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855 lines
28 KiB
855 lines
28 KiB
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Implementation of the CDmeControlGroup class. The CDmeControlGroup
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// class provides hierarchical grouping of animation controls and used for
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// selection of the animation set controls.
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//
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//=============================================================================
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#include "movieobjects/dmecontrolgroup.h"
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#include "movieobjects/dmetransform.h"
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#include "movieobjects/dmetransformcontrol.h"
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#include "movieobjects/dmeanimationset.h"
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#include "datamodel/dmelementfactoryhelper.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-------------------------------------------------------------------------------------------------
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// Expose this class to the scene database
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//-------------------------------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeControlGroup, CDmeControlGroup );
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//-------------------------------------------------------------------------------------------------
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// Purpose: Provide post construction processing.
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::OnConstruction()
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{
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m_Children.Init( this, "children" );
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m_Controls.Init( this, "controls" );
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m_GroupColor.InitAndSet( this, "groupColor", Color( 200, 200, 200, 255 ) );
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m_ControlColor.InitAndSet( this, "controlColor", Color( 200, 200, 200, 255 ) );
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m_Visible.InitAndSet( this, "visible", true );
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m_Selectable.InitAndSet( this, "selectable", true );
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m_Snappable.InitAndSet( this, "snappable", true );
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Provide processing and cleanup before shutdown
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::OnDestruction()
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{
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Add a the provided control to the group, if the control is currently in another group
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// it will be removed from the other group first.
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::AddControl( CDmElement *pControl, const CDmElement *pInsertBeforeControl )
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{
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if ( pControl == NULL )
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return;
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// Remove the control from any group it is currently in.
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CDmeControlGroup *pCurrentGroup = FindGroupContainingControl( pControl );
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if ( pCurrentGroup )
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{
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pCurrentGroup->RemoveControl( pControl );
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}
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// If a insert location control was specified find it in the list of controls
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int nInsertLocation = m_Controls.InvalidIndex();
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if ( pInsertBeforeControl )
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{
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nInsertLocation = m_Controls.Find( pInsertBeforeControl );
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}
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// Add the control to the group
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if ( nInsertLocation != m_Controls.InvalidIndex() )
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{
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m_Controls.InsertBefore( nInsertLocation, pControl );
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}
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else
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{
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m_Controls.AddToTail( pControl );
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}
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Remove a control from the group. This will only search the immediate group for the
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// specified control and remove it. It will not remove the control if it is in a child of this
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// group. Returns false if the control was not found.
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//-------------------------------------------------------------------------------------------------
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bool CDmeControlGroup::RemoveControl( const CDmElement *pControl )
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{
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if ( pControl == NULL )
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return false;
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int nControls = m_Controls.Count();
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for ( int iControl = 0; iControl < nControls; ++iControl )
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{
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if ( pControl == m_Controls[ iControl ] )
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{
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m_Controls.Remove( iControl );
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return true;
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}
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}
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return false;
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Get a flat list of all of the controls in the group. If the recursive flag is true
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// a flat list of all of the controls in the entire sub-tree of the group will be returned. If
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// the recursive flag is false on
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::GetControlsInGroup( CUtlVector< CDmElement* > &controlList, bool recursive ) const
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{
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// If the recursive flag is set add all of the controls
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// of the entire tree of each child group within the group.
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if ( recursive )
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{
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int nChildren = m_Children.Count();
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for ( int iChild = 0; iChild < nChildren; ++iChild )
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{
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CDmeControlGroup *pChild = m_Children[ iChild ];
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if ( pChild )
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{
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pChild->GetControlsInGroup( controlList, true );
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}
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}
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}
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// Add the controls from this group.
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int nControls = m_Controls.Count();
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for ( int iControl = 0; iControl < nControls; ++iControl )
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{
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CDmElement *pControl = m_Controls[ iControl ];
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if ( pControl )
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{
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controlList.AddToTail( pControl );
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}
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}
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Find a control with the specified name within the group. If the recursive flag is true
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// the entire sub-tree of the group will be searched, otherwise only the immediate control will
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// be searched for the group. If the parent group pointer is provided it will be returned with the
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// group to which the control belongs directly.
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//-------------------------------------------------------------------------------------------------
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CDmElement *CDmeControlGroup::FindControlByName( const char *pchName, bool recursive, CDmeControlGroup **pParentGroup )
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{
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// Search the controls contained directly by the group for one with the specified name.
