void GuiRolloutCtrl::addObject( SimObject *obj ) { // Call Parent. Parent::addObject( obj ); sizeToContents(); }
bool GuiRolloutCtrl::onWake() { if (! Parent::onWake()) return false; if( !mIsAnimating && mIsExpanded ) sizeToContents(); return true; }
bool GuiInspectorGroup::inspectGroup() { // We can't inspect a group without a target! if( !mParent || !mParent->getNumInspectObjects() ) return false; // to prevent crazy resizing, we'll just freeze our stack for a sec.. mStack->freeze(true); bool bNoGroup = false; // Un-grouped fields are all sorted into the 'general' group if ( dStricmp( mCaption, "General" ) == 0 ) bNoGroup = true; // Just delete all fields and recreate them (like the dynamicGroup) // because that makes creating controls for array fields a lot easier clearFields(); bool bNewItems = false; bool bMakingArray = false; GuiStackControl *pArrayStack = NULL; GuiRolloutCtrl *pArrayRollout = NULL; bool bGrabItems = false; AbstractClassRep* commonAncestorClass = findCommonAncestorClass(); AbstractClassRep::FieldList& fieldList = commonAncestorClass->mFieldList; for( AbstractClassRep::FieldList::iterator itr = fieldList.begin(); itr != fieldList.end(); ++ itr ) { AbstractClassRep::Field* field = &( *itr ); if( field->type == AbstractClassRep::StartGroupFieldType ) { // If we're dealing with general fields, always set grabItems to true (to skip them) if( bNoGroup == true ) bGrabItems = true; else if( dStricmp( field->pGroupname, mCaption ) == 0 ) bGrabItems = true; continue; } else if ( field->type == AbstractClassRep::EndGroupFieldType ) { // If we're dealing with general fields, always set grabItems to false (to grab them) if( bNoGroup == true ) bGrabItems = false; else if( dStricmp( field->pGroupname, mCaption ) == 0 ) bGrabItems = false; continue; } // Skip field if it has the HideInInspectors flag set. if( field->flag.test( AbstractClassRep::FIELD_HideInInspectors ) ) continue; if( ( bGrabItems == true || ( bNoGroup == true && bGrabItems == false ) ) && itr->type != AbstractClassRep::DeprecatedFieldType ) { if( bNoGroup == true && bGrabItems == true ) continue; if ( field->type == AbstractClassRep::StartArrayFieldType ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Beginning array '%s'", field->pFieldname ); #endif // Starting an array... // Create a rollout for the Array, give it the array's name. GuiRolloutCtrl *arrayRollout = new GuiRolloutCtrl(); GuiControlProfile *arrayRolloutProfile = dynamic_cast<GuiControlProfile*>( Sim::findObject( "GuiInspectorRolloutProfile0" ) ); arrayRollout->setControlProfile(arrayRolloutProfile); //arrayRollout->mCaption = StringTable->insert( String::ToString( "%s (%i)", field->pGroupname, field->elementCount ) ); arrayRollout->setCaption( field->pGroupname ); //arrayRollout->setMargin( 14, 0, 0, 0 ); arrayRollout->registerObject(); GuiStackControl *arrayStack = new GuiStackControl(); arrayStack->registerObject(); arrayStack->freeze(true); arrayRollout->addObject(arrayStack); // Allocate a rollout for each element-count in the array // Give it the element count name. for ( U32 i = 0; i < field->elementCount; i++ ) { GuiRolloutCtrl *elementRollout = new GuiRolloutCtrl(); GuiControlProfile *elementRolloutProfile = dynamic_cast<GuiControlProfile*>( Sim::findObject( "GuiInspectorRolloutProfile0" ) ); char buf[256]; dSprintf( buf, 256, " [%i]", i ); elementRollout->setControlProfile(elementRolloutProfile); elementRollout->setCaption(buf); //elementRollout->setMargin( 14, 0, 0, 0 ); elementRollout->registerObject(); GuiStackControl *elementStack = new GuiStackControl(); elementStack->registerObject(); elementRollout->addObject(elementStack); elementRollout->instantCollapse(); arrayStack->addObject( elementRollout ); } pArrayRollout = arrayRollout; pArrayStack = arrayStack; arrayStack->freeze(false); pArrayRollout->instantCollapse(); mStack->addObject(arrayRollout); bMakingArray = true; continue; } else if ( field->type == AbstractClassRep::EndArrayFieldType ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Ending array '%s'", field->pFieldname ); #endif bMakingArray = false; continue; } if ( bMakingArray ) { // Add a GuiInspectorField for this field, // for every element in the array... for ( U32 i = 0; i < pArrayStack->size(); i++ ) { FrameTemp<char> intToStr( 64 ); dSprintf( intToStr, 64, "%d", i ); // The array stack should have a rollout for each element // as children... GuiRolloutCtrl *pRollout = dynamic_cast<GuiRolloutCtrl*>(pArrayStack->at(i)); // And the each of those rollouts should have a stack for // fields... GuiStackControl *pStack = dynamic_cast<GuiStackControl*>(pRollout->at(0)); // And we add a new GuiInspectorField to each of those stacks... GuiInspectorField *fieldGui = constructField( field->type ); if ( fieldGui == NULL ) fieldGui = new GuiInspectorField(); fieldGui->init( mParent, this ); StringTableEntry caption = field->pFieldname; fieldGui->setInspectorField( field, caption, intToStr ); if( fieldGui->registerObject() ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Adding array element '%s[%i]'", field->pFieldname, i ); #endif mChildren.push_back( fieldGui ); pStack->addObject( fieldGui ); } else delete fieldGui; } continue; } // This is weird, but it should work for now. - JDD // We are going to check to see if this item is an array // if so, we're going to construct a field for each array element if( field->elementCount > 1 ) { // Make a rollout control for this array // GuiRolloutCtrl *rollout = new GuiRolloutCtrl(); rollout->setDataField( StringTable->insert("profile"), NULL, "GuiInspectorRolloutProfile0" ); rollout->setCaption(String::ToString( "%s (%i)", field->pFieldname, field->elementCount)); rollout->setMargin( 14, 0, 0, 0 ); rollout->registerObject(); mArrayCtrls.push_back(rollout); // Put a stack control within the rollout // GuiStackControl *stack = new GuiStackControl(); stack->setDataField( StringTable->insert("profile"), NULL, "GuiInspectorStackProfile" ); stack->registerObject(); stack->freeze(true); rollout->addObject(stack); mStack->addObject(rollout); // Create each field and add it to the stack. // for (S32 nI = 0; nI < field->elementCount; nI++) { FrameTemp<char> intToStr( 64 ); dSprintf( intToStr, 64, "%d", nI ); // Construct proper ValueName[nI] format which is "ValueName0" for index 0, etc. String fieldName = String::ToString( "%s%d", field->pFieldname, nI ); // If the field already exists, just update it GuiInspectorField *fieldGui = findField( fieldName ); if( fieldGui != NULL ) { fieldGui->updateValue(); continue; } bNewItems = true; fieldGui = constructField( field->type ); if ( fieldGui == NULL ) fieldGui = new GuiInspectorField(); fieldGui->init( mParent, this ); StringTableEntry caption = StringTable->insert( String::ToString(" [%i]",nI) ); fieldGui->setInspectorField( field, caption, intToStr ); if ( fieldGui->registerObject() ) { mChildren.push_back( fieldGui ); stack->addObject( fieldGui ); } else delete fieldGui; } stack->freeze(false); stack->updatePanes(); rollout->instantCollapse(); } else { // If the field already exists, just update it GuiInspectorField *fieldGui = findField( field->pFieldname ); if ( fieldGui != NULL ) { fieldGui->updateValue(); continue; } bNewItems = true; fieldGui = constructField( field->type ); if ( fieldGui == NULL ) fieldGui = new GuiInspectorField(); fieldGui->init( mParent, this ); fieldGui->setInspectorField( field ); if( fieldGui->registerObject() ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Adding field '%s'", field->pFieldname ); #endif mChildren.push_back( fieldGui ); mStack->addObject( fieldGui ); } else { SAFE_DELETE( fieldGui ); } } } } mStack->freeze(false); mStack->updatePanes(); // If we've no new items, there's no need to resize anything! if( bNewItems == false && !mChildren.empty() ) return true; sizeToContents(); setUpdate(); return true; }
