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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Text;
- using bs;
- namespace bs.Editor
- {
- /** @addtogroup Inspector
- * @{
- */
- /// <summary>
- /// Displays GUI for a serializable property containing a list. List contents are displayed as rows of entries
- /// that can be shown, hidden or manipulated.
- /// </summary>
- public class InspectableList : InspectableField
- {
- private InspectableListGUI listGUIField;
- /// <summary>
- /// Creates a new inspectable list GUI for the specified property.
- /// </summary>
- /// <param name="context">Context shared by all inspectable fields created by the same parent.</param>
- /// <param name="title">Name of the property, or some other value to set as the title.</param>
- /// <param name="path">Full path to this property (includes name of this property and all parent properties).</param>
- /// <param name="depth">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.</param>
- /// <param name="layout">Parent layout that all the field elements will be added to.</param>
- /// <param name="property">Serializable property referencing the list whose contents to display.</param>
- public InspectableList(InspectableContext context, string title, string path, int depth, InspectableFieldLayout layout,
- SerializableProperty property)
- : base(context, title, path, SerializableProperty.FieldType.List, depth, layout, property)
- {
- }
- /// <inheritdoc/>
- public override GUILayoutX GetTitleLayout()
- {
- return listGUIField.GetTitleLayout();
- }
- /// <inheritdoc/>
- public override InspectableState Refresh(int layoutIndex)
- {
- return listGUIField.Refresh();
- }
- /// <inheritdoc/>
- protected internal override void Initialize(int layoutIndex)
- {
- GUILayout arrayLayout = layout.AddLayoutY(layoutIndex);
- listGUIField = InspectableListGUI.Create(context, title, path, property, arrayLayout, depth);
- listGUIField.IsExpanded = context.Persistent.GetBool(path + "_Expanded");
- listGUIField.OnExpand += x => context.Persistent.SetBool(path + "_Expanded", x);
- }
- /// <inheritdoc />
- public override InspectableField FindPath(string path)
- {
- string subPath = GetSubPath(path, depth + 1);
- if (string.IsNullOrEmpty(subPath))
- return null;
- int lastLeftIdx = subPath.LastIndexOf('[');
- int lastRightIdx = subPath.LastIndexOf(']', lastLeftIdx);
- if (lastLeftIdx == -1 || lastRightIdx == -1)
- return null;
- int count = lastRightIdx - 1 - lastLeftIdx;
- if (count <= 0)
- return null;
- string arrayIdxStr = subPath.Substring(lastLeftIdx, count);
- if (!int.TryParse(arrayIdxStr, out int idx))
- return null;
- if (idx >= listGUIField.NumRows)
- return null;
- InspectableListGUIRow row = listGUIField.GetRow(idx);
- InspectableField field = row?.Field;
- if (field != null)
- {
- if (field.Path == path)
- return field;
- return field.FindPath(path);
- }
- return null;
- }
- /// <summary>
- /// Handles creation of GUI elements for a GUI list field that displays a <see cref="SerializableList"/> object.
- /// </summary>
- private class InspectableListGUI : GUIListFieldBase
- {
- private IList list;
- private int numElements;
- private InspectableContext context;
- private SerializableProperty property;
- private string path;
- /// <summary>
- /// Context shared by all inspectable fields created by the same parent.
- /// </summary>
- public InspectableContext Context
- {
- get { return context; }
- }
- /// <summary>
- /// Returns a property path to the array field (name of the array field and all parent object fields).
- /// </summary>
- public string Path
- {
- get { return path; }
- }
- /// <summary>
- /// Returns the number of rows in the array.
- /// </summary>
- public int NumRows
- {
- get { return GetNumRows(); }
- }
- /// <summary>
- /// Constructs a new empty inspectable list GUI.
- /// </summary>
- /// <param name="context">Context shared by all inspectable fields created by the same parent.</param>
- /// <param name="title">Label to display on the list GUI title.</param>
- /// <param name="path">Full path to this property (includes name of this property and all parent properties).
- /// </param>
- /// <param name="property">Serializable property referencing a list.</param>
- /// <param name="layout">Layout to which to append the list GUI elements to.</param>
- /// <param name="depth">Determines at which depth to render the background. Useful when you have multiple
- /// nested containers whose backgrounds are overlaping. Also determines background style,
- /// depths divisible by two will use an alternate style.</param>
- public InspectableListGUI(InspectableContext context, LocString title, string path,
- SerializableProperty property, GUILayout layout, int depth)
- : base(title, layout, depth)
- {
- this.property = property;
- this.context = context;
- this.path = path;
- list = property.GetValue<IList>();
- if (list != null)
- numElements = list.Count;
- }
- /// <summary>
- /// Creates a new inspectable list GUI object that displays the contents of the provided serializable property.
- /// </summary>
- /// <param name="context">Context shared by all inspectable fields created by the same parent.</param>
- /// <param name="title">Label to display on the list GUI title.</param>
- /// <param name="path">Full path to this property (includes name of this property and all parent properties).
- /// </param>
- /// <param name="property">Serializable property referencing a list.</param>
- /// <param name="layout">Layout to which to append the list GUI elements to.</param>
- /// <param name="depth">Determines at which depth to render the background. Useful when you have multiple
- /// nested containers whose backgrounds are overlaping. Also determines background style,
- /// depths divisible by two will use an alternate style.</param>
- public static InspectableListGUI Create(InspectableContext context, LocString title, string path,
- SerializableProperty property, GUILayout layout, int depth)
- {
- InspectableListGUI listGUI = new InspectableListGUI(context, title, path, property, layout, depth);
- listGUI.BuildGUI();
- return listGUI;
- }
- /// <summary>
- /// Returns a list row at the specified index.
