338 lines
12 KiB
Lua
338 lines
12 KiB
Lua
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-- r<>ed selection bar
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r2.SelectBar =
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{
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Content={}, -- array of instance for the current select bar that is displayed
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ObserverHandles = {}, -- for each observed instance, gives its observer handle
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Touched = false
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}
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-- select bar observer : allows to know when a targeted object has been modified, or
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-- if its name has changed
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local selectBarObserver = {}
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function selectBarObserver:onInstanceCreated(instance)
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-- no-op
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end
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function selectBarObserver:onInstanceErased(instance)
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debugInfo(tostring(instance))
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-- nb : we don't use the 'instance' as a key because it is a pointer
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-- to the C++ "weak pointer object", thus 2 references to the same instance may have a different
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-- value when tested with rawequal ( == operator gives correct results however ...)
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r2:removeInstanceObserver(r2.SelectBar.ObserverHandles[instance.InstanceId])
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r2.SelectBar.ObserverHandles[instance.InstanceId] = nil
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-- object is not erased yet, so need to clean the table before the update
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local maxElem = r2.SelectBar:getMaxNumEntries()
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for k, v in pairs(r2.SelectBar.Content) do
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if v == instance then
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for index = k, maxElem do
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r2.SelectBar.Content[index] = nil
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end
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break
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end
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end
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if instance ~= r2:getSelectedInstance() then
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-- nb : if instance is the selection, no need to update the bar right now, because setSelecteInstance(nil) is
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-- called just after 'erase' notification messages have been sent
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r2.SelectBar:touch()
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end
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end
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function selectBarObserver:onAttrModified(instance, attrName, attrIndex)
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if attrName == "Name" or attrName == "Title" then
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r2.SelectBar:touch()
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end
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end
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--------------------------------------------------------
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-- retrieve a reference to the select bar
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function r2.SelectBar:getBar()
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return getUI("ui:interface:r2ed_select_bar:buttons")
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end
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--------------------------------------------------------
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-- get a button in the bar
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function r2.SelectBar:getButton(index)
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return self:getBar():find(string.format("b%d", index))
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end
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--------------------------------------------------------
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-- return the max number of button in the select bar
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function r2.SelectBar:getMaxNumEntries()
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return tonumber(getDefine("r2ed_max_num_select_bar_button"))
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end
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--------------------------------------------------------
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-- init the select bar
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function r2.SelectBar:init()
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assert(next(self.ObserverHandles) == nil) -- observer table should be empty
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local bar = self:getBar()
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bar:clear()
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for k = 1, self:getMaxNumEntries() do
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debugInfo(tostring(k))
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local butt = createGroupInstance("r2ed_select_bar_button", bar.id,
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{
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id = string.format("b%d", k),
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onclick_l="lua",
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params_l=string.format("r2.SelectBar:onButtonPushed(%d)", k),
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onclick_r="lua",
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params_r=string.format("r2.SelectBar:onRightButtonPushed(%d)", k)
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})
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butt.active = false
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bar:addChild(butt)
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end
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end
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--------------------------------------------------------
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-- mark the select bar as modified for update
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function r2.SelectBar:touch()
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self.Touched = true
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end
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--------------------------------------------------------
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-- update select bar content if necessary
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function r2.SelectBar:update()
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if not self.Touched then return end
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self.Touched = false
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-- clear the observer table
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for k, v in pairs(self.ObserverHandles) do
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r2:removeInstanceObserver(v)
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end
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table.clear(self.ObserverHandles)
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local selection = r2:getSelectedInstance()
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self:getBar().active = true
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-- count number of elligible elements for display in the select bar
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local buttCount = 0
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local currElem = selection
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-- setup a button from an instance
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local function setupButton(butt, instance)
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butt.active = true
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butt.b.pushed = (instance == selection)
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butt.b.uc_hardtext = instance:getDisplayName()
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local icon = instance:getSelectBarIcon()
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if icon ~= "" and icon ~= nil then
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butt.icon.texture = icon
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butt.icon.active = true
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-- butt.icon.color_rgba = CRGBA(255, 255, 255, 255)
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butt.b.text_x = 28
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butt.b.wmargin = 10
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else
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-- butt.icon.color_rgba = CRGBA(127, 127, 127, 255)
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butt.icon.active = false
