Merge pull request #2126 from Areloch/FixComponentEditorDisplay

Fixes the inspector/component editor to display components
This commit is contained in:
Areloch 2018-01-10 13:12:35 -06:00 committed by GitHub
commit 7eb71b531e
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 513 additions and 44 deletions

View file

@ -32,6 +32,7 @@
#include "gui/editor/inspector/entityGroup.h"
#include "gui/editor/inspector/mountingGroup.h"
#include "gui/editor/inspector/componentGroup.h"
#include "T3D/components/component.h"
IMPLEMENT_CONOBJECT(GuiInspector);
@ -590,6 +591,13 @@ void GuiInspector::refresh()
//Entity inspector group
if (mTargets.first()->getClassRep()->isSubclassOf("Entity"))
{
//Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
GuiInspectorGroup *gameObject = new GuiInspectorGroup("GameObject", this);
gameObject->registerObject();
mGroups.push_back(gameObject);
addObject(gameObject);
GuiInspectorEntityGroup *components = new GuiInspectorEntityGroup("Components", this);
if (components != NULL)
{
@ -598,6 +606,29 @@ void GuiInspector::refresh()
addObject(components);
}
Entity* selectedEntity = dynamic_cast<Entity*>(mTargets.first().getObject());
U32 compCount = selectedEntity->getComponentCount();
//Now, add the component groups
for (U32 c = 0; c < compCount; ++c)
{
Component* comp = selectedEntity->getComponent(c);
String compName;
if (comp->getFriendlyName() != StringTable->EmptyString())
compName = comp->getFriendlyName();
else
compName = comp->getComponentName();
GuiInspectorGroup *compGroup = new GuiInspectorComponentGroup(compName, this, comp);
if (compGroup != NULL)
{
compGroup->registerObject();
mGroups.push_back(compGroup);
addObject(compGroup);
}
}
//Mounting group override
GuiInspectorGroup *mounting = new GuiInspectorMountingGroup("Mounting", this);
if (mounting != NULL)
@ -608,20 +639,6 @@ void GuiInspector::refresh()
}
}
if (mTargets.first()->getClassRep()->isSubclassOf("Component"))
{
//Build the component field groups as the component describes it
Component* comp = dynamic_cast<Component*>(mTargets.first().getPointer());
if (comp->getComponentFieldCount() > 0)
{
GuiInspectorComponentGroup *compGroup = new GuiInspectorComponentGroup("Component Fields", this);
compGroup->registerObject();
mGroups.push_back(compGroup);
addObject(compGroup);
}
}
// Create the inspector groups for static fields.
for( TargetVector::iterator iter = mTargets.begin(); iter != mTargets.end(); ++ iter )

View file

@ -89,6 +89,9 @@ public:
else
return nullptr;
}
S32 getComponentGroupTargetId() { return mComponentGroupTargetId; }
void setComponentGroupTargetId(S32 compId) { mComponentGroupTargetId = compId; }
/// Return the number of objects being inspected by this GuiInspector.
U32 getNumInspectObjects() const { return mTargets.size(); }
@ -146,6 +149,8 @@ protected:
/// Objects being inspected by this GuiInspector.
TargetVector mTargets;
S32 mComponentGroupTargetId;
F32 mDividerPos;
S32 mDividerMargin;

