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https://github.com/TorqueGameEngines/Torque3D.git
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Integration of Entities into the inspector/editor so they can call back into the tool scripts for custom handling.
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38c18870d3
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8 changed files with 960 additions and 5 deletions
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@ -36,7 +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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#include "T3D/Entity.h"
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IMPLEMENT_CONOBJECT(GuiTreeViewCtrl);
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@ -486,6 +486,14 @@ void GuiTreeViewCtrl::Item::getDisplayText(U32 bufLen, char *buf)
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{
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FrameAllocatorMarker txtAlloc;
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//if we're doing the special case of forcing the item text, just skip the rest of this junk
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if (mState.test(ForceItemName))
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{
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StringTableEntry text = (mScriptInfo.mText) ? mScriptInfo.mText : StringTable->EmptyString();
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dStrncpy(buf, text, bufLen);
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return;
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}
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if( mState.test( InspectorData ) )
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{
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SimObject *pObject = getObject();
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@ -637,6 +645,18 @@ 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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//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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{
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Entity* e = dynamic_cast<Entity*>(mInspectorInfo.mObject.getObject());
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if (e)
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{
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if (e->size() > 0 || e->getComponentCount() != 0)
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return true;
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}
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}
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if(mState.test(VirtualParent))
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{
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if( !isInspectorData() )
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@ -1518,6 +1538,11 @@ bool GuiTreeViewCtrl::isValidDragTarget( Item* item )
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{
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bool isValid = true;
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// First, check if we're just going to override this from manually setting the ForceAllowDrag flag
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// If that's set, we're assuming special circumstances and will just let it go on it's way
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if (item->isDragTargetAllowed())
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return true;
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// If this is inspector data, first make sure the item accepts all
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// selected objects as children. This prevents bad surprises when
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// certain SimSet subclasses reject children and start shoving them
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@ -3462,6 +3487,11 @@ void GuiTreeViewCtrl::onMouseDragged(const GuiEvent &event)
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if (mSelectedItems.size() == 0)
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return;
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//Check through to make sure all attempted dragged items even allow it
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for (U32 i = 0; i < mSelectedItems.size(); i++)
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if (!mSelectedItems[i]->isDragAllowed())
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return;
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// Give us a little delta before we actually start a mouse drag so that
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// if the user moves the mouse a little while clicking, he/she does not
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// accidentally trigger a drag.
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@ -3756,6 +3786,23 @@ 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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//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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//stuff in the editor, it can fire that up
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Entity* e = dynamic_cast<Entity*>(item->getObject());
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if (item->mScriptInfo.mText != StringTable->insert("Components"))
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{
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Entity* e = dynamic_cast<Entity*>(item->getObject());
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if (e)
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{
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if (item->isExpanded())
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e->onInspect();
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else
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e->onEndInspect();
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}
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}
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mFlags.set( RebuildVisible );
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scrollVisible(item);
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}
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@ -4490,6 +4537,11 @@ bool GuiTreeViewCtrl::objectSearch( const SimObject *object, Item **item )
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Item *pItem = mItems[i];
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if ( !pItem )
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continue;
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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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SimObject *pObj = pItem->getObject();
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@ -4555,6 +4607,10 @@ 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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//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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for( Item* ptr = item->mChild; ptr != NULL; )
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{
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