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📄 guiinspector.cc

📁 五行MMORPG引擎系统V1.0
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   }

   return NULL;
}

GuiInspectorDynamicField *GuiInspectorDynamicGroup::findDynamicField( StringTableEntry fieldName )
{
   // We can't inspect a group without a target!
   if( !mTarget || mChildren.empty() )
      return false;

   Vector<GuiInspectorField*>::iterator i = mChildren.begin();
   for( ; i != mChildren.end(); i++ )
   {
      if( dStricmp( (*i)->getFieldName(), fieldName ) == 0 )
         return dynamic_cast<GuiInspectorDynamicField*>(*i);
   }

   return NULL;
}


void GuiInspectorDynamicGroup::onRender(Point2I offset, const RectI &updateRect)
{
   // Do normal rendering
   Parent::onRender( offset, updateRect );
   
   if( !mIsExpanded )
      return;

   // Calculate actual world bounds for rendering
   RectI worldBounds( offset, mBounds.extent );
   // Calculate rendering rectangle for the groups content
   RectI contentRect( offset + mBarWidth, mBounds.extent - ( mBarWidth + Point2I(1,1) ));

   U32 textXOffset = mFloor( (F32)( mBarWidth.x - mProfile->mFont->getHeight() ) / 2 ) + mProfile->mFont->getHeight();
   RectI addFieldRect( offset + Point2I( textXOffset, mBarWidth.y + 4 ),  Point2I(mBarWidth.x, mBounds.extent.y) );

   // Backup Bitmap Modulation
   ColorI currColor;
   dglGetBitmapModulation( &currColor );

   dglSetBitmapModulation( mProfile->mFontColor );

   RectI clipRect = dglGetClipRect();
   dglSetClipRect( updateRect );
   // Draw Caption ( Vertically Centered )
   dglDrawText( mProfile->mFont, addFieldRect.point, "Add Field" , &mProfile->mFontColor,9, -90.f );

   dglSetClipRect( clipRect );
   dglSetBitmapModulation( currColor );

}

void GuiInspectorDynamicGroup::onMouseDown( const GuiEvent &event )
{
   Parent::onMouseDown( event );

   // Calculate actual world bounds for rendering
   RectI worldBounds( mBounds );
   // Calculate rendering rectangle for the groups content
   RectI contentRect( mBarWidth, mBounds.extent - ( mBarWidth + Point2I(1,1) ));

   Point2I localPoint( globalToLocalCoord( event.mousePoint ) );

   U32 textXOffset = mFloor( (F32)( mBarWidth.x - mProfile->mFont->getHeight() ) / 2 );
   RectI addFieldRect( Point2I( textXOffset, mBarWidth.y + 4 ),  Point2I( mBarWidth.x, mBounds.extent.y ) );

   if( addFieldRect.pointInRect( localPoint ) )
   {
      addDynamicField();
   }
}

S32 GuiInspectorDynamicGroup::getExpandedHeight()
{
   if( mStack != NULL && mStack->size() > 0 )
      return mStack->getHeight() + mBarWidth.y + 1;
   else
      return mBarWidth.y + 60;
}

void GuiInspectorDynamicGroup::addDynamicField()
{
   // We can't add a field without a target
   if( !mTarget || !mStack )
   {
      Con::warnf("GuiInspectorDynamicGroup::addDynamicField - no target SimObject to add a dynamic field to.");
      return;
   }

   Con::evaluatef( "%d.%s = \"Default Value\";", mTarget->getId(), "NewDynamicField" );

   SimFieldDictionary::Entry* entry = findDynamicFieldInDictionary( "NewDynamicField" );
   if( entry == NULL )
   {
      Con::warnf("GuiInspectorDynamicGroup::addDynamicField - Unable to locate new dynamic field" );
      return;
   }