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int nControls = m_Controls.Count();
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for ( int iControl = 0; iControl < nControls; ++iControl )
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{
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CDmElement *pControl = m_Controls[ iControl ];
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if ( pControl )
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{
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if ( V_stricmp( pControl->GetName(), pchName ) == 0 )
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{
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if ( pParentGroup )
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{
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*pParentGroup = this;
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}
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return pControl;
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}
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}
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}
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// If the control was not found in the controls contained directly by the group
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// search the children and their sub-trees if the recursive flag is true.
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if ( recursive )
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{
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int nChildren = m_Children.Count();
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for ( int iChild = 0; iChild < nChildren; ++iChild )
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{
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CDmeControlGroup *pChild = m_Children[ iChild ];
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if ( pChild )
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{
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CDmElement *pControl = pChild->FindControlByName( pchName, true, pParentGroup );
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if ( pControl )
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return pControl;
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}
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}
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}
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return NULL;
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Find the group to which the specified control belongs, if any. This function searches
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// for any control groups which reference the specified control. It simply returns the first one
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// it finds, as a control should only every belong to a single control group.
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//-------------------------------------------------------------------------------------------------
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CDmeControlGroup *CDmeControlGroup::FindGroupContainingControl( const CDmElement* pControl )
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{
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return FindReferringElement< CDmeControlGroup >( pControl, "controls" );
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Make the specified group a child of this group. The group will be removed from the
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// child list of any other group to which it may currently belong.
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::AddChild( CDmeControlGroup *pGroup, const CDmeControlGroup *pInsertBeforeGroup )
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{
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// Can't make a group its own child
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Assert( pGroup != this );
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if ( pGroup == this )
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return;
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// Remove the group from its current control group if it belongs one.
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CDmeControlGroup *pParentGroup = pGroup->FindParent();
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if ( pParentGroup )
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{
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pParentGroup->RemoveChild( pGroup );
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}
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// If a insert location group was specified find it in the list of children
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int nInsertLocation = m_Children.InvalidIndex();
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if ( pInsertBeforeGroup )
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{
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nInsertLocation = m_Children.Find( pInsertBeforeGroup );
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}
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// Add the specified group as child of this group.
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if ( nInsertLocation != m_Children.InvalidIndex() )
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{
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m_Children.InsertBefore( nInsertLocation, pGroup );
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}
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else
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{
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m_Children.AddToTail( pGroup );
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}
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Remove the specified child group. Searches the immediate children of the node for the
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// specified group and removes it from the child list if the group is found. Returns true if the
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// group is found, false if the group is not found.
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//-------------------------------------------------------------------------------------------------
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bool CDmeControlGroup::RemoveChild( const CDmeControlGroup *pGroup )
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{
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int nChildren = m_Children.Count();
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for ( int iChild = 0; iChild < nChildren; ++iChild )
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{
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if ( m_Children[ iChild ] == pGroup )
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{
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m_Children.Remove( iChild );
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return true;
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}
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}
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return false;
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Move the specified child group to the top of the list
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::MoveChildToTop( const CDmeControlGroup *pGroup )
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{
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// Make sure the group is actually a child, and move it
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// to the top of the list if it is not already there.
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int nChildren = m_Children.Count();
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for ( int iChild = 1; iChild < nChildren; ++iChild )
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{
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if ( m_Children[ iChild ] == pGroup )
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{
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CDmeControlGroup *pChild = m_Children[ iChild ];
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m_Children.Remove( iChild );
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m_Children.InsertBefore( 0, pChild );
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break;
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}
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}
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Move the specified child group to the bottom of the list
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::MoveChildToBottom( const CDmeControlGroup *pGroup )
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{
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// Make sure the group is actually a child, and move it
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// to the bottom of the list if it is not already there.
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int nChildren = m_Children.Count();
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for ( int iChild = 0; iChild < (nChildren - 1); ++iChild )
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{
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if ( m_Children[ iChild ] == pGroup )
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{
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CDmeControlGroup *pChild = m_Children[ iChild ];
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m_Children.Remove( iChild );
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m_Children.AddToTail( pChild );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Compare the two groups by name for an ascending sort
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//-----------------------------------------------------------------------------
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int CDmeControlGroup::CompareByNameAscending( CDmeControlGroup * const *pGroupA, CDmeControlGroup * const *pGroupB )
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{
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return V_stricmp( (*pGroupA)->GetName(), (*pGroupB)->GetName() );
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}
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//-----------------------------------------------------------------------------
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// Compare the two groups by name for a descending sort
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//-----------------------------------------------------------------------------
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int CDmeControlGroup::CompareByNameDecending( CDmeControlGroup * const *pGroupA, CDmeControlGroup * const *pGroupB )
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{
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return V_stricmp( (*pGroupB)->GetName(), (*pGroupA)->GetName() );
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}
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//-------------------------------------------------------------------------------------------------
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// Sore the children by name
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::SortChildrenByName( bool bAscending )
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{
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// Copy the children into a temporary array to be sorted.
