mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Merge pull request #2126 from Areloch/FixComponentEditorDisplay
Fixes the inspector/component editor to display components
This commit is contained in:
commit
7eb71b531e
10 changed files with 513 additions and 44 deletions
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@ -32,6 +32,7 @@
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#include "gui/editor/inspector/entityGroup.h"
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#include "gui/editor/inspector/mountingGroup.h"
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#include "gui/editor/inspector/componentGroup.h"
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#include "T3D/components/component.h"
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IMPLEMENT_CONOBJECT(GuiInspector);
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@ -590,6 +591,13 @@ void GuiInspector::refresh()
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//Entity inspector group
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if (mTargets.first()->getClassRep()->isSubclassOf("Entity"))
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{
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//Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
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GuiInspectorGroup *gameObject = new GuiInspectorGroup("GameObject", this);
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gameObject->registerObject();
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mGroups.push_back(gameObject);
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addObject(gameObject);
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GuiInspectorEntityGroup *components = new GuiInspectorEntityGroup("Components", this);
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if (components != NULL)
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{
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@ -598,6 +606,29 @@ void GuiInspector::refresh()
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addObject(components);
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}
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Entity* selectedEntity = dynamic_cast<Entity*>(mTargets.first().getObject());
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U32 compCount = selectedEntity->getComponentCount();
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//Now, add the component groups
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for (U32 c = 0; c < compCount; ++c)
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{
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Component* comp = selectedEntity->getComponent(c);
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String compName;
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if (comp->getFriendlyName() != StringTable->EmptyString())
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compName = comp->getFriendlyName();
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else
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compName = comp->getComponentName();
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GuiInspectorGroup *compGroup = new GuiInspectorComponentGroup(compName, this, comp);
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if (compGroup != NULL)
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{
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compGroup->registerObject();
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mGroups.push_back(compGroup);
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addObject(compGroup);
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}
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}
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//Mounting group override
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GuiInspectorGroup *mounting = new GuiInspectorMountingGroup("Mounting", this);
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if (mounting != NULL)
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@ -608,20 +639,6 @@ void GuiInspector::refresh()
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}
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}
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if (mTargets.first()->getClassRep()->isSubclassOf("Component"))
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{
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//Build the component field groups as the component describes it
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Component* comp = dynamic_cast<Component*>(mTargets.first().getPointer());
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if (comp->getComponentFieldCount() > 0)
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{
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GuiInspectorComponentGroup *compGroup = new GuiInspectorComponentGroup("Component Fields", this);
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compGroup->registerObject();
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mGroups.push_back(compGroup);
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addObject(compGroup);
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}
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}
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// Create the inspector groups for static fields.
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for( TargetVector::iterator iter = mTargets.begin(); iter != mTargets.end(); ++ iter )
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@ -89,6 +89,9 @@ public:
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else
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return nullptr;
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}
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S32 getComponentGroupTargetId() { return mComponentGroupTargetId; }
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void setComponentGroupTargetId(S32 compId) { mComponentGroupTargetId = compId; }
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/// Return the number of objects being inspected by this GuiInspector.
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U32 getNumInspectObjects() const { return mTargets.size(); }
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@ -146,6 +149,8 @@ protected:
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/// Objects being inspected by this GuiInspector.
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TargetVector mTargets;
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S32 mComponentGroupTargetId;
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F32 mDividerPos;
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S32 mDividerMargin;
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@ -38,10 +38,11 @@ ConsoleDocClass(GuiInspectorComponentGroup,
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"@internal"
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);
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GuiInspectorComponentGroup::GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent)
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GuiInspectorComponentGroup::GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent, Component* targetComponent)
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: GuiInspectorGroup(groupName, parent)
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{
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/*mNeedScroll=false;*/
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mTargetComponent = targetComponent;
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};
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bool GuiInspectorComponentGroup::onAdd()
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@ -89,15 +90,277 @@ bool GuiInspectorComponentGroup::inspectGroup()
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GuiRolloutCtrl *pArrayRollout = NULL;
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bool bGrabItems = false;
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Component* comp = dynamic_cast<Component*>(getInspector()->getInspectObject(0));
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//if this isn't a component, what are we even doing here?