   GuiInspectorDynamicField *field = findDynamicField( entry->slotName );
   if( field != NULL )
   {
      Con::warnf("GuiInspectorDynamicGroup::addDynamicField - Dynamic Field already exists with name (%s)", entry->slotName );
      return;
   }

   field = new GuiInspectorDynamicField( this, mTarget, entry );
   if( field != NULL )
   {
      field->registerObject();
      mChildren.push_back( field );
      mStack->addObject( field );
   }

   animateTo( getExpandedHeight() );
}

ConsoleMethod( GuiInspectorDynamicGroup, addDynamicField, void, 2, 2, "obj.addDynamicField();" )
{
   object->addDynamicField();
}

//////////////////////////////////////////////////////////////////////////
// GuiInspectorDynamicField - Child class of GuiInspectorField 
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_CONOBJECT(GuiInspectorDynamicField);

GuiInspectorDynamicField::GuiInspectorDynamicField( GuiInspectorGroup* parent, SimObjectPtr<SimObject> target, SimFieldDictionary::Entry* field )
{
   if( field != NULL )
      mCaption    = StringTable->insert( field->slotName );
   else
      mCaption    = StringTable->insert( "" );

   mParent     = parent;
   mTarget     = target;
   mDynField   = field;
   mBounds.set(0,0,100,20);
   mRenameCtrl = NULL;
}

void GuiInspectorDynamicField::setData( StringTableEntry data )
{
   if( mTarget == NULL || mDynField == NULL )
      return;

   char buf[1024];
   const char * newValue = mEdit->getScriptValue();
   dStrcpy( buf, newValue ? newValue : "" );
   collapseEscape(buf);

   mTarget->getFieldDictionary()->setFieldValue(mDynField->slotName, buf);

   // Force our edit to update
   updateValue( data );

}

StringTableEntry GuiInspectorDynamicField::getData()
{
   if( mTarget == NULL || mDynField == NULL )
      return "";

   return mTarget->getFieldDictionary()->getFieldValue( mDynField->slotName );
}

void GuiInspectorDynamicField::renameField( StringTableEntry newFieldName )
{
   if( mTarget == NULL || mDynField == NULL || mParent == NULL || mEdit == NULL )
   {
      Con::warnf("GuiInspectorDynamicField::renameField - No target object or dynamic field data found!" );
      return;
   }

   if( !newFieldName )
   {
      Con::warnf("GuiInspectorDynamicField::renameField - Invalid field name specified!" );
      return;
   }

   // Only proceed if the name has changed
   if( dStricmp( newFieldName, getFieldName() ) == 0 )
      return;

   // Grab a pointer to our parent and cast it to GuiInspectorDynamicGroup
   GuiInspectorDynamicGroup *group = dynamic_cast<GuiInspectorDynamicGroup*>(mParent);

   if( group == NULL )
   {
      Con::warnf("GuiInspectorDynamicField::renameField - Unable to locate GuiInspectorDynamicGroup parent!" );
      return;
   }

   // Grab our current dynamic field value
   StringTableEntry currentValue = getData();

   // Create our new field with the value of our old field and the new fields name!
   mTarget->setDataField( newFieldName, NULL, currentValue );

   // Configure our field to grab data from the new dynamic field
   SimFieldDictionary::Entry *newEntry = group->findDynamicFieldInDictionary( newFieldName );

   if( newEntry == NULL )
   {
      Con::warnf("GuiInspectorDynamicField::renameField - Unable to find new field!" );
      return;
   }

   // Set our old fields data to "" (which will effectively erase the field)
   mTarget->setDataField( getFieldName(), NULL, "" );
   
   // Assign our dynamic field pointer (where we retrieve field information from) to our new field pointer
   mDynField = newEntry;

   // Reassign the caption of the field (to match the new field name)
   // Note : we use the getFieldName accessor which, since we have changed our field pointer
   //        will grab the slotName from the new field
   mCaption = getFieldName();