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int nNumChildren = m_Children.Count();
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CUtlVector< CDmeControlGroup * > sortedList( 0, nNumChildren );
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for ( int iChild = 0; iChild < nNumChildren; ++iChild )
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{
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CDmeControlGroup *pGroup = m_Children[ iChild ];
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if ( pGroup )
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{
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sortedList.AddToTail( pGroup );
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}
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}
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// Sort the temporary array in ascending or descending order
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if ( bAscending )
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{
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sortedList.Sort( CompareByNameAscending );
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}
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else
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{
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sortedList.Sort( CompareByNameDecending );
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}
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// Remove all of the children from the original list and then add them back in sorted order
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m_Children.RemoveAll();
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int nNumSorted = sortedList.Count();
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for ( int iChild = 0; iChild < nNumSorted; ++iChild )
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{
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CDmeControlGroup *pGroup = sortedList[ iChild ];
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if ( pGroup )
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{
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m_Children.AddToTail( pGroup );
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}
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}
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}
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//-------------------------------------------------------------------------------------------------
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// Determine if the group has child of the specified name
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//-------------------------------------------------------------------------------------------------
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bool CDmeControlGroup::HasChildGroup( const char *pchName, bool recursive )
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{
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if ( FindChildByName( pchName, recursive ) == NULL )
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return false;
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return true;
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Find the child group with the specified name. If the recursive flag is true the entire
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// sub-tree of the group will be searched, otherwise only the immediate children of the group will
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// be searched for the specified child. If a parent group pointer is provided it will be returned
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// with the immediate parent in which the child was located.
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//-------------------------------------------------------------------------------------------------
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CDmeControlGroup *CDmeControlGroup::FindChildByName( const char *pchName, bool recursive, CDmeControlGroup **pParentGroup )
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{
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// Search the immediate children for a group with the specified name.
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int nChildren = m_Children.Count();
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for ( int iChild = 0; iChild < nChildren; ++iChild )
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{
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CDmeControlGroup *pChild = m_Children[ iChild ];
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if ( pChild )
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{
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if ( V_stricmp( pChild->GetName(), pchName ) == 0 )
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{
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if ( pParentGroup )
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{
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*pParentGroup = this;
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}
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return pChild;
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}
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}
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}
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// If the group was not found in the immediate children of the current group and the recursive
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// flag is set, search the sub-trees of all the children for the specified group.
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if ( recursive )
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{
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for ( int iChild = 0; iChild < nChildren; ++iChild )
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{
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CDmeControlGroup *pChild = m_Children[ iChild ];
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if ( pChild )
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{
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CDmeControlGroup *pGroup = pChild->FindChildByName( pchName, true, pParentGroup );
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if ( pGroup )
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return pGroup;
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}
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}
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}
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return NULL;
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Find the parent of the group. Searches for groups which reference this group as a
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// child. Each group is allowed to be the child of only one group, so the first group found is
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// returned.
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//-------------------------------------------------------------------------------------------------
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CDmeControlGroup *CDmeControlGroup::FindParent() const
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{
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const static CUtlSymbolLarge symChildren = g_pDataModel->GetSymbol( "children" );
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CDmeControlGroup *pParent = FindReferringElement< CDmeControlGroup >( this, symChildren );
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return pParent;
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}
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//-------------------------------------------------------------------------------------------------
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// Determine if this group is an ancestor of the specified group
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//-------------------------------------------------------------------------------------------------
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bool CDmeControlGroup::IsAncestorOfGroup( const CDmeControlGroup *pGroup ) const
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{
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if ( pGroup == NULL )
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return false;
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const CDmeControlGroup *pCurrentGroup = pGroup;
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const CDmeControlGroup *pParent = pGroup->FindParent();
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while ( pParent )
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{
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if ( pParent == this )
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return true;
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pCurrentGroup = pParent;
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pParent = pParent->FindParent();
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Assert( pCurrentGroup != pParent );
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if ( pCurrentGroup == pParent )
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break;
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}
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return false;
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}
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//-------------------------------------------------------------------------------------------------
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// Create a control group with the provided name and add it to the specified parent. If a child of
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// the specified name already exists it will be returned and no new group will be created.