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if (!comp)
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if (!mTargetComponent)
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return false;
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for (U32 i = 0; i < comp->getComponentFieldCount(); i++)
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mParent->setComponentGroupTargetId(mTargetComponent->getId());
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//first, relevent static fields
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AbstractClassRep::FieldList& fieldList = mTargetComponent->getClassRep()->mFieldList;
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for (AbstractClassRep::FieldList::iterator itr = fieldList.begin();
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itr != fieldList.end(); ++itr)
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{
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ComponentField* field = comp->getComponentField(i);
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AbstractClassRep::Field* field = &(*itr);
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if (field->type == AbstractClassRep::StartGroupFieldType)
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{
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// If we're dealing with general fields, always set grabItems to true (to skip them)
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if (bNoGroup == true)
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bGrabItems = true;
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else if (dStricmp(field->pGroupname, mCaption) == 0)
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bGrabItems = true;
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continue;
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}
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else if (field->type == AbstractClassRep::EndGroupFieldType)
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{
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// If we're dealing with general fields, always set grabItems to false (to grab them)
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if (bNoGroup == true)
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bGrabItems = false;
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else if (dStricmp(field->pGroupname, mCaption) == 0)
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bGrabItems = false;
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continue;
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}
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// Skip field if it has the HideInInspectors flag set.
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if (field->flag.test(AbstractClassRep::FIELD_HideInInspectors))
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continue;
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if (field->pFieldname == StringTable->insert("locked") || field->pFieldname == StringTable->insert("class")
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|| field->pFieldname == StringTable->insert("internalName"))
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continue;
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if (/*(bGrabItems == true || (bNoGroup == true && bGrabItems == false)) &&*/ itr->type != AbstractClassRep::DeprecatedFieldType)
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{
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if (bNoGroup == true && bGrabItems == true)
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continue;
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if (field->type == AbstractClassRep::StartArrayFieldType)
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{
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#ifdef DEBUG_SPEW
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Platform::outputDebugString("[GuiInspectorGroup] Beginning array '%s'",
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field->pFieldname);
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#endif
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// Starting an array...
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// Create a rollout for the Array, give it the array's name.
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GuiRolloutCtrl *arrayRollout = new GuiRolloutCtrl();
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GuiControlProfile *arrayRolloutProfile = dynamic_cast<GuiControlProfile*>(Sim::findObject("GuiInspectorRolloutProfile0"));
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arrayRollout->setControlProfile(arrayRolloutProfile);
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//arrayRollout->mCaption = StringTable->insert( String::ToString( "%s (%i)", field->pGroupname, field->elementCount ) );
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arrayRollout->setCaption(field->pGroupname);
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//arrayRollout->setMargin( 14, 0, 0, 0 );
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arrayRollout->registerObject();
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GuiStackControl *arrayStack = new GuiStackControl();
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arrayStack->registerObject();
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arrayStack->freeze(true);
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arrayRollout->addObject(arrayStack);
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// Allocate a rollout for each element-count in the array
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// Give it the element count name.
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for (U32 i = 0; i < field->elementCount; i++)
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{
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GuiRolloutCtrl *elementRollout = new GuiRolloutCtrl();
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GuiControlProfile *elementRolloutProfile = dynamic_cast<GuiControlProfile*>(Sim::findObject("GuiInspectorRolloutProfile0"));
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char buf[256];
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dSprintf(buf, 256, " [%i]", i);
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elementRollout->setControlProfile(elementRolloutProfile);
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elementRollout->setCaption(buf);
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//elementRollout->setMargin( 14, 0, 0, 0 );
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elementRollout->registerObject();
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GuiStackControl *elementStack = new GuiStackControl();
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elementStack->registerObject();
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elementRollout->addObject(elementStack);
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elementRollout->instantCollapse();
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arrayStack->addObject(elementRollout);
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}
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pArrayRollout = arrayRollout;
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pArrayStack = arrayStack;
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arrayStack->freeze(false);
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pArrayRollout->instantCollapse();
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mStack->addObject(arrayRollout);
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bMakingArray = true;
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continue;
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}
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else if (field->type == AbstractClassRep::EndArrayFieldType)
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{
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#ifdef DEBUG_SPEW
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Platform::outputDebugString("[GuiInspectorGroup] Ending array '%s'",
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field->pFieldname);
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#endif
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bMakingArray = false;
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continue;
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}
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if (bMakingArray)
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{
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// Add a GuiInspectorField for this field,
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// for every element in the array...
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for (U32 i = 0; i < pArrayStack->size(); i++)
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{
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FrameTemp<char> intToStr(64);
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dSprintf(intToStr, 64, "%d", i);
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// The array stack should have a rollout for each element
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// as children...
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GuiRolloutCtrl *pRollout = dynamic_cast<GuiRolloutCtrl*>(pArrayStack->at(i));
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// And the each of those rollouts should have a stack for
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// fields...
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GuiStackControl *pStack = dynamic_cast<GuiStackControl*>(pRollout->at(0));
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// And we add a new GuiInspectorField to each of those stacks...
