Torque3D/Engine/source/gui/controls/guiTreeViewCtrl.h
AzaezelX b1f118898e add TypeHints for inspector viewing
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
2023-05-23 12:35:07 -05:00

646 lines
24 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GUI_TREEVIEWCTRL_H
#define _GUI_TREEVIEWCTRL_H
#include "core/bitSet.h"
#include "math/mRect.h"
#include "gfx/gFont.h"
#include "gui/core/guiControl.h"
#include "gui/core/guiArrayCtrl.h"
class GuiTextEditCtrl;
//------------------------------------------------------------------------------
class GuiTreeViewCtrl : public GuiArrayCtrl
{
private:
typedef GuiArrayCtrl Parent;
public:
/// @section GuiControl_Intro Introduction
/// @nosubgrouping
///
class Item
{
public:
enum ItemState
{
Selected = BIT( 0 ),
Expanded = BIT( 1 ),
Marked = BIT( 2 ), ///< Marked items are drawn with a border around them. This is
/// different than "Selected" because it can only be set by script.
Filtered = BIT( 3 ), ///< Whether the item is currently filtered out.
MouseOverBmp = BIT( 4 ),
MouseOverText = BIT( 5 ),
MouseOverIcon = BIT( 6 ),
InspectorData = BIT( 7 ), ///< Set if we're representing some inspector
/// info (ie, use mInspectorInfo, not mScriptInfo)
VirtualParent = BIT( 8 ), ///< This indicates that we should be rendered as
/// a parent even though we don't have any children.
/// This is useful for preventing scenarios where
/// we might want to create thousands of
/// Items that might never be shown (for instance
/// if we're browsing the object hierarchy in
/// Torque, which might have thousands of objects).
RebuildVisited = BIT( 9 ), ///< Rebuild traversal for virtual parents has visited and validated this item.
ShowObjectId = BIT( 10 ),
ShowClassName = BIT( 11 ),
ShowObjectName = BIT( 12 ),
ShowInternalName = BIT( 13 ),
ShowClassNameForUnnamed = BIT( 14 ),
ForceItemName = BIT(15),
ForceDragTarget = BIT(16),
DenyDrag = BIT(17),
ShowTypeHint = BIT(18),
};
GuiTreeViewCtrl* mParentControl;
BitSet32 mState;
SimObjectPtr< GuiControlProfile > mProfile;
S16 mId;
U16 mTabLevel;
Item* mParent;
Item* mChild;
Item* mNext;
Item* mPrevious;
String mTooltip;
S32 mIcon; //stores the icon that will represent the item in the tree
S32 mDataRenderWidth; /// this stores the pixel width needed
/// to render the item's data in the
/// onRenderCell function to optimize
/// for speed.
Item( GuiTreeViewCtrl* parent, GuiControlProfile *pProfile );
~Item();
struct ScriptTag
{
S8 mNormalImage;
S8 mExpandedImage;
StringTableEntry mText;
StringTableEntry mValue;
} mScriptInfo;
struct InspectorTag
{
SimObjectPtr<SimObject> mObject;
} mInspectorInfo;
/// @name Get Methods
/// @{
///
S8 getNormalImage() const;
S8 getExpandedImage() const;
StringTableEntry getText();
StringTableEntry getValue();
inline const S16 getID() const { return mId; };
SimObject *getObject();
U32 getDisplayTextLength();
S32 getDisplayTextWidth(GFont *font);
void getDisplayText(U32 bufLen, char *buf);
bool hasObjectBasedTooltip();
void getTooltipText(U32 bufLen, char *buf);
/// @}
/// @name Set Methods
/// @{
/// Set whether an item is expanded or not (showing children or having them hidden)
void setExpanded( const bool f = true );
/// Set the image to display when an item IS expanded
void setExpandedImage(const S8 id);
/// Set the image to display when an item is NOT expanded
void setNormalImage(const S8 id);
/// Assign a SimObject pointer to an inspector data item
void setObject(SimObject *obj);
/// Set the items displayable text (caption)
void setText(StringTableEntry txt);
/// Set the items script value (data)
void setValue(StringTableEntry val);
/// Set the items virtual parent flag
void setVirtualParent( bool value );
/// Set whether the item is filtered out or not.
void setFiltered( bool value ) { mState.set( Filtered ); }
/// @}
/// @name State Retrieval
/// @{
/// Returns true if this item is expanded. For
/// inspector objects, the expansion is stored
/// on the SimObject, for other things we use our
/// bit vector.
bool isExpanded() const;
/// Return whether the item is current filtered out or not.
