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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Collections.Generic;
- using BansheeEngine;
- namespace BansheeEditor
- {
- /** @addtogroup AnimationEditor
- * @{
- */
- /// <summary>
- /// Renders GUI elements that display a Scene Object, its transform, components and child objects, as well as all of
- /// their fields. User can then select one of the fields and the class will output a path to the selected field, as
- /// well as its parent scene object and component.
- /// </summary>
- public class GUIFieldSelector
- {
- private const int INDENT_AMOUNT = 5;
- private SpriteTexture ICON_SO; // TODO
- private SpriteTexture ICON_COMPONENT; // TODO
- private GUILayoutY mainLayout;
- private SceneObject rootSO;
- private Element rootElement;
- /// <summary>
- /// Stores a single entry in the field hierarchy.
- /// </summary>
- private struct Element
- {
- public Element(SceneObject so, Component comp, string path)
- {
- this.so = so;
- this.comp = comp;
- this.path = path;
- toggle = null;
- childLayout = null;
- indentLayout = null;
- children = null;
- }
- public SceneObject so;
- public Component comp;
- public string path;
- public GUIToggle toggle;
- public GUILayoutY childLayout;
- public GUILayoutX indentLayout;
- public Element[] children;
- }
- /// <summary>
- /// Triggers when the user selects a field. The subscriber will be receive a scene object the field is part of,
- /// component the field is part of, and a path to the field, each entry separated by "/". Component can be null
- /// in which case it is assumed the field is part of the SceneObject itself.
- /// </summary>
- public Action<SceneObject, Component, string> OnElementSelected;
- /// <summary>
- /// Creates a new GUIFieldSelector and registers its GUI elements in the provided layout.
- /// </summary>
- /// <param name="layout">Layout into which to add the selector GUI hierarchy.</param>
- /// <param name="so">Scene object to inspect the fields for.</param>
- public GUIFieldSelector(GUILayout layout, SceneObject so)
- {
- rootSO = so;
- mainLayout = layout.AddLayoutY();
- Rebuild();
- }
- /// <summary>
- /// Rebuilds all of the selection GUI.
- /// </summary>
- private void Rebuild()
- {
- mainLayout.Clear();
- rootElement = new Element();
- if (rootSO == null)
- return;
- rootElement.so = rootSO;
- AddSceneObjectRows(rootElement);
- }
- /// <summary>
- /// Registers a set of rows for all components in a <see cref="SceneObject"/>, as well as its transform and
- /// child objects.
- /// </summary>
- /// <param name="parent">Row element under which to create the new rows.</param>
- private void AddSceneObjectRows(Element parent)
- {
- Component[] components = parent.so.GetComponents();
- parent.children = new Element[components.Length + 2];
- // Add transform
- parent.children[0] = AddFoldoutRow(mainLayout, ICON_COMPONENT, "Transform", parent.so,
- null, "", ToggleTransformFoldout);
- // Add components
- for (int i = 0; i < components.Length; i++)
- {
- Component childComponent = components[i];
- Action<Element, bool> toggleCallback =
- (toggleParent, expand) =>
- {
- SerializableObject componentObject = new SerializableObject(childComponent.GetType(), null);
- ToggleObjectFoldout(toggleParent, componentObject, expand);
- };
- string name = childComponent.GetType().Name;
- parent.children[i + 1] = AddFoldoutRow(mainLayout, ICON_COMPONENT, name, parent.so, childComponent, "",
- toggleCallback);
- }
- // Add children
- parent.children[parent.children.Length - 1] = AddFoldoutRow(mainLayout, ICON_SO, "Children", parent.so, null, "",
- ToggleChildFoldout);
- }
- /// <summary>
- /// Registers a set of rows for all child fields of the provided object.