   // Lastly we need to reassign our Command and AltCommand fields for our value edit control
   char szBuffer[512];
   dSprintf( szBuffer, 512, "%d.%s = %d.getText();",mTarget->getId(), getFieldName(), mEdit->getId() );
   mEdit->setField("AltCommand", szBuffer );
   mEdit->setField("Validate", szBuffer );
}

ConsoleMethod( GuiInspectorDynamicField, renameField, void, 3,3, "field.renameField(newDynamicFieldName);" )
{
   object->renameField( argv[2] );
}

bool GuiInspectorDynamicField::onAdd()
{
   if( !Parent::onAdd() )
      return false;

   mRenameCtrl = constructRenameControl();

   return true;
}

GuiControl* GuiInspectorDynamicField::constructRenameControl()
{
   // Create our renaming field
   GuiControl* retCtrl = new GuiTextEditCtrl();

   // If we couldn't construct the control, bail!
   if( retCtrl == NULL )
      return retCtrl;

   // Let's make it look pretty.
   retCtrl->setField( "profile", "GuiInspectorTextEditProfile" );

   // Don't forget to register ourselves
   char szName[512];
   dSprintf( szName, 512, "IE_%s_%d_%s_Rename", retCtrl->getClassName(), mTarget->getId(), getFieldName() );
   retCtrl->registerObject( szName );


   // Our command will evaluate to :
   //
   //    if( (editCtrl).getText() !$= "" )
   //       (field).renameField((editCtrl).getText());
   //
   char szBuffer[512];
   dSprintf( szBuffer, 512, "if( %d.getText() !$= \"\" ) %d.renameField(%d.getText());",retCtrl->getId(), getId(), retCtrl->getId() );
   dynamic_cast<GuiTextEditCtrl*>(retCtrl)->setText( getFieldName() );
   retCtrl->setField("AltCommand", szBuffer );
   retCtrl->setField("Validate", szBuffer );

   // Calculate Caption Rect (Adjust for 16 pixel wide delete button)
   RectI captionRect( Point2I(mBounds.point.x + 16 ,0) , Point2I( mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0 ) ) - 16 , mBounds.extent.y ) );

   RectI deleteRect( Point2I( mBounds.point.x,2), Point2I( 16, mBounds.extent.y - 4));
   addObject( retCtrl );

   // Resize the edit control to fit in our caption rect (tricksy!)
   retCtrl->resize( captionRect.point, captionRect.extent );

   // Finally, add a delete button for this field
   GuiButtonCtrl * delButt = new GuiBitmapButtonCtrl();
   if( delButt != NULL )
   {
      dSprintf(szBuffer, 512, "%d.%s = \"\";%d.inspect(%d);", mTarget->getId(), getFieldName(), mParent->getContentCtrl()->getId(), mTarget->getId());

#ifdef TGE_RPG_UI /// TGE_RPG_UI
      delButt->setField("profile", "GuiBitmapButtonProfile");
		StringTableEntry pIconPath = Con::getVariable("$Theme::PathIcons");
      delButt->setField("Bitmap", avar("%sinspector_delete",pIconPath));
#else
      delButt->setField("Bitmap", "ui/icons/inspector_delete");
#endif
      delButt->setField("Text", "X");
      delButt->setField("Command", szBuffer);
      delButt->registerObject();

      delButt->resize( deleteRect.point,deleteRect.extent);

      addObject(delButt);
   }

   return retCtrl;
}

void GuiInspectorDynamicField::resize( const Point2I &newPosition, const Point2I &newExtent )
{
   Parent::resize( newPosition, newExtent );

   // If we don't have a field rename control, bail!
   if( mRenameCtrl == NULL )
      return;

   // Calculate Caption Rect
   RectI captionRect( Point2I(mBounds.point.x + 16 ,0) , Point2I( mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0 ) ) - 16, mBounds.extent.y ) );