/// @note Parent items may be filtered and yet still be visible if they have
/// children that are not filtered.
bool isFiltered() const { return mState.test( Filtered ); }
/// Returns true if an item is inspector data
/// or false if it's just an item.
bool isInspectorData() const { return mState.test(InspectorData); };
/// Returns true if we've been manually set to allow dragging overrides.
/// As it's a manually set flag, by default it is false.
bool isDragTargetAllowed() const { return mState.test(ForceDragTarget); };
/// Returns true if we've been manually set to allow dragging overrides.
/// As it's a manually set flag, by default it is false.
bool isDragAllowed() const { return !mState.test(DenyDrag); };
/// Returns true if we should show the expand art
/// and make the item interact with the mouse as if
/// it were a parent.
bool isParent() const;
/// Return true if text label for inspector item should include internal name only.
bool showInternalNameOnly() const { return mState.test( ShowInternalName ) && !mState.test( ShowObjectName | ShowClassName | ShowObjectId ); }
/// Return true if text label for inspector item should include object name only.
bool showObjectNameOnly() const { return mState.test( ShowObjectName ) && !mState.test( ShowInternalName | ShowClassName | ShowObjectId ); }
/// @}
/// @name Searching Methods
/// @{
/// Find a regular data item by it's script name.
Item* findChildByName( const char* name );
/// Find an inspector data item by it's SimObject pointer
Item* findChildByValue(const SimObject *obj);
/// Find a regular data item by it's script value
Item* findChildByValue(StringTableEntry Value);
/// @}
/// Sort the childs of the item by their text.
///
/// @param caseSensitive If true, sorting is case-sensitive.
/// @param traverseHierarchy If true, also triggers a sort() on all child items.
/// @param parentsFirst If true, parents are grouped before children in the resulting sort.
void sort( bool caseSensitive = true, bool traverseHierarchy = false, bool parentsFirst = false );
private:
void _connectMonitors();
void _disconnectMonitors();
};
friend class Item; // _onInspectorSetObjectModified
/// @name Enums
/// @{
///
enum TreeState
{
RebuildVisible = BIT(0), ///< Temporary flag, we have to rebuild the tree.
IsInspector = BIT(1), ///< We are mapping a SimObject hierarchy.
IsEditable = BIT(2), ///< We allow items to be moved around.
ShowTreeLines = BIT(3), ///< Should we render tree lines or just icons?
BuildingVisTree = BIT(4), ///< We are currently building the visible tree (prevent recursion)
};
protected:
enum
{
MaxIcons = 32,
};
enum Icons
{
Default1 = 0,
SimGroup1,
SimGroup2,
SimGroup3,
SimGroup4,
Hidden,
Lock1,
Lock2,
Default,
Icon31,
Icon32
};
enum mDragMidPointFlags
{
NomDragMidPoint,
AbovemDragMidPoint,
BelowmDragMidPoint
};
///
enum HitFlags
{
OnIndent = BIT(0),
OnImage = BIT(1),
OnIcon = BIT(2),
OnText = BIT(3),
OnRow = BIT(4),
};
///
enum BmpIndices
{
BmpFirstChild,
BmpLastChild,
BmpChild,
BmpExp,
BmpExpN,
BmpExpP,
BmpExpPN,
BmpCon,
BmpConN,
BmpConP,
BmpConPN,
BmpLine,
BmpGlow,
};
/// @}
/// @name Callbacks
/// @{
DECLARE_CALLBACK( bool, onDeleteObject, ( SimObject* object ) );
DECLARE_CALLBACK( bool, isValidDragTarget, ( S32 id, const char* value ) );
DECLARE_CALLBACK( void, onDefineIcons, () );
DECLARE_CALLBACK( void, onAddGroupSelected, ( SimGroup* group ) );
DECLARE_CALLBACK( void, onAddSelection, ( S32 itemOrObjectId, bool isLastSelection ) );