View file

@ -38,10 +38,11 @@ ConsoleDocClass(GuiInspectorComponentGroup,
"@internal"
);
GuiInspectorComponentGroup::GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent)
GuiInspectorComponentGroup::GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent, Component* targetComponent)
: GuiInspectorGroup(groupName, parent)
{
/*mNeedScroll=false;*/
mTargetComponent = targetComponent;
};
bool GuiInspectorComponentGroup::onAdd()
@ -89,15 +90,277 @@ bool GuiInspectorComponentGroup::inspectGroup()
GuiRolloutCtrl *pArrayRollout = NULL;
bool bGrabItems = false;
Component* comp = dynamic_cast<Component*>(getInspector()->getInspectObject(0));
//if this isn't a component, what are we even doing here?
if (!comp)
if (!mTargetComponent)
return false;
for (U32 i = 0; i < comp->getComponentFieldCount(); i++)
mParent->setComponentGroupTargetId(mTargetComponent->getId());
//first, relevent static fields
AbstractClassRep::FieldList& fieldList = mTargetComponent->getClassRep()->mFieldList;
for (AbstractClassRep::FieldList::iterator itr = fieldList.begin();
itr != fieldList.end(); ++itr)
{
ComponentField* field = comp->getComponentField(i);
AbstractClassRep::Field* field = &(*itr);
if (field->type == AbstractClassRep::StartGroupFieldType)
{
// If we're dealing with general fields, always set grabItems to true (to skip them)
if (bNoGroup == true)
bGrabItems = true;
else if (dStricmp(field->pGroupname, mCaption) == 0)
bGrabItems = true;
continue;
}
else if (field->type == AbstractClassRep::EndGroupFieldType)
{
// If we're dealing with general fields, always set grabItems to false (to grab them)
if (bNoGroup == true)
bGrabItems = false;
else if (dStricmp(field->pGroupname, mCaption) == 0)
bGrabItems = false;
continue;
}
// Skip field if it has the HideInInspectors flag set.
if (field->flag.test(AbstractClassRep::FIELD_HideInInspectors))
continue;
if (field->pFieldname == StringTable->insert("locked") || field->pFieldname == StringTable->insert("class")
|| field->pFieldname == StringTable->insert("internalName"))
continue;
if (/*(bGrabItems == true || (bNoGroup == true && bGrabItems == false)) &&*/ itr->type != AbstractClassRep::DeprecatedFieldType)
{
if (bNoGroup == true && bGrabItems == true)
continue;
if (field->type == AbstractClassRep::StartArrayFieldType)
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Beginning array '%s'",
field->pFieldname);
#endif
// Starting an array...
// Create a rollout for the Array, give it the array's name.
GuiRolloutCtrl *arrayRollout = new GuiRolloutCtrl();
GuiControlProfile *arrayRolloutProfile = dynamic_cast<GuiControlProfile*>(Sim::findObject("GuiInspectorRolloutProfile0"));
arrayRollout->setControlProfile(arrayRolloutProfile);
//arrayRollout->mCaption = StringTable->insert( String::ToString( "%s (%i)", field->pGroupname, field->elementCount ) );
arrayRollout->setCaption(field->pGroupname);
//arrayRollout->setMargin( 14, 0, 0, 0 );
arrayRollout->registerObject();
GuiStackControl *arrayStack = new GuiStackControl();
arrayStack->registerObject();
arrayStack->freeze(true);
arrayRollout->addObject(arrayStack);
// Allocate a rollout for each element-count in the array
// Give it the element count name.
for (U32 i = 0; i < field->elementCount; i++)
{
GuiRolloutCtrl *elementRollout = new GuiRolloutCtrl();
GuiControlProfile *elementRolloutProfile = dynamic_cast<GuiControlProfile*>(Sim::findObject("GuiInspectorRolloutProfile0"));
char buf[256];
dSprintf(buf, 256, " [%i]", i);
elementRollout->setControlProfile(elementRolloutProfile);
elementRollout->setCaption(buf);
//elementRollout->setMargin( 14, 0, 0, 0 );
elementRollout->registerObject();
GuiStackControl *elementStack = new GuiStackControl();
elementStack->registerObject();
elementRollout->addObject(elementStack);
elementRollout->instantCollapse();
arrayStack->addObject(elementRollout);
}
pArrayRollout = arrayRollout;
pArrayStack = arrayStack;
arrayStack->freeze(false);
pArrayRollout->instantCollapse();
mStack->addObject(arrayRollout);
bMakingArray = true;
continue;
}
else if (field->type == AbstractClassRep::EndArrayFieldType)
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Ending array '%s'",
field->pFieldname);
#endif
bMakingArray = false;
continue;
}
if (bMakingArray)
{
// Add a GuiInspectorField for this field,
// for every element in the array...
for (U32 i = 0; i < pArrayStack->size(); i++)
{
FrameTemp<char> intToStr(64);
dSprintf(intToStr, 64, "%d", i);
// The array stack should have a rollout for each element
// as children...
GuiRolloutCtrl *pRollout = dynamic_cast<GuiRolloutCtrl*>(pArrayStack->at(i));
// And the each of those rollouts should have a stack for
// fields...
GuiStackControl *pStack = dynamic_cast<GuiStackControl*>(pRollout->at(0));
// And we add a new GuiInspectorField to each of those stacks...
GuiInspectorField *fieldGui = constructField(field->type);
if (fieldGui == NULL)
fieldGui = new GuiInspectorField();
fieldGui->init(mParent, this);
StringTableEntry caption = field->pFieldname;
fieldGui->setInspectorField(field, caption, intToStr);
if (fieldGui->registerObject())
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Adding array element '%s[%i]'",
field->pFieldname, i);
#endif
mChildren.push_back(fieldGui);
pStack->addObject(fieldGui);
}
else
delete fieldGui;
}
continue;
}
// This is weird, but it should work for now. - JDD
// We are going to check to see if this item is an array
// if so, we're going to construct a field for each array element
if (field->elementCount > 1)
{
// Make a rollout control for this array
//
GuiRolloutCtrl *rollout = new GuiRolloutCtrl();
rollout->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorRolloutProfile0");
rollout->setCaption(String::ToString("%s (%i)", field->pFieldname, field->elementCount));
rollout->setMargin(14, 0, 0, 0);
rollout->registerObject();
mArrayCtrls.push_back(rollout);
// Put a stack control within the rollout
//
GuiStackControl *stack = new GuiStackControl();
stack->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorStackProfile");
stack->registerObject();
stack->freeze(true);
rollout->addObject(stack);
mStack->addObject(rollout);
// Create each field and add it to the stack.
//
for (S32 nI = 0; nI < field->elementCount; nI++)
{
FrameTemp<char> intToStr(64);
dSprintf(intToStr, 64, "%d", nI);
// Construct proper ValueName[nI] format which is "ValueName0" for index 0, etc.
String fieldName = String::ToString("%s%d", field->pFieldname, nI);
// If the field already exists, just update it
GuiInspectorField *fieldGui = findField(fieldName);
if (fieldGui != NULL)
{
fieldGui->updateValue();
continue;
}
bNewItems = true;
fieldGui = constructField(field->type);
if (fieldGui == NULL)
fieldGui = new GuiInspectorField();
fieldGui->init(mParent, this);
StringTableEntry caption = StringTable->insert(String::ToString(" [%i]", nI));
fieldGui->setInspectorField(field, caption, intToStr);
fieldGui->setTargetObject(mTargetComponent);
if (fieldGui->registerObject())
{
mChildren.push_back(fieldGui);
stack->addObject(fieldGui);
}
else
delete fieldGui;
}
stack->freeze(false);
stack->updatePanes();
rollout->instantCollapse();
}
else
{
// If the field already exists, just update it
GuiInspectorField *fieldGui = findField(field->pFieldname);
if (fieldGui != NULL)
{
fieldGui->updateValue();
continue;
}
bNewItems = true;
fieldGui = constructField(field->type);
if (fieldGui == NULL)
fieldGui = new GuiInspectorField();
fieldGui->init(mParent, this);
fieldGui->setInspectorField(field);
fieldGui->setTargetObject(mTargetComponent);
if (fieldGui->registerObject())
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Adding field '%s'",
field->pFieldname);
#endif
fieldGui->setValue(mTargetComponent->getDataField(field->pFieldname, NULL));
mChildren.push_back(fieldGui);
mStack->addObject(fieldGui);
}
else
{
SAFE_DELETE(fieldGui);
}
}
}
}
for (U32 i = 0; i < mTargetComponent->getComponentFieldCount(); i++)
{
ComponentField* field = mTargetComponent->getComponentField(i);
//first and foremost, nab the field type and check if it's a custom field or not.
//If it's not a custom field, proceed below, if it is, hand it off to script to be handled by the component
if (field->mFieldType == -1)
{
Con::executef(this, "onConstructComponentField", mTargetComponent, field->mFieldName);
continue;
}
bNewItems = true;
@ -107,10 +370,12 @@ bool GuiInspectorComponentGroup::inspectGroup()
fieldGui->init(mParent, this);
AbstractClassRep::Field *refField;
fieldGui->setTargetObject(mTargetComponent);
AbstractClassRep::Field *refField = NULL;
//check dynamics
SimFieldDictionary* fieldDictionary = comp->getFieldDictionary();
SimFieldDictionary* fieldDictionary = mTargetComponent->getFieldDictionary();
SimFieldDictionaryIterator itr(fieldDictionary);
while (*itr)
@ -196,6 +461,14 @@ void GuiInspectorComponentGroup::onMouseMove(const GuiEvent &event)
{
//mParent->mOverDivider = false;
}
void GuiInspectorComponentGroup::onRightMouseUp(const GuiEvent &event)
{
//mParent->mOverDivider = false;
if (isMethod("onRightMouseUp"))
Con::executef(this, "onRightMouseUp", event.mousePoint);
}
ConsoleMethod(GuiInspectorComponentGroup, inspectGroup, bool, 2, 2, "Refreshes the dynamic fields in the inspector.")
{
return object->inspectGroup();
@ -250,3 +523,8 @@ ConsoleMethod(GuiInspectorComponentGroup, addDynamicField, void, 2, 2, "obj.addD
ConsoleMethod(GuiInspectorComponentGroup, removeDynamicField, void, 3, 3, "")
{
}
DefineConsoleMethod(GuiInspectorComponentGroup, getComponent, S32, (), ,"")
{
return object->getComponent()->getId();
}