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//-------------------------------------------------------------------------------------------------
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CDmeControlGroup *CDmeControlGroup::CreateControlGroup( const char *pchName )
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{
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CDmeControlGroup *pExistingGroup = FindChildByName( pchName, false );
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if ( pExistingGroup )
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return pExistingGroup;
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// Create the new control group with the specified name
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CDmeControlGroup *pNewGroup = CreateElement< CDmeControlGroup >( pchName, GetFileId() );
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// Add the group to as a child of this group
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AddChild( pNewGroup );
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return pNewGroup;
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Get a flat list of all of the groups in sub-tree of the group
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::GetAllChildren( CUtlVector< DmElementHandle_t > &childGroupList ) const
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{
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int nChildren = m_Children.Count();
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for ( int iChild = 0; iChild < nChildren; ++iChild )
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{
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CDmeControlGroup *pChild = m_Children[ iChild ];
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if ( pChild )
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{
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childGroupList.AddToTail( pChild->GetHandle() );
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pChild->GetAllChildren( childGroupList );
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}
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}
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}
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//-------------------------------------------------------------------------------------------------
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// Recursively destroy the children of the specified group which have no controls or sub groups
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//-------------------------------------------------------------------------------------------------
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bool CDmeControlGroup::DestroyEmptyChildren_R( CDmeControlGroup *pGroup )
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{
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int nNumChildren = pGroup->m_Children.Count();
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// Build a list of the children which are empty and should be destroyed. This
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// process will recursively remove empty children of the children so that if
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// a child has only empty sub-children then it will still be removed.
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CUtlVector< CDmeControlGroup * > childrenToDestroy( 0, nNumChildren );
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for ( int iChild = 0; iChild < nNumChildren; ++iChild )
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{
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CDmeControlGroup *pChild = pGroup->m_Children[ iChild ];
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if ( pChild )
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{
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if ( DestroyEmptyChildren_R( pChild ) )
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{
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childrenToDestroy.AddToTail( pChild );
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}
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}
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}
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// Destroy the empty children
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int nNumToDestroy = childrenToDestroy.Count();
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for ( int iChild = 0; iChild < nNumToDestroy; ++iChild )
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{
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CDmeControlGroup *pChild = childrenToDestroy[ iChild ];
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pGroup->RemoveChild( pChild );
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}
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// If this node is now empty return true indicating that it may be destroyed
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return ( ( pGroup->m_Children.Count() == 0 ) && ( pGroup->m_Controls.Count() == 0 ) );
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}
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//-------------------------------------------------------------------------------------------------
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// Destroy all of the empty children of the group, will not destroy this group even it is empty.
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::DestroyEmptyChildren()
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{
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DestroyEmptyChildren_R( this );
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}
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//-------------------------------------------------------------------------------------------------
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// Purpose: Destroy the control group, moving all of its children and controls into this node
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//-------------------------------------------------------------------------------------------------
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void CDmeControlGroup::DestroyGroup( CDmeControlGroup *pGroup, CDmeControlGroup *pRecipient, bool recursive )
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{
|
|
if ( pGroup == NULL )
|
|
return;
|
|
|
|
// Remove the group from its parent
|
|
CDmeControlGroup *pParent = pGroup->FindParent();
|
|
if ( pParent )
|
|
{
|
|
pParent->RemoveChild( pGroup );
|
|
if ( pRecipient == NULL )
|
|
{
|
|
pRecipient = pParent;
|
|
}
|
|
}
|
|
|
|
// Destroy the group and all of its children if specified
|
|
DestroyGroup_R( pGroup, pRecipient, recursive );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// Purpose: Recursively destroy the child groups of the specified group and and the controls to the
|
|
// specified recipient group
|
|
//-------------------------------------------------------------------------------------------------
|
|
void CDmeControlGroup::DestroyGroup_R( CDmeControlGroup *pGroup, CDmeControlGroup *pRecipient, bool recursive )
|
|
{
|
|
if ( pGroup == NULL )
|
|
return;
|
|
|
|
// If the group is not empty there must be a recipient to receive its controls and groups
|
|
if ( pRecipient == NULL && !pGroup->IsEmpty() )
|
|
{
|
|
Assert( pGroup->IsEmpty() || pRecipient );
|
|
return;
|
|
}
|
|
|
|
// Iterate through the children, if recursive destroy the
|
|
// children otherwise copy the children to the recipient.