DECLARE_CALLBACK( void, onSelect, ( S32 itemOrObjectId ) );
DECLARE_CALLBACK( void, onInspect, ( S32 itemOrObjectId ) );
DECLARE_CALLBACK( void, onRemoveSelection, ( S32 itemOrObjectId ) );
DECLARE_CALLBACK( void, onUnselect, ( S32 itemOrObjectId ) );
DECLARE_CALLBACK( void, onDeleteSelection, () );
DECLARE_CALLBACK( void, onObjectDeleteCompleted, () );
DECLARE_CALLBACK( void, onKeyDown, ( S32 modifier, S32 keyCode ) );
DECLARE_CALLBACK( void, onMouseUp, ( S32 hitItemId, S32 mouseClickCount ) );
DECLARE_CALLBACK( void, onMouseDragged, () );
DECLARE_CALLBACK( void, onRightMouseDown, ( S32 itemId, const Point2I& mousePos, SimObject* object = NULL ) );
DECLARE_CALLBACK( void, onRightMouseUp, ( S32 itemId, const Point2I& mousePos, SimObject* object = NULL ) );
DECLARE_CALLBACK( void, onBeginReparenting, () );
DECLARE_CALLBACK( void, onEndReparenting, () );
DECLARE_CALLBACK( void, onReparent, ( S32 itemOrObjectId, S32 oldParentItemOrObjectId, S32 newParentItemOrObjectId ) );
DECLARE_CALLBACK( void, onDragDropped, () );
DECLARE_CALLBACK( void, onAddMultipleSelectionBegin, () );
DECLARE_CALLBACK( void, onAddMultipleSelectionEnd, () );
DECLARE_CALLBACK( bool, canRenameObject, ( SimObject* object ) );
DECLARE_CALLBACK( bool, handleRenameObject, ( const char* newName, SimObject* object ) );
DECLARE_CALLBACK( void, onClearSelection, () );
/// @}
///
Vector<Item*> mItems;
Vector<Item*> mVisibleItems;
Vector<Item*> mSelectedItems;
/// Used for tracking stuff that was selected, but may not have been
/// created at time of selection.
Vector<S32> mSelected;
S32 mItemCount;
/// We do our own free list, as we we want to be able to recycle
/// item ids and do some other clever things.
Item* mItemFreeList;
Item* mRoot;
S32 mMaxWidth;
S32 mSelectedItem;
S32 mDraggedToItem;
S32 mStart;
/// A combination of TreeState flags.
BitSet32 mFlags;
Item* mPossibleRenameItem;
Item* mRenamingItem;
Item* mTempItem;
GuiTextEditCtrl* mRenameCtrl;
/// Current filter that determines which items in the tree are displayed and which are hidden.
String mFilterText;
/// If true, all items are filtered. If false, then children of items that successfully pass filter are not filtered
bool mDoFilterChildren;
Vector<U32> mItemFilterExceptionList;
Vector<U32> mHiddenItemsList;
/// If true, a trace of actions taken by the control is logged to the console. Can
/// be turned on with the setDebug() script method.
bool mDebug;
GFXTexHandle mIconTable[MaxIcons];
S32 mTabSize;
S32 mTextOffset;
bool mFullRowSelect;
S32 mItemHeight;
bool mDestroyOnSleep;
bool mSupportMouseDragging;
bool mMultipleSelections;
bool mDeleteObjectAllowed;
bool mDragToItemAllowed;
bool mClearAllOnSingleSelection; ///< When clicking on an already selected item, clear all other selections
bool mCompareToObjectID;
/// Used to hide the root tree element, defaults to true.
bool mShowRoot;
/// If true, object IDs will be included in inspector tree item labels.
bool mShowObjectIds;
/// If true, class names will be included in inspector tree item labels.
bool mShowClassNames;
/// If true, object names will be included in inspector tree item labels.
bool mShowObjectNames;
/// If true, internal names will be included in inspector tree item labels.
bool mShowInternalNames;
/// If true, TypeHints will be included in inspector tree item labels.
bool mShowTypeHints;
/// If true, class names will be used as object names for unnamed objects.