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GuiInspectorField *fieldGui = constructField(field->type);
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if (fieldGui == NULL)
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fieldGui = new GuiInspectorField();
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fieldGui->init(mParent, this);
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StringTableEntry caption = field->pFieldname;
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fieldGui->setInspectorField(field, caption, intToStr);
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if (fieldGui->registerObject())
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{
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#ifdef DEBUG_SPEW
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Platform::outputDebugString("[GuiInspectorGroup] Adding array element '%s[%i]'",
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field->pFieldname, i);
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#endif
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mChildren.push_back(fieldGui);
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pStack->addObject(fieldGui);
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}
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else
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delete fieldGui;
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}
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continue;
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}
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// This is weird, but it should work for now. - JDD
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// We are going to check to see if this item is an array
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// if so, we're going to construct a field for each array element
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if (field->elementCount > 1)
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{
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// Make a rollout control for this array
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//
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GuiRolloutCtrl *rollout = new GuiRolloutCtrl();
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rollout->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorRolloutProfile0");
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rollout->setCaption(String::ToString("%s (%i)", field->pFieldname, field->elementCount));
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rollout->setMargin(14, 0, 0, 0);
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rollout->registerObject();
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mArrayCtrls.push_back(rollout);
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// Put a stack control within the rollout
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//
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GuiStackControl *stack = new GuiStackControl();
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stack->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorStackProfile");
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stack->registerObject();
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stack->freeze(true);
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rollout->addObject(stack);
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mStack->addObject(rollout);
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// Create each field and add it to the stack.
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//
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for (S32 nI = 0; nI < field->elementCount; nI++)
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{
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FrameTemp<char> intToStr(64);
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dSprintf(intToStr, 64, "%d", nI);
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// Construct proper ValueName[nI] format which is "ValueName0" for index 0, etc.
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String fieldName = String::ToString("%s%d", field->pFieldname, nI);
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// If the field already exists, just update it
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GuiInspectorField *fieldGui = findField(fieldName);
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if (fieldGui != NULL)
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{
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fieldGui->updateValue();
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continue;
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}
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bNewItems = true;
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fieldGui = constructField(field->type);
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if (fieldGui == NULL)
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fieldGui = new GuiInspectorField();
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fieldGui->init(mParent, this);
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StringTableEntry caption = StringTable->insert(String::ToString(" [%i]", nI));
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fieldGui->setInspectorField(field, caption, intToStr);
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fieldGui->setTargetObject(mTargetComponent);
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if (fieldGui->registerObject())
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{
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mChildren.push_back(fieldGui);
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stack->addObject(fieldGui);
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}
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else
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delete fieldGui;
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}
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stack->freeze(false);
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stack->updatePanes();
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rollout->instantCollapse();
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}
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else
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{
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// If the field already exists, just update it
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GuiInspectorField *fieldGui = findField(field->pFieldname);
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if (fieldGui != NULL)
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{
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fieldGui->updateValue();
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continue;
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}
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bNewItems = true;
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fieldGui = constructField(field->type);
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if (fieldGui == NULL)
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fieldGui = new GuiInspectorField();
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fieldGui->init(mParent, this);
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fieldGui->setInspectorField(field);
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fieldGui->setTargetObject(mTargetComponent);
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if (fieldGui->registerObject())
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{
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#ifdef DEBUG_SPEW
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Platform::outputDebugString("[GuiInspectorGroup] Adding field '%s'",
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field->pFieldname);
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#endif
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fieldGui->setValue(mTargetComponent->getDataField(field->pFieldname, NULL));
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mChildren.push_back(fieldGui);
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mStack->addObject(fieldGui);
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}
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else
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{
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SAFE_DELETE(fieldGui);
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}
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}
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}
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}
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for (U32 i = 0; i < mTargetComponent->getComponentFieldCount(); i++)
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{
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ComponentField* field = mTargetComponent->getComponentField(i);
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//first and foremost, nab the field type and check if it's a custom field or not.
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//If it's not a custom field, proceed below, if it is, hand it off to script to be handled by the component
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if (field->mFieldType == -1)
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{
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Con::executef(this, "onConstructComponentField", mTargetComponent, field->mFieldName);
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continue;
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}
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bNewItems = true;
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@ -107,10 +370,12 @@ bool GuiInspectorComponentGroup::inspectGroup()
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fieldGui->init(mParent, this);
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AbstractClassRep::Field *refField;
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fieldGui->setTargetObject(mTargetComponent);
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AbstractClassRep::Field *refField = NULL;
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//check dynamics
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SimFieldDictionary* fieldDictionary = comp->getFieldDictionary();
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SimFieldDictionary* fieldDictionary = mTargetComponent->getFieldDictionary();
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SimFieldDictionaryIterator itr(fieldDictionary);
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while (*itr)
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@ -196,6 +461,14 @@ void GuiInspectorComponentGroup::onMouseMove(const GuiEvent &event)
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{
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//mParent->mOverDivider = false;
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}
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void GuiInspectorComponentGroup::onRightMouseUp(const GuiEvent &event)
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{
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//mParent->mOverDivider = false;
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if (isMethod("onRightMouseUp"))
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Con::executef(this, "onRightMouseUp", event.mousePoint);
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}
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ConsoleMethod(GuiInspectorComponentGroup, inspectGroup, bool, 2, 2, "Refreshes the dynamic fields in the inspector.")
