khanat-client-data-NeL/data/ryz/ryz_ring/r2_ui_displayers.lua

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2016-05-06 10:56:20 +00:00
-----------------
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-- DISPLAYERS --
-----------------
-----------------
-- Displayer are objects attached to instance in the scenario
-- They react to modification events (creations of new objects such as nps, groups ...)
-- and update their display accordingly
-- There is zero or one displayer attached per category of display for each instance in the map
-- For now this include :
-- UI displayers : - They update the scenario window to display new things added to the map
-- Property displayers : - They update the property sheet for an instance when one is displayed
-- Visual displayers : - For now they are only implemented in C++. Their fonction is to update the display of a instance
-- - in the 3D scene
--
-- Displayer at attached at creation time by the C++ code
-- The displayers to add to a specific object are given its the class definition
-- (see r2_base_class.lua for details)
-- helper : update the context toolbar for the given instance if it is the current selected instance
local function updateContextToolbar(instance)
if r2:getSelectedInstance() == instance then
r2.ContextualCommands:update()
end
end
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-----------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
-- The following code describes how to create a basic displayer that just
-- output the events it handles in the log
-- Mots of the time, when creating a new displayer, one will
-- just construct an existing displayer, and redefine methods of interest,
-- possibly calling the parent one
function r2:exampleUIDisplayer()
local handler = {}
local ct = colorTag(0, 0, 255)
------------------------------------------------
-- Called by C++ at creation
function handler:onCreate(instance)
debugInfo(ct .. "Instance " .. instance.InstanceId .." was created")
end
------------------------------------------------
-- Called by C++ just before object is removed (so properties are still readable)
function handler:onErase(instance)
debugInfo(ct .. "Instance " .. instance.InstanceId .." was erased")
end
------------------------------------------------
-- Called by C++ just before object is moved in the object hierarchy
function handler:onPreHrcMove(instance)
updateContextToolbar(instance)
debugInfo(ct .. "Instance " .. instance.InstanceId .." is about to move")
end
------------------------------------------------
-- Called by C++ just after object is move in the object hierarchy
function handler:onPostHrcMove(instance)
updateContextToolbar(instance)
debugInfo(ct .. "Instance " .. instance.InstanceId .." has moved")
end
------------------------------------------------
-- Called by C++ just after object is highlighted by mouse
function handler:onFocus(instance, hasFocus)
if (instance.User.HasFocus ~= hasFocus) then
if hasFocus == true then
debugInfo(ct .. "Instance " .. instance.InstanceId .." has gained focus")
else
debugInfo(ct .. "Instance " .. instance.InstanceId .." has lost focus")
end
instance.User.HasFocus = hasFocus
end
end
------------------------------------------------
-- Called by C++ just after object has been selected
function handler:onSelect(instance, isSelected)
if (isSelected == true) then
debugInfo(ct .. "Instance " .. instance.InstanceId .." is selected")
else
debugInfo(ct .. "Instance " .. instance.InstanceId .." is unselected")
end
end
------------------------------------------------
-- Called by C++ when an attribute of this object has been modified
-- An attribute inside this object has been modified
-- attributeName :Name of the attribute inside this object, as given by its class definition. If the attribute
-- is an array, then an additionnal parameter gives the index of the element being modified in the array (or -1 if the whole array is set)
function handler:onAttrModified(instance, attributeName, indexInArray)
updateContextToolbar(instance)
debugInfo(ct .. "Instance " .. instance.InstanceId .." has an attribute modified : " .. attributeName)
end
end
function r2:onInstanceSelectedInTree(id)
-- is there's an active pick tool then
local currTool = r2:getCurrentTool()
if currTool and currTool:isPickTool() then
local tree = getUICaller()
tree:cancelNextSelectLine() -- don't want real selection, actually ...
if currTool:canPick() then
currTool:pick()
end
-- no-op else ...
return
end
--debugInfo("Seleting instance with id = " .. tostring(id) )
r2:setSelectedInstanceId(id)
end
function r2:onInstanceRightClickInTree(id)
r2:setSelectedInstanceId(id)
r2:displayContextMenu()
end
r2.VerboseEvents = false;
-- before to go to "test mode", store opened/closed nodes in scenario window tree
-- to correctly initialize tree when go back in edition mode
r2.storedClosedTreeNodes = {}
-----------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
-- displayer that update the tree control (scenario window)
function r2:defaultUIDisplayer()
local function eventDebugInfo(msg)
if r2.VerboseEvents == true then
debugInfo(msg)
end
end
local handler = {}
local ct = colorTag(255, 0, 255)
------------------------------------------------
-- helper function : notify current act ui displayer that its quota has been modified
function handler:updateCurrentActQuota()
-- defer update to the next frame (many element can be added at once)
r2.UIMainLoop.LeftQuotaModified = true
end
------------------------------------------------
function handler:onCut(instance, cutted)
-- NOT IMPLEMENTED
-- debugInfo("On cut " .. tostring(cutted))
-- local tree = getUI(r2.InstanceTreePath)
-- debugInfo(tostring(select(cutted, 127, 255)))
-- instance.User.TreeNode.Color.G = select(cutted, 0, 255)
-- tree:forceRebuild()
end
------------------------------------------------
function handler:onCreate(instance)
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." was created")
self:addTreeNode(instance)
-- if my quota is not 0, then we should update
-- the current act quota ..
--if instance:getUsedQuota() ~= 0 then
-- self:updateCurrentActQuota()
--end
if instance:hasScenarioCost() ~= false then
self:updateCurrentActQuota()
end
end
------------------------------------------------
function handler:onPostCreate(instance)
-- Special : if the cookie 'AskName' is set (by C++ or lua), then show property and ask name
-- to user for that object
if instance.User.AskName then
if instance.User.ShowProps then
r2:showProperties(instance)
instance.User.ShowProps = nil
end
if instance.User.Select then
r2:setSelectedInstanceId(instance.InstanceId)
end
local propWindow = r2.CurrentPropertyWindow
-- tmp : quick & dirty access to the widget ...
if propWindow and propWindow.active then
local editBox = propWindow:find("Name"):find("eb")
if editBox then
setCaptureKeyboard(editBox)
editBox:setSelectionAll()
end
end
instance.User.AskName = nil -- get rid of cookie
end
-- Special : if the cookie 'Select' is set (by C++ or lua), then the object should be selected after creation
if instance.User.Select then
r2:setSelectedInstanceId(instance.InstanceId)
end
if type(instance.User.CreateFunc) == "function" then
instance.User.CreateFunc(instance)
end
end
------------------------------------------------
function handler:onErase(instance)
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." was erased")
self:removeTreeNode(instance)
-- if my quota is not 0, then we should update
-- the current act quota ..
if instance:hasScenarioCost() ~= false then
self:updateCurrentActQuota()
end
end
------------------------------------------------
function handler:onPreHrcMove(instance)
updateContextToolbar(instance)
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." is about to move")
self:removeTreeNode(instance)
end
------------------------------------------------
function handler:onPostHrcMove(instance)
-- if parent is a group, for its creation you don't know category of children : people or creature
-- you check it for first child
local parent = instance.ParentInstance
if instance:isGrouped() and parent.Components.Size==1 then
self:onErase(parent)
self:onCreate(parent)
self:onPostCreate(parent)
end
updateContextToolbar(instance)
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." has moved")
--eventDebugInfo(ct .. "New parent is " .. instance.ParentInstance.InstanceId)
local nodes = self:addTreeNode(instance)
if (r2:getSelectedInstance() == instance) and nodes then
for k, node in pairs(nodes) do
assert(node)
assert(node:getParentTree())
assert(node:getParentTree().selectNodeById)
node:getParentTree():selectNodeById(node.Id, false)
end
end
-- if my quota is not 0, then we should update
-- the current act quota ..