   // Resize the edit control to fit in our caption rect (tricksy!)
   mRenameCtrl->resize( captionRect.point, captionRect.extent );
}

void GuiInspectorDynamicField::onRender(Point2I offset, const RectI &updateRect)
{
   RectI worldRect( offset, mBounds.extent );
   // Calculate Caption Rect
   RectI captionRect( offset , Point2I( mFloor( mBounds.extent.x * (F32)( (F32)GuiInspectorField::smCaptionWidth / 100.0 ) ), mBounds.extent.y ) );
   // Calculate Edit Field Rect
   RectI editFieldRect( offset + Point2I( captionRect.extent.x + 1, 0 ) , Point2I( mBounds.extent.x - ( captionRect.extent.x + 5 ) , mBounds.extent.y ) );

   // Calculate Y Offset to center vertically the caption
   U32 captionYOffset = mFloor( (F32)( captionRect.extent.y - mProfile->mFont->getHeight() ) / 2 );

   renderFilledBorder( captionRect, mProfile->mBorderColor, mProfile->mFillColor );
   renderFilledBorder( editFieldRect, mProfile->mBorderColor, mProfile->mFillColor );

   // Skip directly to GuiControl onRender (so we get child controls rendered, but no caption rendering from GuiInspectorField::onRender)
   GuiControl::onRender( offset, updateRect );
}


//////////////////////////////////////////////////////////////////////////
// GuiInspectorDatablockField 
// Field construction for datablock types
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_CONOBJECT(GuiInspectorDatablockField);

static S32 QSORT_CALLBACK stringCompare(const void *a,const void *b)
{
   StringTableEntry sa = *(StringTableEntry*)a;
   StringTableEntry sb = *(StringTableEntry*)b;
   return(dStricmp(sb, sa));
}

GuiInspectorDatablockField::GuiInspectorDatablockField( StringTableEntry className )
{
   setClassName(className);
};

void GuiInspectorDatablockField::setClassName( StringTableEntry className )
{
   // Walk the ACR list and find a matching class if any.
   AbstractClassRep *walk = AbstractClassRep::getClassList();
   while(walk)
   {
      if(!dStricmp(walk->getClassName(), className))
      {
         // Match!
         mDesiredClass = walk;
         return;
      }

      walk = walk->getNextClass();
   }

   // No dice.
   Con::warnf("GuiInspectorDatablockField::setClassName - no class '%s' found!", className);
   return;
}

GuiControl* GuiInspectorDatablockField::constructEditControl()
{
   GuiControl* retCtrl = new GuiPopUpMenuCtrl();

   // If we couldn't construct the control, bail!
   if( retCtrl == NULL )
      return retCtrl;

   GuiPopUpMenuCtrl *menu = dynamic_cast<GuiPopUpMenuCtrl*>(retCtrl);

   // Let's make it look pretty.
   retCtrl->setField( "profile", "InspectorTypeEnumProfile" );

   menu->setField("text", getData());

   registerEditControl( retCtrl );

   // Configure it to update our value when the popup is closed
   char szBuffer[512];
   dSprintf( szBuffer, 512, "%d.%s = %d.getText();",mTarget->getId(), mField->pFieldname, menu->getId() );
   menu->setField("Command", szBuffer );

   Vector<StringTableEntry> entries;

   SimDataBlockGroup * grp = Sim::getDataBlockGroup();
   for(SimDataBlockGroup::iterator i = grp->begin(); i != grp->end(); i++)
   {
      SimDataBlock * datablock = dynamic_cast<SimDataBlock*>(*i);

      // Skip non-datablocks if we somehow encounter them.
      if(!datablock)
         continue;

      // Ok, now we have to figure inheritance info.
      if( datablock && datablock->getClassRep()->isClass(mDesiredClass) )
         entries.push_back(datablock->getName());
   }

   // sort the entries
   dQsort(entries.address(), entries.size(), sizeof(StringTableEntry), stringCompare);

   // add them to our enum
   for(U32 j = 0; j < entries.size(); j++)
      menu->addEntry(entries[j], 0);

   return retCtrl;
}

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