mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Adds a separate gui profile for the popupmenus themselves that has a lighter border color, making it easier to keep track of the layout
Fixes the C++ asset creation and management function names so the AB can create C++ assets now removes duplicate menuBuilder script file
This commit is contained in:
parent
083e367be1
commit
473e566b70
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@ -303,7 +303,7 @@ void PopupMenu::showPopup(GuiCanvas *owner, S32 x /* = -1 */, S32 y /* = -1 */)
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Sim::findObject("PopUpMenuControl", backgroundCtrl);
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GuiControlProfile* profile;
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Sim::findObject("ToolsGuiMenuBarProfile", profile);
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Sim::findObject("ToolsGuiPopupMenuProfile", profile);
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if (!profile)
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return;
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@ -24,7 +24,7 @@ function AssetBrowser::buildCppAssetPreview(%this, %assetDef, %previewData)
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%previewData.tooltip = %assetDef.assetName;
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}
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function AssetBrowser::createCpp(%this)
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function AssetBrowser::createCppAsset(%this)
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{
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%moduleName = AssetBrowser.newAssetSettings.moduleName;
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%modulePath = "data/" @ %moduleName;
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@ -170,12 +170,12 @@ function AssetBrowser::createCpp(%this)
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return "";
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}
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function AssetBrowser::editCpp(%this, %assetDef)
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function AssetBrowser::editCppAsset(%this, %assetDef)
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{
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}
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//Renames the asset
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function AssetBrowser::renameCpp(%this, %assetDef, %newAssetName)
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function AssetBrowser::renameCppAsset(%this, %assetDef, %newAssetName)
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{
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%newCodeLooseFilename = renameAssetLooseFile(%assetDef.codefile, %newAssetName);
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@ -195,13 +195,13 @@ function AssetBrowser::renameCpp(%this, %assetDef, %newAssetName)
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}
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//Deletes the asset
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function AssetBrowser::deleteCpp(%this, %assetDef)
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function AssetBrowser::deleteCppAsset(%this, %assetDef)
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{
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AssetDatabase.deleteAsset(%assetDef.getAssetId(), true);
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}
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//Moves the asset to a new path/module
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function AssetBrowser::moveCpp(%this, %assetDef, %destination)
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function AssetBrowser::moveCppAsset(%this, %assetDef, %destination)
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{
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%currentModule = AssetDatabase.getAssetModule(%assetDef.getAssetId());
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%targetModule = AssetBrowser.dirHandler.getModuleFromAddress(%destination);
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@ -1,260 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Menu Builder Helper Class
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//-----------------------------------------------------------------------------
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/// @class MenuBuilder
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/// @brief Create Dynamic Context and MenuBar Menus
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///
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///
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/// Summary : The MenuBuilder script class exists merely as a helper for creating
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/// popup menu's for use in torque editors. It is setup as a single
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/// object with dynamic fields starting with item[0]..[n] that describe
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/// how to create the menu in question. An example is below.
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///
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/// isPopup : isPopup is a persistent field on PopupMenu console class which
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/// when specified to true will allow you to perform .showPopup(x,y)
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/// commands which allow popupmenu's to be used/reused as menubar menus
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/// as well as context menus.
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///
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/// barPosition : barPosition indicates which index on the menu bar (0 = leftmost)
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/// to place this menu if it is attached. Use the attachToMenuBar() command
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/// to attach a menu.
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///
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/// barName : barName specifies the visible name of a menu item that is attached
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/// to the global menubar.
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///
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/// canvas : The GuiCanvas object the menu should be attached to. This defaults to
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/// the global Canvas object if unspecified.
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///
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/// Remarks : If you wish to use a menu as a context popup menu, isPopup must be
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/// specified as true at the creation time of the menu.
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///
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///
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/// @li @b item[n] (String) TAB (String) TAB (String) : <c>A Menu Item Definition.</c>
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/// @code item[0] = "Open File..." TAB "Ctrl O" TAB "Something::OpenFile"; @endcode
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///
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/// @li @b isPopup (bool) : <c>If Specified the menu will be considered a popup menu and should be used via .showPopup()</c>
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/// @code isPopup = true; @endcode
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///
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///
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/// Example : Creating a @b MenuBar Menu
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/// @code
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/// %%editMenu = new PopupMenu()
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/// {
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/// barPosition = 3;
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/// barName = "View";
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/// superClass = "MenuBuilder";
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/// item[0] = "Undo" TAB "Ctrl Z" TAB "levelBuilderUndo(1);";
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/// item[1] = "Redo" TAB "Ctrl Y" TAB "levelBuilderRedo(1);";
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/// item[2] = "-";
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/// };
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///
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/// %%editMenu.attachToMenuBar( 1, "Edit" );
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///
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/// @endcode
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///
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///
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/// Example : Creating a @b Context (Popup) Menu
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/// @code
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/// %%contextMenu = new PopupMenu()
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/// {
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/// superClass = MenuBuilder;
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/// isPopup = true;
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/// item[0] = "My Super Cool Item" TAB "Ctrl 2" TAB "echo(\"Clicked Super Cool Item\");";
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/// item[1] = "-";
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/// };
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///
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/// %%contextMenu.showPopup();
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/// @endcode
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///
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///
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/// Example : Modifying a Menu
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/// @code
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/// %%editMenu = new PopupMenu()
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/// {
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/// item[0] = "Foo" TAB "Ctrl F" TAB "echo(\"clicked Foo\")";
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/// item[1] = "-";
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/// };
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/// %%editMenu.addItem( 2, "Bar" TAB "Ctrl B" TAB "echo(\"clicked Bar\")" );
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/// %%editMenu.removeItem( 0 );
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/// %%editMenu.addItem( 0, "Modified Foo" TAB "Ctrl F" TAB "echo(\"clicked modified Foo\")" );
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/// @endcode
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///
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///
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/// @see PopupMenu
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///
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//-----------------------------------------------------------------------------
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// Adds one item to the menu.
