Torque3D/Engine/source/BadBehavior/tools/guiBTViewCtrl.cpp
2016-08-12 20:39:56 +02:00

301 lines
10 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2014 Guy Allard
//
// 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.
//-----------------------------------------------------------------------------
#include "guiBTViewCtrl.h"
#include "gfx/gfxDrawUtil.h"
#include "gui/worldEditor/editorIconRegistry.h"
#include "gui/controls/guiTextEditCtrl.h"
using namespace BadBehavior;
IMPLEMENT_CONOBJECT(GuiBehaviorTreeViewCtrl);
void GuiBehaviorTreeViewCtrl::onRenderCell(Point2I offset, Point2I cell, bool, bool )
{
if( !mVisibleItems.size() )
return;
// Do some sanity checking and data retrieval.
AssertFatal(cell.y < mVisibleItems.size(), "GuiTreeViewCtrl::onRenderCell: invalid cell");
Item * item = mVisibleItems[cell.y];
// If there's no object, deal with it.
if(item->isInspectorData())
if(!item->getObject())
return;
RectI drawRect( offset, mCellSize );
GFXDrawUtil *drawer = GFX->getDrawUtil();
drawer->clearBitmapModulation();
FrameAllocatorMarker txtBuff;
// Ok, we have the item. There are a few possibilities at this point:
// - We need to draw inheritance lines and a treeview-chosen icon
// OR
// - We have to draw an item-dependent icon
// - If we're mouseover, we have to highlight it.
//
// - We have to draw the text for the item
// - Taking into account various mouseover states
// - Taking into account the value (set or not)
// - If it's an inspector data, we have to do some custom rendering
// - ADDED: If it is being renamed, we also have custom rendering.
// Ok, first draw the tab and icon.
// Do we draw the tree lines?
if( mFlags.test(ShowTreeLines) )
{
drawRect.point.x += ( mTabSize * item->mTabLevel );
Item* parent = item->mParent;
for ( S32 i = item->mTabLevel; ( parent && i > 0 ); i-- )
{
drawRect.point.x -= mTabSize;
if ( parent->mNext )
drawer->drawBitmapSR( mProfile->mTextureObject, drawRect.point, mProfile->mBitmapArrayRects[BmpLine] );
parent = parent->mParent;
}
}
// Now, the icon...
drawRect.point.x = offset.x + mTabSize * item->mTabLevel;
// First, draw the rollover glow, if it's an inner node.
if ( item->isParent() && item->mState.test( Item::MouseOverBmp ) )
drawer->drawBitmapSR( mProfile->mTextureObject, drawRect.point, mProfile->mBitmapArrayRects[BmpGlow] );
// Now, do we draw a treeview-selected item or an item dependent one?
S32 newOffset = 0; // This is stored so we can render glow, then update render pos.
S32 bitmap = 0;
// Ok, draw the treeview lines as appropriate.
bool drawBitmap = true;
if ( !item->isParent() )
{
if( mFlags.test( ShowTreeLines ) )
{
if( ( item->mNext && item->mPrevious )
|| ( item->mNext && item->mParent && ( !_isRootLevelItem( item ) || mShowRoot ) ) )
bitmap = BmpChild;
else if( item->mNext && ( !item->mParent || !mShowRoot ) )
bitmap = BmpFirstChild;
else if( item->mPrevious || ( item->mParent && !_isRootLevelItem( item ) ) )
bitmap = BmpLastChild;
else
drawBitmap = false;
}
else
drawBitmap = false;
}
else
{
bitmap = item->isExpanded() ? BmpExp : BmpCon;
if( mFlags.test( ShowTreeLines ) )
{
// Shift indices to show versions with tree lines.
if ( item->mParent || item->mPrevious )
bitmap += ( item->mNext ? 3 : 2 );
else
bitmap += ( item->mNext ? 1 : 0 );
}
}
if( ( bitmap >= 0 ) && ( bitmap < mProfile->mBitmapArrayRects.size() ) )
{
if( drawBitmap )
drawer->drawBitmapSR( mProfile->mTextureObject, drawRect.point, mProfile->mBitmapArrayRects[bitmap] );
newOffset = mProfile->mBitmapArrayRects[bitmap].extent.x;
}
if(item->isInspectorData())
{
// draw lock icon if need be
S32 icon = Lock1;
S32 icon2 = Hidden;
if (item->getObject() && item->getObject()->isLocked())
{
if (mIconTable[icon])
{
//drawRect.point.x = offset.x + mTabSize * item->mTabLevel + mIconTable[icon].getWidth();
drawRect.point.x += mIconTable[icon].getWidth();
drawer->drawBitmap( mIconTable[icon], drawRect.point );
}
}
if (item->getObject() && item->getObject()->isHidden())
{
if (mIconTable[icon2])
{
//drawRect.point.x = offset.x + mTabSize * item->mTabLevel + mIconTable[icon].getWidth();
drawRect.point.x += mIconTable[icon2].getWidth();
drawer->drawBitmap( mIconTable[icon2], drawRect.point );
}
}
/*SimObject * pObject = item->getObject();
SimGroup * pGroup = ( pObject == NULL ) ? NULL : dynamic_cast<SimGroup*>( pObject );
// If this item is a VirtualParent we can use the generic SimGroup123 icons.
