null; } if (propertyValue == null) { BuildEmptyGUI(); state = State.Empty; } else { BuildFilledGUI(); } } } /// protected internal override void Initialize(int index) { guiLayout = layout.AddLayoutY(index); guiTitleLayout = guiLayout.AddLayoutX(); propertyValue = property.GetValue(); BuildGUI(index); } /// /// Triggered when the user clicks on the expand/collapse toggle in the title bar. /// /// Determines whether the contents were expanded or collapsed. private void OnFoldoutToggled(bool expanded) { isExpanded = expanded; forceUpdate = true; } /// /// Triggered when the user clicks on the create button on the title bar. Creates a brand new object with default /// values in the place of the current array. /// private void OnCreateButtonClicked() { property.SetValue(property.CreateObjectInstance()); } /// /// Triggered when the user clicks on the clear button on the title bar. Deletes the current object and sets /// the reference to the object in the parent object to null. This is only relevant for objects of reference types. /// private void OnClearButtonClicked() { property.SetValue(null); } /// /// Possible states object GUI can be in. /// private enum State { None, Empty, Filled } } }