if instance:hasScenarioCost() ~= false then
self:updateCurrentActQuota()
end
-- if instance has Components, its children's nodes have been deleted at onPreHrcMove call
if instance.Components then
for i=0, instance.Components.Size-1 do
local child = instance.Components[i]
self:onCreate(child)
end
self:onPostCreate(instance)
end
end
------------------------------------------------
function handler:onFocus(instance, hasFocus)
if (instance.User.HasFocus ~= hasFocus) then
if hasFocus == true then
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." has gained focus")
else
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." has lost focus")
end
instance.User.HasFocus = hasFocus
end
end
------------------------------------------------
function handler:onSelect(instance, isSelected)
if not instance.User.TreeNodes then
return
end
for k, treeNode in pairs(instance.User.TreeNodes) do
if not (treeNode == nil or treeNode.isNil == true) then
local tree = treeNode:getParentTree()
if (isSelected == true) then
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." is selected")
tree:selectNodeById(instance.InstanceId, false)
else
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." is unselected")
tree:unselect()
end
end
end
end
------------------------------------------------
function handler:onAttrModified(instance, attributeName, indexInArray)
if attributeName == "Position" or attributeName == "Angle" then
return
end
if attributeName == "Selectable" then
self:removeTreeNode(instance)
self:addTreeNode(instance)
end
updateContextToolbar(instance)
if not instance.User.TreeNodes then
return
end
local nodes = instance.User.TreeNodes
for k, node in pairs(nodes) do
local tree = node:getParentTree()
if attributeName == 'Name' then
setupNodeName(instance)
if node:getFather() then
node:getFather():sortByBitmap()
end
tree:forceRebuild()
tree:selectNodeById(node.Id, false) -- reforce the selection
end
end
if attr == "Ghost" then
if instance.Ghost then
self:removeTreeNode(instance)
end
end
--eventDebugInfo(ct .. "Instance " .. instance.InstanceId .." has an attribute modified : " .. attributeName)
end
function setupNodeName(instance)
local treeNodes = instance.User.TreeNodes
if not treeNodes then return end
for k, treeNode in pairs(treeNodes) do
if not (treeNode == nil or treeNode.isNil == true) then
local tree = treeNode:getParentTree()
treeNode.Text = instance:getDisplayName()
if tree then -- nb : tree may be nil if node is setupped before being attached to its parent tree
tree:forceRebuild()
end
end
end
end
function handler:storeClosedTreeNodes()
function downInTree(node, nodeTable)
for i=0, node:getNumChildren()-1 do
local child = node:getChild(i)
assert(child)
nodeTable[child.Id] = child.Opened
if child:getNumChildren()>0 then
downInTree(child, nodeTable)
end
end
end
r2.storedClosedTreeNodes = {}
-- scenary objects
r2.storedClosedTreeNodes[r2.Scenario:getBaseAct().InstanceId] = {}
local objectNodes = r2.storedClosedTreeNodes[r2.Scenario:getBaseAct().InstanceId]
local container = getUI("ui:interface:r2ed_scenario")
--local objectsRoot = container:find("content_tree_list"):getRootNode():getNodeFromId("scenery_objects")
local objectsRoot = container:find("content_tree_list"):getRootNode()
assert(objectsRoot)
downInTree(objectsRoot, objectNodes)
-- entities and components
if r2.Scenario.Acts.Size>1 then
for i=1, r2.Scenario.Acts.Size-1 do
local act = r2.Scenario.Acts[i]
local peopleRoot = act:getContentTree():getRootNode():getNodeFromId("people")
assert(peopleRoot)
local creatureRoot = act:getContentTree():getRootNode():getNodeFromId("creatures")
assert(creatureRoot)
--local componentRoot = act:getMacroContentTree():getRootNode():getNodeFromId("macro_components")
local componentRoot = act:getMacroContentTree():getRootNode()
assert(componentRoot)
r2.storedClosedTreeNodes[act.InstanceId] = {}
local actNodes = r2.storedClosedTreeNodes[act.InstanceId]
downInTree(peopleRoot, actNodes)
downInTree(creatureRoot, actNodes)
downInTree(componentRoot, actNodes)
end
end
end
function handler:addPermanentNodes()
if r2.ScenarioInstanceId then
local scenario = r2:getInstanceFromId(r2.ScenarioInstanceId)
if scenario and scenario.Acts.Size>0 then
local addToTreesTable = {}
scenario:getBaseAct():appendInstancesByType(addToTreesTable, "LogicEntity")
for k, instance in pairs(addToTreesTable) do