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butt.b.text_x = 12
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butt.b.wmargin = 12
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end
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butt:invalidateCoords()
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end
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if selection then
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while currElem do
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if currElem:displayInSelectBar() then
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buttCount = buttCount + 1
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end
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currElem = currElem.ParentInstance
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end
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end
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buttCount =math.min(buttCount, self:getMaxNumEntries())
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local target = selection
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if buttCount < 2 then
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target = r2:getCurrentAct() -- ensure that at least 'scenario' and 'act' are visible
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buttCount = 2
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end
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-- add the buttons for real
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-- parents
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local buttIndex = buttCount
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local currElem = target
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while currElem do
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if currElem:displayInSelectBar() then
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local butt =
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setupButton(self:getButton(buttIndex), currElem)
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self.Content[buttIndex] = currElem
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self.ObserverHandles[currElem.InstanceId] = r2:addInstanceObserver(currElem.InstanceId, selectBarObserver)
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buttIndex = buttIndex - 1
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end
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currElem = currElem.ParentInstance
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end
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-- sons
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-- preserve previous sons if they where in previous selection,
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-- possibly renaming them
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-- (nb : update may be triggered by modification of sons from a third party, so
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-- the simpler approach 'if curr selection was in previous then leave unchanged'
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-- doesn't work here ...)
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buttIndex = buttCount + 1
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-- get next son that can be displayed in the select bar
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local currParent = target
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while self.Content[buttIndex] ~= nil and not self.Content[buttIndex].isNil do
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currElem = self.Content[buttIndex]
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if currElem:getFirstSelectBarParent() == currParent then
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-- there's a match so keep this entry
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setupButton(self:getButton(buttIndex), currElem)
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currParent = self.Content[buttIndex]
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buttIndex = buttIndex + 1
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self.ObserverHandles[currElem.InstanceId] = r2:addInstanceObserver(currElem.InstanceId, selectBarObserver)
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else
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-- no match -> exit
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break
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end
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end
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-- hide remaining buttons
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for k = buttIndex, self:getMaxNumEntries() do
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self:getButton(k).active = false
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self.Content[k] = nil
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end
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-- show/hide sequence browser if necessary
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local sequenceMenuButton = self:getSequenceButton()
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if not selection then
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sequenceMenuButton.active = false
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else
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sequenceMenuButton.active = selection:isSequencable() and (selection.Ghost ~= true)
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end
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end
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--------------------------------------------------------
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-- called by the ui when one of the select bar button has been pushed
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function r2.SelectBar:onButtonPushed(index)
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local instanceId = self.Content[index].InstanceId
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local selectedInstance = r2:getSelectedInstance()
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if selectedInstance and instanceId == selectedInstance.InstanceId then
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-- on second click the contextual menu is displayed
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self:popMenu(index)
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end
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r2:setSelectedInstanceId(instanceId)
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self:getButton(index).b.pushed = true
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end
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--------------------------------------------------------
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-- called by the ui when one of the select bar button has been pushed with the right button
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function r2.SelectBar:onRightButtonPushed(index)
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r2:setSelectedInstanceId(self.Content[index].InstanceId)
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self:update()
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self:onButtonPushed(index)
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end
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--------------------------------------------------------
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-- get root menu for the select bar
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function r2.SelectBar:getRootMenu()
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local menu = getUI("ui:interface:r2ed_select_bar_menu")
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return menu:getRootMenu()
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end
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--------------------------------------------------------
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-- get menu for the select bar
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function r2.SelectBar:getMenu()
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return getUI("ui:interface:r2ed_select_bar_menu")
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end
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--------------------------------------------------------
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-- get the 'sequences' button
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function r2.SelectBar:getSequenceButton()
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return getUI("ui:interface:r2ed_select_bar:sequences")
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end
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--------------------------------------------------------
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-- display sub-instance menu for the given button
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function r2.SelectBar:popMenu(index)
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local target = r2:getInstanceFromId(self.Content[index].InstanceId)
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--r2:setSelectedInstanceId(target.InstanceId)
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local menu = getUI("ui:interface:r2ed_select_bar_menu")
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local rm = self:getRootMenu()
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r2:clearMenu(rm)
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local st = os.clock()
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-- retrieve all sons (to optimize if needed ...)