//----------------------------------------------------------------------------- // GuiInspectorMountingGroup - inspectGroup override //----------------------------------------------------------------------------- bool GuiInspectorMountingGroup::inspectGroup() { // We can't inspect a group without a target! if( !mParent->getNumInspectObjects() ) return false; // to prevent crazy resizing, we'll just freeze our stack for a sec.. mStack->freeze(true); bool bNoGroup = false; // Un-grouped fields are all sorted into the 'general' group if ( dStricmp( mCaption, "General" ) == 0 ) bNoGroup = true; // Just delete all fields and recreate them (like the dynamicGroup) // because that makes creating controls for array fields a lot easier clearFields(); bool bNewItems = false; bool bMakingArray = false; GuiStackControl *pArrayStack = NULL; GuiRolloutCtrl *pArrayRollout = NULL; bool bGrabItems = false; AbstractClassRep* commonAncestorClass = findCommonAncestorClass(); AbstractClassRep::FieldList& fieldList = commonAncestorClass->mFieldList; for( AbstractClassRep::FieldList::iterator itr = fieldList.begin(); itr != fieldList.end(); ++ itr ) { AbstractClassRep::Field* field = &( *itr ); if( field->type == AbstractClassRep::StartGroupFieldType ) { // If we're dealing with general fields, always set grabItems to true (to skip them) if( bNoGroup == true ) bGrabItems = true; else if( dStricmp( field->pGroupname, mCaption ) == 0 ) bGrabItems = true; continue; } else if ( field->type == AbstractClassRep::EndGroupFieldType ) { // If we're dealing with general fields, always set grabItems to false (to grab them) if( bNoGroup == true ) bGrabItems = false; else if( dStricmp( field->pGroupname, mCaption ) == 0 ) bGrabItems = false; continue; } // Skip field if it has the HideInInspectors flag set. if( field->flag.test( AbstractClassRep::FIELD_HideInInspectors ) ) continue; if( ( bGrabItems == true || ( bNoGroup == true && bGrabItems == false ) ) && itr->type != AbstractClassRep::DeprecatedFieldType ) { if( bNoGroup == true && bGrabItems == true ) continue; // If the field already exists, just update it GuiInspectorField *fieldGui = findField( field->pFieldname ); if ( fieldGui != NULL ) { fieldGui->updateValue(); continue; } bNewItems = true; if(field->pFieldname == StringTable->insert("mountNode")) { fieldGui = new GuiInspectorNodeListField(); Entity* e = dynamic_cast<Entity*>(mParent->getInspectObject(0)); if(e) (dynamic_cast<GuiInspectorNodeListField*>(fieldGui))->setTargetEntity(e); } else { fieldGui = constructField( field->type ); if ( fieldGui == NULL ) fieldGui = new GuiInspectorField(); } fieldGui->init( mParent, this ); fieldGui->setInspectorField( field ); if( fieldGui->registerObject() ) { #ifdef DEBUG_SPEW Platform::outputDebugString( "[GuiInspectorGroup] Adding field '%s'", field->pFieldname ); #endif mChildren.push_back( fieldGui ); mStack->addObject( fieldGui ); } else { SAFE_DELETE( fieldGui ); } } } mStack->freeze(false); mStack->updatePanes(); // If we've no new items, there's no need to resize anything! if( bNewItems == false && !mChildren.empty() ) return true; sizeToContents(); setUpdate(); return true; }