- /// </summary>
- /// <param name="idx">Index of the row.</param>
- /// <returns>List row representation or null if index is out of range.</returns>
- public InspectableListGUIRow GetRow(int idx)
- {
- if (idx < GetNumRows())
- return (InspectableListGUIRow)rows[idx];
- return null;
- }
- /// <inheritdoc/>
- public override InspectableState Refresh()
- {
- // Check if any modifications to the array were made outside the inspector
- IList newList = property.GetValue<IList>();
- if (list == null && newList != null)
- {
- list = newList;
- numElements = list.Count;
- BuildGUI();
- }
- else if (newList == null && list != null)
- {
- list = null;
- numElements = 0;
- BuildGUI();
- }
- else
- {
- if (list != null)
- {
- if (numElements != list.Count)
- {
- numElements = list.Count;
- BuildGUI();
- }
- }
- }
- return base.Refresh();
- }
- /// <inheritdoc/>
- protected override GUIListFieldRow CreateRow()
- {
- return new InspectableListGUIRow();
- }
- /// <inheritdoc/>
- protected override bool IsNull()
- {
- return list == null;
- }
- /// <inheritdoc/>
- protected override int GetNumRows()
- {
- if (list != null)
- return list.Count;
- return 0;
- }
- /// <inheritdoc/>
- protected internal override object GetValue(int seqIndex)
- {
- SerializableList list = property.GetList();
- return list.GetProperty(seqIndex);
- }
- /// <inheritdoc/>
- protected internal override void SetValue(int seqIndex, object value)
- {
- // Setting the value should be done through the property
- throw new InvalidOperationException();
- }
- /// <inheritdoc/>
- protected override void CreateList()
- {
- StartUndo();
- list = property.CreateListInstance(0);
- property.SetValue(list);
- numElements = 0;
- EndUndo();
- }
- /// <inheritdoc/>
- protected override void ResizeList()
- {
- StartUndo();
- int size = guiSizeField.Value;
- IList newList = property.CreateListInstance(size);
- int maxSize = MathEx.Min(size, list.Count);
- for (int i = 0; i < maxSize; i++)
- newList[i] = list[i];
- property.SetValue(newList);
- list = newList;
- numElements = list.Count;
- EndUndo();
- }
- /// <inheritdoc/>
- protected override void ClearList()
- {
- StartUndo();
- property.SetValue<object>(null);
- list = null;
- numElements = 0;
- EndUndo();
- }
- /// <inheritdoc/>
- protected internal override void DeleteElement(int index)
- {
- StartUndo();
- if (index >= 0 && index < list.Count)
- list.RemoveAt(index);
- numElements = list.Count;
- EndUndo();
- }
- /// <inheritdoc/>
- protected internal override void CloneElement(int index)
- {
- StartUndo();
- SerializableList serializableList = property.GetList();
- if (index >= 0 && index < list.Count)
- list.Add(SerializableUtility.Clone(serializableList.GetProperty(index).GetValue<object>()));
- numElements = list.Count;
- EndUndo();
- }
- /// <inheritdoc/>
- protected internal override void MoveUpElement(int index)
- {
- StartUndo();
- if ((index - 1) >= 0)
- {
- object previousEntry = list[index - 1];
- list[index - 1] = list[index];
- list[index] = previousEntry;
- }
- EndUndo();
- }
- /// <inheritdoc/>
- protected internal override void MoveDownElement(int index)
- {
- StartUndo();
- if ((index + 1) < list.Count)
- {
- object nextEntry = list[index + 1];
- list[index + 1] = list[index];
- list[index] = nextEntry;
- }
- EndUndo();
- }
- /// <summary>
- /// Notifies the system to start recording a new undo command. Any changes to the field after this is called
- /// will be recorded in the command. User must call <see cref="EndUndo"/> after field is done being changed.
- /// </summary>
- protected void StartUndo()
- {
- if (context.Component != null)
- GameObjectUndo.RecordComponent(context.Component, path);
- }
- /// <summary>
- /// Finishes recording an undo command started via <see cref="StartUndo"/>. If any changes are detected on the
- /// field an undo command is recorded onto the undo-redo stack, otherwise nothing is done.
- /// </summary>
- protected void EndUndo()
- {
- GameObjectUndo.ResolveDiffs();
- }
- }
- /// <summary>
- /// Contains GUI elements for a single entry in the list.
- /// </summary>
- private class InspectableListGUIRow : GUIListFieldRow
- {
- /// <summary>
- /// Inspectable field displayed on the list row.
- /// </summary>
- public InspectableField Field { get; private set; }
- /// <inheritdoc/>
- protected override GUILayoutX CreateGUI(GUILayoutY layout)
- {
- InspectableListGUI listParent = (InspectableListGUI)parent;
- SerializableProperty property = GetValue<SerializableProperty>();
- string entryPath = listParent.Path + "[" + SeqIndex + "]";
- Field = CreateField(listParent.Context, SeqIndex + ".", entryPath, 0, Depth + 1,
- new InspectableFieldLayout(layout), property, new InspectableFieldStyleInfo());
- return Field.GetTitleLayout();
- }
- /// <inheritdoc/>
- protected internal override InspectableState Refresh()
- {
- Field.Property = GetValue<SerializableProperty>();
- return Field.Refresh(0);
- }
- }
- }
- /** @} */
- }
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