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{
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return object->inspectGroup();
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@ -250,3 +523,8 @@ ConsoleMethod(GuiInspectorComponentGroup, addDynamicField, void, 2, 2, "obj.addD
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ConsoleMethod(GuiInspectorComponentGroup, removeDynamicField, void, 3, 3, "")
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{
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}
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DefineConsoleMethod(GuiInspectorComponentGroup, getComponent, S32, (), ,"")
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{
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return object->getComponent()->getId();
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}
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|
|
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|
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@ -34,12 +34,14 @@ private:
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typedef GuiInspectorGroup Parent;
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GuiControl* mAddCtrl;
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Component* mTargetComponent;
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Vector<AbstractClassRep::Field> tempFields;
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public:
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DECLARE_CONOBJECT(GuiInspectorComponentGroup);
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GuiInspectorComponentGroup() { /*mNeedScroll=false;*/ };
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GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent);
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GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent, Component* targetComponent);
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//-----------------------------------------------------------------------------
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// inspectGroup is overridden in GuiInspectorComponentGroup to inspect an
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@ -50,6 +52,7 @@ public:
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virtual void updateAllFields();
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void onMouseMove(const GuiEvent &event);
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virtual void onRightMouseUp(const GuiEvent &event);
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// For scriptable dynamic field additions
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void addDynamicField();
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|
|
@ -61,6 +64,9 @@ public:
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virtual SimFieldDictionary::Entry* findDynamicFieldInDictionary(StringTableEntry fieldName);
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AbstractClassRep::Field* findObjectBehaviorField(Component* target, String fieldName);
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Component* getComponent() { return mTargetComponent; }
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protected:
|
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// create our inner controls when we add
|
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virtual bool createContent();
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|
|
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|
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@ -23,7 +23,7 @@
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#include "gui/worldEditor/worldEditorSelection.h"
|
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#include "gui/worldEditor/worldEditor.h"
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#include "scene/sceneObject.h"
|
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|
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#include "T3D/entity.h"
|
||||
|
||||
IMPLEMENT_CONOBJECT( WorldEditorSelection );
|
||||
|
||||
|
|
@ -410,26 +410,34 @@ void WorldEditorSelection::rotate(const EulerF & rot, const Point3F & center)
|
|||
// single selections will rotate around own axis, multiple about world
|
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if(size() == 1)
|
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{
|
||||
SceneObject* object = dynamic_cast< SceneObject* >( at( 0 ) );
|
||||
if( object )
|
||||
Entity* eO = dynamic_cast< Entity* >(at(0));
|
||||
if (eO)
|
||||
{
|
||||
MatrixF mat = object->getTransform();
|
||||
eO->setTransform(eO->getPosition(), eO->getRotation() + RotationF(rot));
|
||||
}
|
||||
else
|
||||
{
|
||||
SceneObject* object = dynamic_cast<SceneObject*>(at(0));
|
||||
if (object)
|
||||
{
|
||||
MatrixF mat = object->getTransform();
|
||||
|
||||
Point3F pos;
|
||||
mat.getColumn(3, &pos);
|
||||
Point3F pos;
|
||||
mat.getColumn(3, &pos);
|
||||
|
||||
// get offset in obj space
|
||||
Point3F offset = pos - center;
|
||||
MatrixF wMat = object->getWorldTransform();
|
||||
wMat.mulV(offset);
|
||||
// get offset in obj space
|
||||
Point3F offset = pos - center;
|
||||
MatrixF wMat = object->getWorldTransform();
|
||||
wMat.mulV(offset);
|
||||
|
||||
//
|
||||
MatrixF transform(EulerF(0,0,0), -offset);
|
||||
transform.mul(MatrixF(rot));
|
||||
transform.mul(MatrixF(EulerF(0,0,0), offset));
|
||||
mat.mul(transform);
|
||||
//
|
||||
MatrixF transform(EulerF(0, 0, 0), -offset);
|
||||
transform.mul(MatrixF(rot));
|
||||
transform.mul(MatrixF(EulerF(0, 0, 0), offset));
|
||||
mat.mul(transform);
|
||||
|
||||
object->setTransform(mat);
|
||||
object->setTransform(mat);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue