mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-04 20:11:01 +00:00
Renamed current default import config to DefaultConfig Updated Asset Browser UI layout. Fixed sizing behavior for Edit Asset window Fixed sizing behavior for Edit Module window Implemented Collection Sets system Implemented handling of non-asset loose files for AB Initial handling logic for prefabs for AB Updated Asset Importer to hook into C++ AssetImporter Made Add Module window properly reset module name field when opened Overhauled entire AB search system so it can use phrases and compound search logic Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability Updated Asset Preview Drag-n-drop to work with new previews Begun initial work with Tags integration into AB - currently only works with datablock categories Bugin initial work with Creator classes - currently only populates category lists, no items Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found Added ability to drag-n-drop datablocks from AB and spawn requisite object Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now Adjusted folder and asset search fields in AB to utilize placeholder text Added logic when creating new module to prompt auto-populating common default folders Shifted preview size to slider Added logic to MenuBuilder so popup menus can utilize bitmap arrays Added editor setting for if to display loose files in AB Minor theme color corrections for some profiles
261 lines
8.2 KiB
C#
261 lines
8.2 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Menu Builder Helper Class
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//-----------------------------------------------------------------------------
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/// @class MenuBuilder
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/// @brief Create Dynamic Context and MenuBar Menus
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///
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///
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/// Summary : The MenuBuilder script class exists merely as a helper for creating
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/// popup menu's for use in torque editors. It is setup as a single
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/// object with dynamic fields starting with item[0]..[n] that describe
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/// how to create the menu in question. An example is below.
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///
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/// isPopup : isPopup is a persistent field on PopupMenu console class which
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/// when specified to true will allow you to perform .showPopup(x,y)
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/// commands which allow popupmenu's to be used/reused as menubar menus
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/// as well as context menus.
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///
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/// barPosition : barPosition indicates which index on the menu bar (0 = leftmost)
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/// to place this menu if it is attached. Use the attachToMenuBar() command
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/// to attach a menu.
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///
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/// barName : barName specifies the visible name of a menu item that is attached
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/// to the global menubar.
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///
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/// canvas : The GuiCanvas object the menu should be attached to. This defaults to
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/// the global Canvas object if unspecified.
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///
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/// Remarks : If you wish to use a menu as a context popup menu, isPopup must be
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/// specified as true at the creation time of the menu.
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///
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///
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/// @li @b item[n] (String) TAB (String) TAB (String) : <c>A Menu Item Definition.</c>
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/// @code item[0] = "Open File..." TAB "Ctrl O" TAB "Something::OpenFile"; @endcode
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///
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/// @li @b isPopup (bool) : <c>If Specified the menu will be considered a popup menu and should be used via .showPopup()</c>
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/// @code isPopup = true; @endcode
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///
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///
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/// Example : Creating a @b MenuBar Menu
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/// @code
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/// %%editMenu = new PopupMenu()
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/// {
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/// barPosition = 3;
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/// barName = "View";
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/// superClass = "MenuBuilder";
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/// item[0] = "Undo" TAB "Ctrl Z" TAB "levelBuilderUndo(1);";
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/// item[1] = "Redo" TAB "Ctrl Y" TAB "levelBuilderRedo(1);";
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/// item[2] = "-";
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/// };
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///
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/// %%editMenu.attachToMenuBar( 1, "Edit" );
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///
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/// @endcode
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///
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///
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/// Example : Creating a @b Context (Popup) Menu
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/// @code
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/// %%contextMenu = new PopupMenu()
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/// {
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/// superClass = MenuBuilder;
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/// isPopup = true;
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/// item[0] = "My Super Cool Item" TAB "Ctrl 2" TAB "echo(\"Clicked Super Cool Item\");";
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/// item[1] = "-";
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/// };
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///
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/// %%contextMenu.showPopup();
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/// @endcode
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///
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///
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/// Example : Modifying a Menu
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/// @code
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/// %%editMenu = new PopupMenu()
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/// {
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/// item[0] = "Foo" TAB "Ctrl F" TAB "echo(\"clicked Foo\")";
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/// item[1] = "-";
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/// };
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/// %%editMenu.addItem( 2, "Bar" TAB "Ctrl B" TAB "echo(\"clicked Bar\")" );
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/// %%editMenu.removeItem( 0 );
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/// %%editMenu.addItem( 0, "Modified Foo" TAB "Ctrl F" TAB "echo(\"clicked modified Foo\")" );
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/// @endcode
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///
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///
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/// @see PopupMenu
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///
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//-----------------------------------------------------------------------------
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// Adds one item to the menu.
