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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Removes Entity/Component stuff from being behind an experimental flag.
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parent
6479c7592a
commit
0c21ef1b45
38 changed files with 181 additions and 737 deletions
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@ -36,9 +36,7 @@
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#include "gui/editor/editorFunctions.h"
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#endif
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#include "console/engineAPI.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/entity.h"
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#endif
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IMPLEMENT_CONOBJECT(GuiTreeViewCtrl);
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@ -647,7 +645,6 @@ void GuiTreeViewCtrl::Item::getTooltipText(U32 bufLen, char *buf)
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bool GuiTreeViewCtrl::Item::isParent() const
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{
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#ifdef TORQUE_EXPERIMENTAL_EC
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//We might have a special case with entities
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//So if our entity either has children, or has some component with the EditorInspect interface, we return true
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if (mInspectorInfo.mObject)
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@ -659,7 +656,6 @@ bool GuiTreeViewCtrl::Item::isParent() const
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return true;
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}
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}
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#endif
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if(mState.test(VirtualParent))
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{
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@ -3790,7 +3786,6 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
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if( !item->isInspectorData() && item->mState.test(Item::VirtualParent) )
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onVirtualParentExpand(item);
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#ifdef TORQUE_EXPERIMENTAL_EC
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//Slightly hacky, but I'm not sure of a better setup until we get major update to the editors
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//We check if our object is an entity, and if it is, we call a 'onInspect' function.
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//This function is pretty much a special notifier to the entity so if it has any behaviors that do special
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@ -3810,7 +3805,6 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
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}
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}
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}
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#endif
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mFlags.set( RebuildVisible );
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scrollVisible(item);
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@ -4558,12 +4552,10 @@ bool GuiTreeViewCtrl::objectSearch( const SimObject *object, Item **item )
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if ( !pItem )
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continue;
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#ifdef TORQUE_EXPERIMENTAL_EC
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//A bit hackish, but we make a special exception here for items that are named 'Components', as they're merely
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//virtual parents to act as a container to an Entity's components
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if (pItem->mScriptInfo.mText == StringTable->insert("Components"))
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continue;
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#endif
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SimObject *pObj = pItem->getObject();
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@ -4628,11 +4620,10 @@ bool GuiTreeViewCtrl::onVirtualParentBuild(Item *item, bool bForceFullUpdate)
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// Go through our items and purge those that have disappeared from
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// the set.
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#ifdef TORQUE_EXPERIMENTAL_EC
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//Entities will be a special case here, if we're an entity, skip this step
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if (dynamic_cast<Entity*>(srcObj))
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return true;
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#endif
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for( Item* ptr = item->mChild; ptr != NULL; )
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{
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