Removes Entity/Component stuff from being behind an experimental flag.

This commit is contained in:
Areloch 2017-10-15 06:03:59 -05:00
parent efbd5fb451
commit df9deea1a8
38 changed files with 181 additions and 737 deletions

View file

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

View file

@ -29,11 +29,9 @@
#include "gui/containers/guiScrollCtrl.h"
#include "gui/editor/inspector/customField.h"
#ifdef TORQUE_EXPERIMENTAL_EC
#include "gui/editor/inspector/entityGroup.h"
#include "gui/editor/inspector/mountingGroup.h"
#include "gui/editor/inspector/componentGroup.h"
#endif
IMPLEMENT_CONOBJECT(GuiInspector);
@ -589,7 +587,6 @@ void GuiInspector::refresh()
mGroups.push_back(general);
addObject(general);
#ifdef TORQUE_EXPERIMENTAL_EC
//Entity inspector group
if (mTargets.first()->getClassRep()->isSubclassOf("Entity"))
{
@ -624,7 +621,6 @@ void GuiInspector::refresh()
addObject(compGroup);
}
}
#endif
// Create the inspector groups for static fields.

View file

@ -26,9 +26,7 @@
#include "gui/editor/inspector/dynamicField.h"
#include "console/engineAPI.h"
#ifdef TORQUE_EXPERIMENTAL_EC
#include "T3D/components/component.h"
#endif
IMPLEMENT_CONOBJECT(GuiInspectorDynamicGroup);
@ -126,7 +124,6 @@ bool GuiInspectorDynamicGroup::inspectGroup()
SimFieldDictionary * fieldDictionary = target->getFieldDictionary();
for(SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr)
{
#ifdef TORQUE_EXPERIMENTAL_EC
if (target->getClassRep()->isSubclassOf("Component"))
{
Component* compTarget = dynamic_cast<Component*>(target);
@ -135,7 +132,7 @@ bool GuiInspectorDynamicGroup::inspectGroup()
if (compField)
continue;
}
#endif
if( i == 0 )
{
flist.increment();