bool mShowClassNameForUnnamedObjects;
/// If true then tooltips will be automatically
/// generated for all Inspector items
bool mUseInspectorTooltips;
/// If true then only render item tooltips if the item
/// extends past the displayable width
bool mTooltipOnWidthOnly;
/// If true clicking on a selected item ( that is an object )
/// will allow you to rename it.
bool mCanRenameObjects;
/// If true then object renaming operates on the internalName rather than
/// the object name.
bool mRenameInternal;
S32 mCurrentDragCell;
S32 mPreviousDragCell;
S32 mDragMidPoint;
bool mMouseDragged;
bool mDragStartInSelection;
Point2I mMouseDownPoint;
StringTableEntry mBitmapBase;
GFXTexHandle mTexRollover;
GFXTexHandle mTexSelected;
ColorI mAltFontColor;
ColorI mAltFontColorHL;
ColorI mAltFontColorSE;
SimObjectPtr<SimObject> mRootObject;
void _destroyChildren( Item* item, Item* parent, bool deleteObjects=true);
void _destroyItem( Item* item, bool deleteObject=true);
void _destroyTree();
void _deleteItem(Item* item);
void _buildItem(Item* item, U32 tabLevel, bool bForceFullUpdate = false, bool skipFlter = false);
Item* _findItemByAmbiguousId( S32 itemOrObjectId, bool buildVirtual = true );
void _expandObjectHierarchy( SimGroup* group );
bool _hitTest(const Point2I & pnt, Item* & item, BitSet32 & flags);
S32 getInspectorItemIconsWidth(Item* & item);
virtual bool onVirtualParentBuild(Item *item, bool bForceFullUpdate = false);
virtual bool onVirtualParentExpand(Item *item);
virtual bool onVirtualParentCollapse(Item *item);
virtual void onItemSelected( Item *item );
virtual void onRemoveSelection( Item *item );
virtual void onClearSelection() {};
Item* addInspectorDataItem(Item *parent, SimObject *obj);
virtual bool isValidDragTarget( Item* item );
bool _isRootLevelItem( Item* item ) const
{
return ( item == mRoot && mShowRoot ) || ( item->mParent == mRoot && !mShowRoot );
}
/// For inspector tree views, this is hooked to the SetModificationSignal of sets
/// so that the tree view knows when it needs to refresh.
void _onInspectorSetObjectModified( SetModification modification, SimSet* set, SimObject* object );
public:
GuiTreeViewCtrl();
virtual ~GuiTreeViewCtrl();
//WLE Vince, Moving this into a function so I don't have to bounce off the console. 12/05/2013
const char* getSelectedObjectList();
/// Used for syncing the mSelected and mSelectedItems lists.
void syncSelection();
void lockSelection(bool lock);
void hideSelection(bool hide);
void toggleLockSelection();
void toggleHideSelection();
virtual bool canAddSelection( Item *item ) { return true; };
void addSelection(S32 itemId, bool update = true, bool isLastSelection = true);
const Vector< Item* >& getSelectedItems() const { return mSelectedItems; }
const Vector< S32 >& getSelected() const { return mSelected; }
const Vector< Item* >& getItems() const { return mItems; }
bool isSelected(S32 itemId)
{
return isSelected( getItem( itemId ) );
}
bool isSelected(Item *item)
{
if ( !item )
return false;
return mSelectedItems.contains( item );
}
void setDebug( bool value ) { mDebug = value; }
/// Should use addSelection and removeSelection when calling from script
/// instead of setItemSelected. Use setItemSelected when you want to select
/// something in the treeview as it has script call backs.
void removeSelection(S32 itemId);
/// Sets the flag of the item with the matching itemId.