|
|
int nChildren = pGroup->m_Children.Count();
|
|
for ( int iChild = 0; iChild < nChildren; ++iChild )
|
|
{
|
|
CDmeControlGroup *pChild = pGroup->m_Children[ iChild ];
|
|
if ( pChild )
|
|
{
|
|
if ( recursive )
|
|
{
|
|
DestroyGroup_R( pChild, pRecipient, true );
|
|
}
|
|
else
|
|
{
|
|
pRecipient->m_Children.AddToTail( pChild );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Copy all the controls of the node into the recipient
|
|
int nControls = pGroup->m_Controls.Count();
|
|
for ( int iControl = 0; iControl < nControls; ++iControl )
|
|
{
|
|
CDmElement *pControl = pGroup->m_Controls[ iControl ];
|
|
pRecipient->m_Controls.AddToTail( pControl );
|
|
}
|
|
|
|
// Destroy the group
|
|
DestroyElement( pGroup );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// Remove all of the children and controls from the group
|
|
//-------------------------------------------------------------------------------------------------
|
|
void CDmeControlGroup::RemoveAllChildrenAndControls()
|
|
{
|
|
m_Children.RemoveAll();
|
|
m_Controls.RemoveAll();
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// Purpose: Set the color of the group, this is the color that is used when displaying the group in
|
|
// the user interface.
|
|
//-------------------------------------------------------------------------------------------------
|
|
void CDmeControlGroup::SetGroupColor( const Color &groupColor, bool bRecursive )
|
|
{
|
|
m_GroupColor = groupColor;
|
|
|
|
if ( !bRecursive )
|
|
return;
|
|
|
|
int nChildren = m_Children.Count();
|
|
for ( int iChild = 0; iChild < nChildren; ++iChild )
|
|
{
|
|
if ( m_Children[ iChild ] )
|
|
{
|
|
m_Children[ iChild ]->SetGroupColor( groupColor, true );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// Purpose: Set the color to be used on the controls of the group
|
|
//-------------------------------------------------------------------------------------------------
|
|
void CDmeControlGroup::SetControlColor( const Color &controlColor, bool bRecursive )
|
|
{
|
|
m_ControlColor = controlColor;
|
|
|
|
if ( !bRecursive )
|
|
return;
|
|
|
|
int nChildren = m_Children.Count();
|
|
for ( int iChild = 0; iChild < nChildren; ++iChild )
|
|
{
|
|
if ( m_Children[ iChild ] )
|
|
{
|
|
m_Children[ iChild ]->SetControlColor( controlColor, true );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Set the visible state of the group
|
|
//-----------------------------------------------------------------------------
|
|
void CDmeControlGroup::SetVisible( bool bVisible )
|
|
{
|
|
m_Visible = bVisible;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enable or disable selection of the controls
|
|
//-----------------------------------------------------------------------------
|
|
void CDmeControlGroup::SetSelectable( bool bSelectable )
|
|
{
|
|
m_Selectable = bSelectable;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enable or disable control snapping
|
|
//-----------------------------------------------------------------------------
|
|
void CDmeControlGroup::SetSnappable( bool bSnappable )
|
|
{
|
|
m_Snappable = bSnappable;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine if there are any controls or children in the group
|
|
//-----------------------------------------------------------------------------
|
|
bool CDmeControlGroup::IsEmpty() const
|
|
{
|
|
if ( m_Controls.Count() > 0 ) return false;
|
|
if ( m_Children.Count() > 0 ) return false;
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Is the group visible
|
|
//-----------------------------------------------------------------------------
|
|
bool CDmeControlGroup::IsVisible() const
|
|
{
|
|
CDmeControlGroup *pParent = FindParent();
|
|
if ( pParent && !pParent->IsVisible() )
|
|
return false;
|
|
|
|
return m_Visible;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Can controls in the group be selected in the viewport
|
|
//-----------------------------------------------------------------------------
|
|
bool CDmeControlGroup::IsSelectable() const
|
|
{
|
|
CDmeControlGroup *pParent = FindParent();
|
|
if ( pParent && !pParent->IsSelectable() )
|
|
return false;
|
|
|
|
return m_Selectable;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Can controls in the group be snapped to in the viewport
|
|
//-----------------------------------------------------------------------------
|
|
bool CDmeControlGroup::IsSnappable() const
|
|
{
|
|
CDmeControlGroup *pParent = FindParent();
|
|
if ( pParent && !pParent->IsSnappable() )
|
|
return false;
|
|
|
|
return m_Snappable;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Find the shared ancestor between this control group and the specified control
|
|
// group. Will return NULL if groups are not in the same tree and do not share a
|
|
// common ancestor. If one group is an ancestor of the other group then that
|
|
// group will be returned, so result may be one of the nodes which is not
|
|
// technically an ancestor of that node.