- /// </summary>
- /// <param name="parent">Parent foldout row to which to append the new elements.</param>
- /// <param name="serializableObject">Type of the object whose fields to display.</param>
- private void AddObjectRows(Element parent, SerializableObject serializableObject)
- {
- List<Element> elements = new List<Element>();
- foreach (var field in serializableObject.Fields)
- {
- if (!field.Inspectable)
- continue;
- string propertyPath = parent.path + "/" + field.Name;
- switch (field.Type)
- {
- case SerializableProperty.FieldType.Bool:
- case SerializableProperty.FieldType.Float:
- case SerializableProperty.FieldType.Int:
- case SerializableProperty.FieldType.Color:
- case SerializableProperty.FieldType.Vector2:
- case SerializableProperty.FieldType.Vector3:
- case SerializableProperty.FieldType.Vector4:
- elements.Add(AddFieldRow(parent.childLayout, field.Name, parent.so, parent.comp, propertyPath));
- break;
- case SerializableProperty.FieldType.Object:
- Action<Element, bool> toggleCallback =
- (toggleParent, expand) =>
- {
- SerializableObject childObject = new SerializableObject(field.InternalType, null);
- ToggleObjectFoldout(toggleParent, childObject, expand);
- };
- elements.Add(AddFoldoutRow(parent.childLayout, null, field.Name, parent.so, parent.comp,
- propertyPath, toggleCallback));
- break;
- }
- }
- parent.children = elements.ToArray();
- }
- /// <summary>
- /// Registers a new row in the layout. The row cannot have any further children and can be selected as the output
- /// field.
- /// </summary>
- /// <param name="layout">Layout to append the row GUI elements to.</param>
- /// <param name="name">Name of the field.</param>
- /// <param name="so">Parent scene object of the field.</param>
- /// <param name="component">Parent component of the field. Can be null if field belongs to <see cref="SceneObject"/>.
- /// </param>
- /// <param name="path">Slash separated path to the field from its parent object.</param>
- /// <returns>Element object storing all information about the added field.</returns>
- private Element AddFieldRow(GUILayout layout, string name, SceneObject so, Component component, string path)
- {
- Element element = new Element(so, component, path);
- GUILayoutX elementLayout = layout.AddLayoutX();
-
- GUILabel label = new GUILabel(new LocEdString(name));
- elementLayout.AddElement(label);
- GUIButton selectBtn = new GUIButton(new LocEdString("Select"));
- selectBtn.OnClick += () => { DoOnElementSelected(element); };
- elementLayout.AddFlexibleSpace();
- elementLayout.AddElement(selectBtn);
- element.path = path;
- return element;
- }
- /// <summary>
- /// Registers a new row in the layout. The row cannot be selected as the output field, but rather can be expanded
- /// so it displays child elements.
- /// </summary>
- /// <param name="layout">Layout to append the row GUI elements to.</param>
- /// <param name="icon">Optional icon to display next to the name. Can be null.</param>
- /// <param name="name">Name of the field.</param>
- /// <param name="so">Parent scene object of the field.</param>
- /// <param name="component">Parent component of the field. Can be null if field belongs to <see cref="SceneObject"/>.
- /// </param>
- /// <param name="path">Slash separated path to the field from its parent object.</param>
- /// <param name="toggleCallback">Callback to trigger when the user expands or collapses the foldout.</param>
- /// <returns>Element object storing all information about the added field.</returns>
- private Element AddFoldoutRow(GUILayout layout, SpriteTexture icon, string name, SceneObject so, Component component,
- string path, Action<Element, bool> toggleCallback)
- {
- Element element = new Element(so, component, path);
- GUILayoutY elementLayout = layout.AddLayoutY();
- GUILayoutX foldoutLayout = elementLayout.AddLayoutX();
- element.toggle = new GUIToggle(EditorStyles.Expand);
- element.toggle.OnToggled += x => toggleCallback(element, x);
- foldoutLayout.AddElement(element.toggle);
- if (icon != null)
- {
- GUITexture guiIcon = new GUITexture(icon, GUIOption.FixedWidth(16), GUIOption.FixedWidth(16));
- foldoutLayout.AddElement(guiIcon);
- }
- GUILabel label = new GUILabel(new LocEdString(name));
- foldoutLayout.AddElement(label);
- foldoutLayout.AddFlexibleSpace();
- element.indentLayout = elementLayout.AddLayoutX();
- element.indentLayout.AddSpace(INDENT_AMOUNT);
- element.childLayout = element.indentLayout.AddLayoutY();
- element.indentLayout.Active = false;
- return element;
- }
- /// <summary>
- /// Expands or collapses the set of rows displaying a <see cref="SceneObject"/>'s transform (position, rotation,
- /// scale).