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// if %item is skipped or "", we will use %item[#], which was set when the menu was created.
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// if %item is provided, then we update %item[#].
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function MenuBuilder::addItem(%this, %pos, %item)
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{
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if(%item $= "")
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%item = %this.item[%pos];
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if(%item !$= %this.item[%pos])
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%this.item[%pos] = %item;
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%name = getField(%item, 0);
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%accel = getField(%item, 1);
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%cmd = getField(%item, 2);
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%bitmapIdx = getField(%item, 3);
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// We replace the [this] token with our object ID
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%cmd = strreplace( %cmd, "[this]", %this );
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%this.item[%pos] = setField( %item, 2, %cmd );
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if(isObject(%accel))
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{
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// If %accel is an object, we want to add a sub menu
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%this.insertSubmenu(%pos, %name, %accel);
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}
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else
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{
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%this.insertItem(%pos, %name !$= "-" ? %name : "", %accel, %cmd, %bitmapIdx $= "" ? -1 : %bitmapIdx);
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}
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}
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function MenuBuilder::appendItem(%this, %item)
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{
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%this.addItem(%this.getItemCount(), %item);
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}
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function MenuBuilder::onAdd(%this)
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{
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if(! isObject(%this.canvas))
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%this.canvas = Canvas;
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%this.addItem(%i);
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}
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}
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function MenuBuilder::reloadItems(%this)
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{
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%this.clearItems();
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%this.addItem(%i);
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}
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}
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function MenuBuilder::onRemove(%this)
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{
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if(%this.isMethod("removeFromMenuBar"))
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%this.removeFromMenuBar();
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}
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//////////////////////////////////////////////////////////////////////////
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function MenuBuilder::onSelectItem(%this, %id, %text)
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{
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%cmd = getField(%this.item[%id], 2);
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if(%cmd !$= "")
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{
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eval( %cmd );
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return true;
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}
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return false;
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}
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/// Sets a new name on an existing menu item.
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function MenuBuilder::setItemName( %this, %id, %name )
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{
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%item = %this.item[%id];
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%accel = getField(%item, 1);
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%this.setItem( %id, %name, %accel );
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}
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/// Sets a new command on an existing menu item.
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function MenuBuilder::setItemCommand( %this, %id, %command )
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{
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%this.item[%id] = setField( %this.item[%id], 2, %command );
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}
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/// (SimID this)
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/// Wraps the attachToMenuBar call so that it does not require knowledge of
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/// barName or barIndex to be removed/attached. This makes the individual
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/// MenuBuilder items very easy to add and remove dynamically from a bar.
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///
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function MenuBuilder::attachToMenuBar( %this )
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{
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if( %this.barName $= "" )
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{
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error("MenuBuilder::attachToMenuBar - Menu property 'barName' not specified.");
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return false;
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}
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if( %this.barPosition < 0 )
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{
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error("MenuBuilder::attachToMenuBar - Menu " SPC %this.barName SPC "property 'barPosition' is invalid, must be zero or greater.");
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return false;
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}
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Parent::attachToMenuBar( %this, %this.canvas, %this.barPosition, %this.barName );
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}
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//////////////////////////////////////////////////////////////////////////
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// Callbacks from PopupMenu. These callbacks are now passed on to submenus
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// in C++, which was previously not the case. Thus, no longer anything to
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// do in these. I am keeping the callbacks in case they are needed later.
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function MenuBuilder::onAttachToMenuBar(%this, %canvas, %pos, %title)
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{
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}
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function MenuBuilder::onRemoveFromMenuBar(%this, %canvas)
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{
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}
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//////////////////////////////////////////////////////////////////////////
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/// Method called to setup default state for the menu. Expected to be overriden
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/// on an individual menu basis. See the mission editor for an example.
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function MenuBuilder::setupDefaultState(%this)
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{
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%name = getField(%this.item[%i], 0);
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%accel = getField(%this.item[%i], 1);
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%cmd = getField(%this.item[%i], 2);
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// Pass on to sub menus
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if(isObject(%accel))
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%accel.setupDefaultState();
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}
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}
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/// Method called to easily enable or disable all items in a menu.
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function MenuBuilder::enableAllItems(%this, %enable)
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{
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for(%i = 0; %this.item[%i] !$= ""; %i++)
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{
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%this.enableItem(%i, %enable);
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}
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}
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@ -1395,6 +1395,12 @@ singleton GuiControlProfile( ToolsGuiMenuBarProfile )
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fontType = $Gui::fontTypeRegular;
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};
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singleton GuiControlProfile( ToolsGuiPopupMenuProfile : ToolsGuiMenuBarProfile )
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{
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borderColor = EditorSettings.value("Theme/dividerLightColor");
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borderColorHL = EditorSettings.value("Theme/dividerMidColor");
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};
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singleton GuiControlProfile( ToolsMenubarProfile : ToolsGuiDefaultProfile )
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{
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bitmap = "./menubar";
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