// However if there is already an icon in the EditorIconRegistry for this
// exact class (not counting parent class icons) we want to use that instead.
bool hasClassIcon = gEditorIcons.hasIconNoRecurse( pObject );
// draw the icon associated with the item
if ( !hasClassIcon && item->mState.test(Item::VirtualParent))
{
if ( pGroup != NULL)
{
if (item->isExpanded())
item->mIcon = SimGroup1;
else
item->mIcon = SimGroup2;
}
else
item->mIcon = SimGroup2;
}
if ( !hasClassIcon && item->mState.test(Item::Marked))
{
if (item->isInspectorData())
{
if ( pGroup != NULL )
{
if (item->isExpanded())
item->mIcon = SimGroup3;
else
item->mIcon = SimGroup4;
}
}
}*/
GFXTexHandle iconHandle;
if ( ( item->mIcon != -1 ) && mIconTable[item->mIcon] )
iconHandle = mIconTable[item->mIcon];
#ifdef TORQUE_TOOLS
else
iconHandle = gEditorIcons.findIcon( item->getObject() );
#endif
if ( iconHandle.isValid() )
{
S32 iconHeight = (mItemHeight - iconHandle.getHeight()) / 2;
S32 oldHeight = drawRect.point.y;
if(iconHeight > 0)
drawRect.point.y += iconHeight;
drawRect.point.x += iconHandle.getWidth();
drawer->drawBitmap( iconHandle, drawRect.point );
drawRect.point.y = oldHeight;
}
}
else
{
S32 icon = item->isExpanded() ? item->mScriptInfo.mExpandedImage : item->mScriptInfo.mNormalImage;
if ( icon )
{
if (mIconTable[icon])
{
S32 iconHeight = (mItemHeight - mIconTable[icon].getHeight()) / 2;
S32 oldHeight = drawRect.point.y;
if(iconHeight > 0)
drawRect.point.y += iconHeight;
drawRect.point.x += mIconTable[icon].getWidth();
drawer->drawBitmap( mIconTable[icon], drawRect.point );
drawRect.point.y = oldHeight;
}
}
}
// Ok, update offset so we can render some text!
drawRect.point.x += newOffset;
// Ok, now we're off to rendering the actual data for the treeview item.
U32 bufLen = 1024; //item->mDataRenderWidth + 1;
char *displayText = (char *)txtBuff.alloc(bufLen);
displayText[bufLen-1] = 0;
item->getDisplayText(bufLen, displayText);
// Draw the rollover/selected bitmap, if one was specified.
drawRect.extent.x = mProfile->mFont->getStrWidth( displayText ) + ( 2 * mTextOffset );
if ( item->mState.test( Item::Selected ) && mTexSelected )
drawer->drawBitmapStretch( mTexSelected, drawRect );
else if ( item->mState.test( Item::MouseOverText ) && mTexRollover )
drawer->drawBitmapStretch( mTexRollover, drawRect );
// Offset a bit so as to space text properly.
drawRect.point.x += mTextOffset;
// Determine what color the font should be.
ColorI fontColor;
fontColor = item->mState.test( Item::Selected ) ? mProfile->mFontColorSEL :
( item->mState.test( Item::MouseOverText ) ? mProfile->mFontColorHL : mProfile->mFontColor );
if (item->mState.test(Item::Selected))
{
drawer->drawRectFill(drawRect, mProfile->mFillColorSEL);
}
else if (item->mState.test(Item::MouseOverText))
{
drawer->drawRectFill(drawRect, mProfile->mFillColorHL);
}
if( item->mState.test(Item::MouseOverText) )
{
fontColor = mProfile->mFontColorHL;
}
drawer->setBitmapModulation( fontColor );
// Center the text horizontally.
S32 height = (mItemHeight - mProfile->mFont->getHeight()) / 2;
if(height > 0)
drawRect.point.y += height;
// JDD - offset by two pixels or so to keep the text from rendering RIGHT ONTOP of the outline
drawRect.point.x += 2;
drawer->drawText( mProfile->mFont, drawRect.point, displayText, mProfile->mFontColors );
if ( mRenamingItem == item && mRenameCtrl )
{
Point2I ctrPos = globalToLocalCoord( drawRect.point );
ctrPos.y -= height;
ctrPos.x -= 2;
Point2I ctrExtent( getWidth() - ctrPos.x, drawRect.extent.y );
mRenameCtrl->setPosition( ctrPos );
mRenameCtrl->setExtent( ctrExtent );
mRenameCtrl->setVisible( true );
}
}