|
|
//-----------------------------------------------------------------------------
|
|
CDmeControlGroup *CDmeControlGroup::FindCommonAncestor( CDmeControlGroup *pControlGroupB )
|
|
{
|
|
CDmeControlGroup *pControlGroupA = this;
|
|
|
|
// If the specified group is this group then
|
|
// the common ancestor is the group itself.
|
|
if ( pControlGroupA == pControlGroupB )
|
|
return pControlGroupA;
|
|
|
|
// Build the path from each group to the root
|
|
CUtlVector< CDmeControlGroup * > pathToGroupA;
|
|
CUtlVector< CDmeControlGroup * > pathToGroupB;
|
|
pControlGroupA->BuildPathFromRoot( pathToGroupA );
|
|
pControlGroupB->BuildPathFromRoot( pathToGroupB );
|
|
|
|
// Now walk each of the the paths until they diverge
|
|
CDmeControlGroup *pCommonGroup = NULL;
|
|
int nNumSteps = MIN( pathToGroupA.Count(), pathToGroupB.Count() );
|
|
|
|
int iStep = 0;
|
|
while ( iStep < nNumSteps )
|
|
{
|
|
if ( pathToGroupA[ iStep ] != pathToGroupB[ iStep ] )
|
|
break;
|
|
|
|
pCommonGroup = pathToGroupA[ iStep ];
|
|
++iStep;
|
|
}
|
|
|
|
return pCommonGroup;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Find the root control group which this control group is in the sub tree of.
|
|
//-----------------------------------------------------------------------------
|
|
CDmeControlGroup *CDmeControlGroup::FindRootControlGroup()
|
|
{
|
|
CDmeControlGroup *pCurrent = this;
|
|
CDmeControlGroup *pParent = pCurrent->FindParent();
|
|
|
|
while ( pParent )
|
|
{
|
|
pCurrent = pParent;
|
|
pParent = pParent->FindParent();
|
|
}
|
|
|
|
return pCurrent;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Build a list of the control group that form the path to the root of the tree
|
|
// to which the control group belongs
|
|
//-----------------------------------------------------------------------------
|
|
void CDmeControlGroup::BuildPathFromRoot( CUtlVector< CDmeControlGroup * > &pathToGroup )
|
|
{
|
|
CUtlVector< CDmeControlGroup * > pathToRoot( 0, 16 );
|
|
|
|
CDmeControlGroup *pCurrent = this;
|
|
|
|
while ( pCurrent )
|
|
{
|
|
pathToRoot.AddToTail( pCurrent );
|
|
pCurrent = pCurrent->FindParent();
|
|
}
|
|
|
|
int nNumGroups = pathToRoot.Count();
|
|
pathToGroup.SetCount( nNumGroups );
|
|
|
|
for ( int iGroup = 0; iGroup < nNumGroups; ++iGroup )
|
|
{
|
|
pathToGroup[ iGroup ] = pathToRoot[ nNumGroups - 1 - iGroup ];
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Find the animation set associated with the control group
|
|
//-----------------------------------------------------------------------------
|
|
CDmeAnimationSet *CDmeControlGroup::FindAnimationSet( bool bSearchAncestors ) const
|
|
{
|
|
const static CUtlSymbolLarge symRootControlGroup = g_pDataModel->GetSymbol( "rootControlGroup" );
|
|
const CDmeControlGroup *pCurrent = this;
|
|
|
|
while ( pCurrent )
|
|
{
|
|
CDmeAnimationSet *pAnimationSet = FindReferringElement< CDmeAnimationSet >( pCurrent, symRootControlGroup );
|
|
if ( pAnimationSet != NULL )
|
|
return pAnimationSet;
|
|
|
|
if ( bSearchAncestors == false )
|
|
break;
|
|
|
|
const CDmeControlGroup *pParent = pCurrent->FindParent();
|
|
if ( pCurrent == pParent )
|
|
break;
|
|
|
|
pCurrent = pParent;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|