bool setItemSelected(S32 itemId, bool select);
bool setItemExpanded(S32 itemId, bool expand);
bool setItemValue(S32 itemId, StringTableEntry Value);
const char * getItemText(S32 itemId);
const char * getItemValue(S32 itemId);
StringTableEntry getTextToRoot(S32 itemId, const char *delimiter = "");
Item* getRootItem() const { return mRoot; }
Item * getItem(S32 itemId) const;
Item * createItem(S32 icon);
bool editItem( S32 itemId, const char* newText, const char* newValue );
bool markItem( S32 itemId, bool mark );
S32 getItemAtPosition(Point2I position);
bool isItemSelected( S32 itemId );
// insertion/removal
void unlinkItem(Item * item);
S32 insertItem(S32 parentId, const char * text, const char * value = "", const char * iconString = "", S16 normalImage = 0, S16 expandedImage = 1);
bool removeItem(S32 itemId, bool deleteObjects=true);
void removeAllChildren(S32 itemId); // Remove all children of the given item
bool buildIconTable(const char * icons);
bool setAddGroup(SimObject * obj);
S32 getIcon(const char * iconString);
// tree items
const S32 getFirstRootItem() const;
S32 getChildItem(S32 itemId);
S32 getParentItem(S32 itemId);
S32 getNextSiblingItem(S32 itemId);
S32 getPrevSiblingItem(S32 itemId);
S32 getItemCount();
S32 getSelectedItem();
S32 getSelectedItem(S32 index); // Given an item's index in the selection list, return its itemId
S32 getSelectedItemsCount() {return mSelectedItems.size();} // Returns the number of selected items
void moveItemUp( S32 itemId );
void moveItemDown( S32 itemId );
// misc.
bool scrollVisible( Item *item );
bool scrollVisible( S32 itemId );
bool scrollVisibleByObjectId( S32 objID );
void deleteSelection();
void clearSelection();
S32 findItemByName(const char *name);
S32 findItemByValue(const char *name);
S32 findItemByObjectId(S32 iObjId);
S32 getItemObject(S32 itemId);
void sortTree( bool caseSensitive, bool traverseHierarchy, bool parentsFirst );
/// @name Filtering
/// @{
/// Get the current filter expression. Only tree items whose text matches this expression
/// are displayed. By default, the expression is empty and all items are shown.
const String& getFilterText() const { return mFilterText; }
/// Set the pattern by which to filter items in the tree. Only items in the tree whose text
/// matches this pattern are displayed.
void setFilterText( const String& text );
void setFilterChildren(bool doFilter) { mDoFilterChildren = doFilter; }
void setItemFilterException(U32 item, bool isExempt);
void setItemHidden(U32 item, bool isHidden);
void clearHiddenItems() { mHiddenItemsList.clear(); }
/// Clear the current item filtering pattern.
void clearFilterText() { setFilterText( String::EmptyString ); }
void reparentItems(Vector<Item*> selectedItems, Item* newParent);
S32 getTabLevel(S32 itemId);
/// @}
// GuiControl
bool onAdd();
bool onWake();
void onSleep();
void onPreRender();
bool onKeyDown( const GuiEvent &event );
void onMouseDown(const GuiEvent &event);
void onMiddleMouseDown(const GuiEvent &event);
void onMouseMove(const GuiEvent &event);
void onMouseEnter(const GuiEvent &event);
void onMouseLeave(const GuiEvent &event);
void onRightMouseDown(const GuiEvent &event);
void onRightMouseUp(const GuiEvent &event);
void onMouseDragged(const GuiEvent &event);
virtual void onMouseUp(const GuiEvent &event);
/// Returns false if the object is a child of one of the inner items.
bool childSearch(Item * item, SimObject *obj, bool yourBaby);
/// Find immediately available inspector items (eg ones that aren't children of other inspector items)
/// and then update their sets
void inspectorSearch(Item * item, Item * parent, SimSet * parentSet, SimSet * newParentSet);
/// Find the Item associated with a sceneObject, returns true if it found one
bool objectSearch( const SimObject *object, Item **item );
// GuiArrayCtrl
void onRenderCell(Point2I offset, Point2I cell, bool, bool);
void onRender(Point2I offset, const RectI &updateRect);
bool renderTooltip( const Point2I &hoverPos, const Point2I& cursorPos, const char* tipText );
static void initPersistFields();
void inspectObject(SimObject * obj, bool okToEdit);
S32 insertObject(S32 parentId, SimObject * obj, bool okToEdit);
void buildVisibleTree(bool bForceFullUpdate = false);
void cancelRename();
void onRenameValidate();
void showItemRenameCtrl( Item* item );
DECLARE_CONOBJECT(GuiTreeViewCtrl);
DECLARE_CATEGORY( "Gui Lists" );
DECLARE_DESCRIPTION( "Hierarchical list of text items with optional icons.\nCan also be used to inspect SimObject hierarchies." );
};
#endif