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local allSons = {}
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if target:isKindOf("Scenario") then
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-- special case for scenario : 'appendInstancesByType' would only add the active act, and we want them all
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for k, v in specPairs(target.Acts) do
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table.insert(allSons, v)
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end
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else
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target:appendInstancesByType(allSons, "BaseClass")
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end
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local et = os.clock()
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debugInfo("#1 " .. tostring(et - st))
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st = os.clock()
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local sons = {}
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-- retrieve direct selectable sons
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for k,v in pairs(allSons) do
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if v:displayInSelectBar() and v:getFirstSelectBarParent() == target then
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table.insert(sons, v)
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end
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end
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et = os.clock()
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debugInfo("#2 " .. tostring(et - st))
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st = os.clock()
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-- sort by category, then by icon
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local function sorter(lhs, rhs)
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if lhs:getClassName() ~= rhs:getClassName() then return lhs:getClassName() < rhs:getClassName() end
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if lhs:getSelectBarIcon() ~= rhs:getSelectBarIcon() then return lhs:getSelectBarIcon() < rhs:getSelectBarIcon() end
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return lhs:getDisplayName() < rhs:getDisplayName()
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end
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table.sort(sons, sorter)
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et = os.clock()
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debugInfo("#3 " .. tostring(et - st))
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st = os.clock()
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-- fill menu
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local currentLine = 0
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for k, v in pairs(sons) do
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r2:addMenuLine(rm, v:getDisplayName(), "lua", "r2:setSelectedInstanceId('" .. v.InstanceId .."')", tostring(k), v:getSelectBarIcon(), 14)
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--rm:addLine(v:getDisplayName(), "lua", "r2:setSelectedInstanceId('" .. v.InstanceId .."')", tostring(k))
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--if v:getSelectBarIcon() ~= "" then
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-- local menuButton = createGroupInstance("r2_menu_button", "", { bitmap = v:getSelectBarIcon(), size="14" })
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-- if menuButton then
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-- rm:setUserGroupLeft(currentLine, menuButton)
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-- end
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-- end
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currentLine = currentLine + 1
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end
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target:completeSelectBarMenu(rm)
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if rm:getNumLine() == 0 then
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rm:addLine(i18n.get("uiR2EDEmpty"), "", "", "empty")
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end
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et = os.clock()
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debugInfo("#4 " .. tostring(et - st))
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et = os.clock()
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launchContextMenuInGame(menu.id)
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local butt = self:getButton(index)
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menu.x = butt.x_real
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menu.y = butt.y_real + butt.h_real
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menu:updateCoords()
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et = os.clock()
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debugInfo("#5 " .. tostring(et - st))
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end
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--------------------------------------------------------
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-- TMP placeholder: called when the "sequence" menu is clicked
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function r2.SelectBar:browseSequences()
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--r2:updateActivitiesAndChatsUI(r2:getSelectedInstance())
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r2.activities:initEditorAfterFirstCall()
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local logicEntity = r2:getSelectedInstance()
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local activitySequences = logicEntity:getBehavior().Activities
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local menu = self:getMenu()
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local rm = menu:getRootMenu()
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r2:clearMenu(rm)
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for s = 0, activitySequences.Size - 1 do
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local sequence = activitySequences[s]
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rm:addLine(ucstring(r2:getSequenceName(sequence)), "lua", "r2:selectActivitiesSequence(".. tostring(s) .. ")", "s")
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end
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rm:addSeparator()
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r2:addMenuLine(rm, i18n.get("uiR2EDNewSequence"), "lua", "r2:newMiniActivitySequence()", "new_sequence", "r2_icon_create.tga", 14)
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local sequenceMenuButton = self:getSequenceButton()
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sequenceMenuButton:updateCoords()
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launchContextMenuInGame(menu.id)
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menu.x = sequenceMenuButton.x_real
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menu.y = sequenceMenuButton.y_real + sequenceMenuButton.h_real
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menu:updateCoords()
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end
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