Ejemplo n.º 1
0
void SceneEditorScreenMain::OnSelectBody(BaseObject * owner, void * userData, void * callerData)
{
    UIButton *btn = (UIButton *)owner;
    
    for(int32 i = 0; i < (int32)bodies.size(); ++i)
    {
        if(bodies[i]->bodyControl->GetParent())
        {
            if(btn == bodies[i]->headerButton)
            {
                // click on selected body - nothing to do
                return;
            }
            
            if(libraryControl->GetParent())
            {
                RemoveControl(libraryControl);
                bodies[i]->bodyControl->UpdateLibraryState(false, libraryControl->GetRect().dx);
            }
            
            RemoveControl(bodies[i]->bodyControl);
            bodies[i]->headerButton->SetSelected(false, false);
        }
    }
    AddControl(bodies[btn->GetTag()]->bodyControl);
    bodies[btn->GetTag()]->headerButton->SetSelected(true, false);    
    
    if(libraryControl->GetParent())
    {
        BringChildFront(libraryControl);
    }
}
Ejemplo n.º 2
0
void SceneEditorScreenMain::OnCloseBody(BaseObject * owner, void * userData, void * callerData)
{
    UIButton *btn = (UIButton *)owner;
    int32 tag = btn->GetTag();
    
    bool needToSwitchBody = false;
    Vector<BodyItem*>::iterator it = bodies.begin();
    for(int32 i = 0; i < (int32)bodies.size(); ++i, ++it)
    {
        if(btn == bodies[i]->closeButton)
        {
            if(bodies[i]->bodyControl->GetParent())
            {
                RemoveControl(libraryControl);
                
                RemoveControl(bodies[i]->bodyControl);
                needToSwitchBody = true;
            }
            RemoveControl(bodies[i]->headerButton);
            
            SafeRelease(bodies[i]->headerButton);
            SafeRelease(bodies[i]->closeButton);
            SafeRelease(bodies[i]->bodyControl);            
            SafeDelete(*it);

            bodies.erase(it);
            break;
        }
    }

    for(int32 i = 0; i < (int32)bodies.size(); ++i)
    {
        bodies[i]->headerButton->SetRect(
                            Rect(TAB_BUTTONS_OFFSET + i * (ControlsFactory::BUTTON_WIDTH), 
                            BODY_Y_OFFSET - ControlsFactory::BUTTON_HEIGHT, 
                            ControlsFactory::BUTTON_WIDTH, ControlsFactory::BUTTON_HEIGHT));
        
        bodies[i]->headerButton->SetTag(i);
        if(bodies[i]->closeButton)
        {
            bodies[i]->closeButton->SetTag(i);
        }
        bodies[i]->bodyControl->SetTag(i);
    }
    
    if(bodies.size())
    {
        if(tag)
        {
            --tag;
        }

        //set as current
        bodies[tag]->headerButton->PerformEvent(UIControl::EVENT_TOUCH_UP_INSIDE);
    }
}
void SceneEditorScreenMain::OnCloseBody(BaseObject * owner, void *, void *)
{
    UIButton *btn = (UIButton *)owner;
    int32 tag = btn->GetTag();
    
    Vector<BodyItem*>::iterator it = bodies.begin();
    for(int32 i = 0; i < (int32)bodies.size(); ++i, ++it)
    {
        if(btn == bodies[i]->closeButton)
        {
            if(bodies[i]->bodyControl->GetParent())
            {
                RemoveControl(bodies[i]->bodyControl);
            }
            RemoveControl(bodies[i]->headerButton);
            
            SceneDataManager::Instance()->ReleaseScene(bodies[i]->bodyControl->GetScene());

            SafeRelease(bodies[i]->headerButton);
            SafeRelease(bodies[i]->closeButton);
            SafeRelease(bodies[i]->bodyControl);
            
            SafeDelete(*it);

            bodies.erase(it);
            break;
        }
    }

    for(int32 i = 0; i < (int32)bodies.size(); ++i)
    {
        bodies[i]->headerButton->SetRect(Rect(i * (ControlsFactory::BUTTON_WIDTH + 1), 0,
                                                ControlsFactory::BUTTON_WIDTH, ControlsFactory::BUTTON_HEIGHT));
        bodies[i]->headerButton->SetTag(i);
        if(bodies[i]->closeButton)
        {
            bodies[i]->closeButton->SetTag(i);
        }
        bodies[i]->bodyControl->SetTag(i);
    }
    
    if(bodies.size())
    {
        if(tag)
        {
            --tag;
        }

        //set as current
		ActivateBodyItem(bodies[tag], true);
    }
}
void SceneEditorScreenMain::OnSelectBody(BaseObject * owner, void *, void *)
{
    UIButton *btn = (UIButton *)owner;
    
    for(int32 i = 0; i < (int32)bodies.size(); ++i)
    {
        if(bodies[i]->bodyControl->GetParent())
        {
            if(btn == bodies[i]->headerButton)
            {
                // click on selected body - nothing to do
                return;
            }
            
            RemoveControl(bodies[i]->bodyControl);
            bodies[i]->headerButton->SetSelected(false, false);
        }
    }

	ActivateBodyItem(bodies[btn->GetTag()], false);
}