View file

@ -34,12 +34,14 @@ private:
typedef GuiInspectorGroup Parent;
GuiControl* mAddCtrl;
Component* mTargetComponent;
Vector<AbstractClassRep::Field> tempFields;
public:
DECLARE_CONOBJECT(GuiInspectorComponentGroup);
GuiInspectorComponentGroup() { /*mNeedScroll=false;*/ };
GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent);
GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent, Component* targetComponent);
//-----------------------------------------------------------------------------
// inspectGroup is overridden in GuiInspectorComponentGroup to inspect an
@ -50,6 +52,7 @@ public:
virtual void updateAllFields();
void onMouseMove(const GuiEvent &event);
virtual void onRightMouseUp(const GuiEvent &event);
// For scriptable dynamic field additions
void addDynamicField();
@ -61,6 +64,9 @@ public:
virtual SimFieldDictionary::Entry* findDynamicFieldInDictionary(StringTableEntry fieldName);
AbstractClassRep::Field* findObjectBehaviorField(Component* target, String fieldName);
Component* getComponent() { return mTargetComponent; }
protected:
// create our inner controls when we add
virtual bool createContent();

View file

@ -23,7 +23,7 @@
#include "gui/worldEditor/worldEditorSelection.h"
#include "gui/worldEditor/worldEditor.h"
#include "scene/sceneObject.h"
#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
if(size() == 1)
{
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