self:addTreeNode(instance)
end
end
end
end
-- private
function handler:addTreeNode(instance)
if instance.Ghost then return nil end
local parentNodes = instance:getParentTreeNode()
if parentNodes==nil then return nil end
if instance.User.TreeNodes==nil then instance.User.TreeNodes = {} end
for actId,parentNode in pairs(parentNodes) do
local alreadyAdded = false
for k2, treeNode in pairs(instance.User.TreeNodes) do
if not (treeNode==nil or treeNode.isNil==true) then
local father = treeNode:getFather()
if father==parentNode then
alreadyAdded=true
break
end
end
end
if not alreadyAdded then
if parentNode == nil then
return nil -- one of the ancestors may be unselectable
end
if not instance.SelectableFromRoot then
return nil
end
local tree = parentNode:getParentTree()
local treeNode = SNode()
-- store reference in object
table.insert(instance.User.TreeNodes, treeNode)
treeNode.Bitmap = instance:getPermanentStatutIcon()
local openTree = true
if r2.storedClosedTreeNodes[actId] then
openTree = (r2.storedClosedTreeNodes[actId][instance.InstanceId]==true)
end
treeNode.Opened = openTree
treeNode.Id = instance.InstanceId
treeNode.AHName = "lua"
local ahParams = "r2:onInstanceSelectedInTree('" .. instance.InstanceId .. "')"
--eventDebugInfo(ahParams)
treeNode.AHParams = ahParams
treeNode.AHNameRight = "lua"
treeNode.AHParamsRight = "r2:onInstanceRightClickInTree('" .. instance.InstanceId .. "')"
treeNode.AHNameClose = "lua"
treeNode.AHParamsClose = "r2.storedClosedTreeNodes = {}"
setupNodeName(instance)
assert(parentNode)
parentNode:addChildSortedByBitmap(treeNode)
parentNode.Show = (parentNode:getNumChildren() ~= 0)
tree:forceRebuild()
end
end
return instance.User.TreeNodes
end
function handler:removeTreeNode(instance)
local nodes = instance.User.TreeNodes
if nodes == nil or nodes.isNil then
return
end
for k, node in pairs(nodes) do
if not (node == nil or node.isNil == true) then
local tree = node:getParentTree()
if node:getFather().isNil then
if (node == node:getParentTree():getRootNode()) then
--debugInfo("ROOT NODE")
node:getParentTree():setRootNode(nil)
else
--debugInfo("ISOLATED NODE")
deleteReflectable(node) -- isolated node (the tree was never built ?)
end
else
-- update parent node visibility only if a direct son of the root node
if node:getFather() then
if (node:getFather():getFather() == tree:getRootNode()) then
node:getFather().Show = (node:getFather():getNumChildren() > 1)
end
node:getFather():deleteChild(node)
end
end
tree:forceRebuild()
end
end
instance.User.TreeNodes = nil
end
return handler
end
-----------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------
-- special display for groups in scenario window
function r2:groupUIDisplayer()
local handler = self:defaultUIDisplayer()
function handler:updateLeaderColor(instance)
if not instance.User.TreeNodes then
return
end
for k, node in pairs(instance.User.TreeNodes) do
local tree = node:getParentTree()
for i = 0, instance.Components.Size - 1 do
--debugInfo("I = " .. tostring(i))
local treeNodes = instance.Components[i].User.TreeNodes
if treeNodes then
for k2, treeNode in pairs(treeNodes) do
if i == 0 then
treeNode.Color = CRGBA(255, 0, 0) -- mark leader in red
else
treeNode.Color = CRGBA(255, 255, 255)
end
end
end
end
tree:forceRebuild()
end
end
--
local oldOnAttrModified = handler.onAttrModified
function handler:onAttrModified(instance, attrName, indexInArray)
if attrName == "Components" then
self:updateLeaderColor(instance)
end
oldOnAttrModified(self, instance, attrName, indexInArray)
end
--
-- local oldOnCreate = handler.onCreate
-- function handler:onCreate(instance)
-- debugInfo("On create group")
-- oldOnCreate(self, instance)
-- end
--
local oldOnPostCreate = handler.onPostCreate
function handler:onPostCreate(instance)
oldOnPostCreate(self, instance)
self:updateLeaderColor(instance)
end
--
return handler
end
-----------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------
-- Displayer for ACTS. In the ui, acts are added into the act combo box --
-- in the environment of the container we store a table that gives the act Instance id,
-- and the index of the tree control for each line in the combo box
-- Table has the following look
-- ActTable = { { Act = ..., TreeIndex = ... }, -- combo box line 1
-- { Act = ..., TreeIndex = ... }, -- combo box line 2
-- { Act = ..., TreeIndex = ... }, -- combo box line 3 etc.