- /// </summary>
- /// <param name="parent">Parent row element whose children to expand/collapse.</param>
- /// <param name="expand">True to expand, false to collapse.</param>
- private void ToggleTransformFoldout(Element parent, bool expand)
- {
- parent.childLayout.Clear();
- parent.children = null;
- parent.indentLayout.Active = expand;
- if (expand)
- {
- parent.children = new Element[3];
- parent.children[0] = AddFieldRow(parent.childLayout, "Position", parent.so, null, parent.path + "/Position");
- parent.children[1] = AddFieldRow(parent.childLayout, "Rotation", parent.so, null, parent.path + "/Rotation");
- parent.children[2] = AddFieldRow(parent.childLayout, "Scale", parent.so, null, parent.path + "/Scale");
- }
- }
- /// <summary>
- /// Expands or collapses the set of rows displaying all <see cref="SceneObject"/> children of a
- /// <see cref="SceneObject"/>.
- /// </summary>
- /// <param name="parent">Parent row element whose children to expand/collapse.</param>
- /// <param name="expand">True to expand, false to collapse.</param>
- private void ToggleChildFoldout(Element parent, bool expand)
- {
- parent.childLayout.Clear();
- parent.children = null;
- parent.indentLayout.Active = expand;
- if (expand)
- {
- int numChildren = parent.so.GetNumChildren();
- parent.children = new Element[numChildren];
- for (int i = 0; i < numChildren; i++)
- {
- SceneObject child = parent.so.GetChild(i);
- parent.children[i] = AddFoldoutRow(parent.childLayout, ICON_SO, child.Name, child, null, "",
- ToggleSceneObjectFoldout);
- }
- }
- }
- /// <summary>
- /// Expands or collapses the set of rows displaying all children of a <see cref="SceneObject"/>. This includes
- /// it's components, transform and child scene objects.
- /// </summary>
- /// <param name="parent">Parent row element whose children to expand/collapse.</param>
- /// <param name="expand">True to expand, false to collapse.</param>
- private void ToggleSceneObjectFoldout(Element parent, bool expand)
- {
- parent.childLayout.Clear();
- parent.children = null;
- parent.indentLayout.Active = expand;
- if (expand)
- {
- AddSceneObjectRows(parent);
- }
- }
- /// <summary>
- /// Expands or collapses the set of rows displaying all fields of a serializable object.
- /// </summary>
- /// <param name="parent">Parent row element whose children to expand/collapse.</param>
- /// <param name="obj">Object describing the type of the object whose fields to display.</param>
- /// <param name="expand">True to expand, false to collapse.</param>
- private void ToggleObjectFoldout(Element parent, SerializableObject obj,
- bool expand)
- {
- parent.childLayout.Clear();
- parent.children = null;
- parent.indentLayout.Active = expand;
- if (expand)
- AddObjectRows(parent, obj);
- }
- /// <summary>
- /// Triggered when the user selects a field.
- /// </summary>
- /// <param name="element">Row element for the field that was selected.</param>
- private void DoOnElementSelected(Element element)
- {
- if (OnElementSelected != null)
- OnElementSelected(element.so, element.comp, element.path);
- }
- }
- /** @} */
- }
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