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// if %item is skipped or "", we will use %item[#], which was set when the menu was created.
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// if %item is provided, then we update %item[#].
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function MenuBuilder::addItem(%this, %pos, %item)
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{
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if(%item $= "")
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%item = %this.item[%pos];
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if(%item !$= %this.item[%pos])
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%this.item[%pos] = %item;
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%name = getField(%item, 0);
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%accel = getField(%item, 1);
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%cmd = getField(%item, 2);
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%bitmapIdx = getField(%item, 3);
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// We replace the [this] token with our object ID
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%cmd = strreplace( %cmd, "[this]", %this );
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%this.item[%pos] = setField( %item, 2, %cmd );
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if(isObject(%accel))
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{
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// If %accel is an object, we want to add a sub menu
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%this.insertSubmenu(%pos, %name, %accel);
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}
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else
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{
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%this.insertItem(%pos, %name !$= "-" ? %name : "", %accel, %cmd, %bitmapIdx $= "" ? -1 : %bitmapIdx);
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}
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}
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function MenuBuilder::appendItem(%this, %item)
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{
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%this.addItem(%this.getItemCount(), %item);
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}
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function MenuBuilder::onAdd(%this)
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{
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if(! isObject(%this.canvas))
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%this.canvas = Canvas;
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%this.addItem(%i);
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}
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}
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function MenuBuilder::reloadItems(%this)
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{
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%this.clearItems();
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%this.addItem(%i);
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}
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}
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function MenuBuilder::onRemove(%this)
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{
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if(%this.isMethod("removeFromMenuBar"))
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%this.removeFromMenuBar();
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}
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//////////////////////////////////////////////////////////////////////////
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function MenuBuilder::onSelectItem(%this, %id, %text)
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{
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%cmd = getField(%this.item[%id], 2);
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if(%cmd !$= "")
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{
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eval( %cmd );
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return true;
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}
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return false;
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}
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/// Sets a new name on an existing menu item.
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function MenuBuilder::setItemName( %this, %id, %name )
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{
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%item = %this.item[%id];
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%accel = getField(%item, 1);
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%this.setItem( %id, %name, %accel );
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}
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/// Sets a new command on an existing menu item.
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function MenuBuilder::setItemCommand( %this, %id, %command )
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{
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%this.item[%id] = setField( %this.item[%id], 2, %command );
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}
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/// (SimID this)
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/// Wraps the attachToMenuBar call so that it does not require knowledge of
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/// barName or barIndex to be removed/attached. This makes the individual
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/// MenuBuilder items very easy to add and remove dynamically from a bar.
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///
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function MenuBuilder::attachToMenuBar( %this )
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{
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if( %this.barName $= "" )
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{
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error("MenuBuilder::attachToMenuBar - Menu property 'barName' not specified.");
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return false;
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}
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if( %this.barPosition < 0 )
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{
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error("MenuBuilder::attachToMenuBar - Menu " SPC %this.barName SPC "property 'barPosition' is invalid, must be zero or greater.");
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return false;
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}
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Parent::attachToMenuBar( %this, %this.canvas, %this.barPosition, %this.barName );
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}
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//////////////////////////////////////////////////////////////////////////
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// Callbacks from PopupMenu. These callbacks are now passed on to submenus
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// in C++, which was previously not the case. Thus, no longer anything to
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// do in these. I am keeping the callbacks in case they are needed later.
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function MenuBuilder::onAttachToMenuBar(%this, %canvas, %pos, %title)
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{
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}
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function MenuBuilder::onRemoveFromMenuBar(%this, %canvas)
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{
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}
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//////////////////////////////////////////////////////////////////////////
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/// Method called to setup default state for the menu. Expected to be overriden
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/// on an individual menu basis. See the mission editor for an example.
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function MenuBuilder::setupDefaultState(%this)
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{
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%name = getField(%this.item[%i], 0);
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%accel = getField(%this.item[%i], 1);
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%cmd = getField(%this.item[%i], 2);
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// Pass on to sub menus
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if(isObject(%accel))
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%accel.setupDefaultState();
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}
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}
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/// Method called to easily enable or disable all items in a menu.
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function MenuBuilder::enableAllItems(%this, %enable)
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{
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for(%i = 0; %this.item[%i] !$= ""; %i++)
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{
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%this.enableItem(%i, %enable);
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}
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}
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