-- }
r2.ActUIDisplayer = {}
r2.ActUIDisplayer.ActTable = {} -- table that map each line of the combo box to an act
r2.ActUIDisplayer.LastSelfCreatedActInstanceId = nil -- id of the last act created by the pionner (not by another pionner)
-- When created, an act change will automatically occur
------------------------------------------------
-- helper function : notify current act ui displayer that its quota has been modified
function r2.ActUIDisplayer:updateCurrentActQuota()
-- defer update to the next frame (many element can be added at once)
r2.UIMainLoop.LeftQuotaModified = true
end
------------------------------------------------
function r2.ActUIDisplayer:updateActName(act)
if act and not act:isBaseAct() then
local actTable = self:getActTable()
for index, entry in pairs(actTable) do
if entry.Act == act then
local comboBox = self:getActComboBox()
local actTitle = act:getName()
if act==r2.Scenario:getCurrentAct() then
actTitle = actTitle .. " [" .. i18n.get("uiR2EDCurrentActComboBox"):toUtf8() .."]"
end
local text = ucstring()
text:fromUtf8(actTitle)
comboBox:setText(index - 1, text)
return
end
end
end
end
------------------------------------------------
function r2.ActUIDisplayer:onAttrModified(instance, attributeName, indexInArray)
-- if title is modified, then must update names of all entities in the scene
if attributeName == "Name" then
local npcs = {}
r2:getCurrentAct():appendInstancesByType(npcs, "Npc")
for k, npc in pairs(npcs) do
npc.DisplayerVisual:updateName()
end
self:updateActName(instance)
end
end
------------------------------------------------
function r2.ActUIDisplayer:onCreate(act)
local container = self:getContainer()
local comboBox = self:getActComboBox()
local tree, macroTree
if not act:isBaseAct() then
local text = ucstring()
local index = r2.logicComponents:searchElementIndex(act)-2
local actTitle = act:getName()
if type(actTitle) ~= "string" then
text:fromUtf8("bad type for title : " .. type(actTitle))
comboBox:insertText(index, text)
else
text:fromUtf8(actTitle)
comboBox:insertText(index, text)
end
tree = self:findFreeTreeCtrl()
macroTree = self:findFreeTreeCtrl(true)
local actTable = self:getActTable()
table.insert(actTable, index+1, { Act = act, Tree = tree , MacroTree = macroTree})
end
-- store tree in the act for future insertion of items
act.User.ContentTree = tree
act.User.MacroContentTree = macroTree
self:updateCurrentActQuota()
-- add permanent nodes to act node
r2:defaultUIDisplayer():addPermanentNodes()
end
------------------------------------------------
function r2.ActUIDisplayer:onPostCreate(act)
-- when a new act is created, select this act as the default
if act.InstanceId == self.LastSelfCreatedActInstanceId then
-- the act was just created by pionner on that computer, so change right now
r2.ScenarioWindow:setAct(act)
self.LastSelfCreatedActInstanceId = nil
end
r2.ScenarioWindow:updateUIFromCurrentAct()
self:updateCurrentActQuota()
end
------------------------------------------------
function r2.ActUIDisplayer:onErase(erasedAct)
-- clean tree content
local tree = erasedAct.User.ContentTree
local macroTree = erasedAct.User.MacroContentTree
if tree then
r2:cleanTreeNode(tree, "people")
r2:cleanTreeNode(tree, "creatures")
end
if macroTree then
--r2:cleanTreeNode(macroTree, "macro_components")
r2:cleanTreeRootNode(macroTree)
end
local actTable = self:getActTable()
for index, entry in pairs(actTable) do
if entry.Act == erasedAct then
self:getActComboBox():removeTextByIndex(index - 1)
table.remove(actTable, index)
return
end
end
self:updateCurrentActQuota()
end
------------------------------------------------
function r2.ActUIDisplayer:getActTable()
return self.ActTable
end
------------------------------------------------
function r2.ActUIDisplayer:getContainer()
return getUI("ui:interface:r2ed_scenario")
end
------------------------------------------------
function r2.ActUIDisplayer:getActComboBox()
return self:getContainer():find("act_combo_box")
end
-----------------------------------------------
function r2.ActUIDisplayer:findFreeTreeCtrl(macroTree)
local treeName = "act_tree_"
if macroTree==true then treeName="macro_act_tree_" end
for i = 0, r2:getMaxNumberOfAdditionnalActs() - 1 do
local tree = self:getContainer():find(treeName .. tostring(i))
local used = false
for index, entry in pairs(self:getActTable()) do
local entryTree = entry.Tree
if macroTree==true then entryTree = entry.MacroTree end
if entryTree == tree then
used = true
break
end
end
if not used then
return tree
end
end
return nil
end
function r2:createActUIDisplayer()
return r2.ActUIDisplayer
end