oni-priority-ux/mod/PLibOptions/CompositeOptionsEntry.cs

162 lines
5.5 KiB
C#

/*
* Copyright 2022 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using PeterHan.PLib.Core;
using PeterHan.PLib.UI;
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace PeterHan.PLib.Options {
/// <summary>
/// An options entry that encapsulates other options. The category annotation on those
/// objects will be ignored, and the category of the Option attribute on the property
/// that declared those options (to avoid infinite loops) will be used instead.
///
/// <b>This object is not in the scene graph.</b> Any events in OnRealize will never be
/// invoked, and it is never "built".
/// </summary>
internal class CompositeOptionsEntry : OptionsEntry {
/// <summary>
/// Creates an options entry wrapper for the specified property, iterating its internal
/// fields to create sub-options if needed (recursively).
/// </summary>
/// <param name="info">The property to wrap.</param>
/// <param name="spec">The option title and tool tip.</param>
/// <param name="depth">The current depth of iteration to avoid infinite loops.</param>
/// <returns>An options wrapper, or null if no inner properties are themselves options.</returns>
internal static CompositeOptionsEntry Create(IOptionSpec spec, PropertyInfo info,
int depth) {
var type = info.PropertyType;
var composite = new CompositeOptionsEntry(info.Name, spec, type);
// Skip static properties if they exist
foreach (var prop in type.GetProperties(BindingFlags.Public | BindingFlags.
Instance)) {
var entry = TryCreateEntry(prop, depth + 1);
if (entry != null)
composite.AddField(prop, entry);
}
return composite.ChildCount > 0 ? composite : null;
}
/// <summary>
/// Reports the number of options contained inside this one.
/// </summary>
public int ChildCount {
get {
return subOptions.Count;
}
}
public override object Value {
get {
return value;
}
set {
if (value != null && targetType.IsAssignableFrom(value.GetType()))
this.value = value;
}
}
/// <summary>
/// The options encapsulated in this object.
/// </summary>
protected readonly IDictionary<PropertyInfo, IOptionsEntry> subOptions;
/// <summary>
/// The type of the encapsulated object.
/// </summary>
protected readonly Type targetType;
/// <summary>
/// The object thus wrapped.
/// </summary>
protected object value;
public CompositeOptionsEntry(string field, IOptionSpec spec, Type fieldType) :
base(field, spec) {
subOptions = new Dictionary<PropertyInfo, IOptionsEntry>(16);
targetType = fieldType ?? throw new ArgumentNullException(nameof(fieldType));
value = OptionsDialog.CreateOptions(fieldType);
}
/// <summary>
/// Adds an options entry object that operates on Option fields of the encapsulated
/// object.
/// </summary>
/// <param name="info">The property that is wrapped.</param>
/// <param name="entry">The entry to add.</param>
public void AddField(PropertyInfo info, IOptionsEntry entry) {
if (entry == null)
throw new ArgumentNullException(nameof(entry));
if (info == null)
throw new ArgumentNullException(nameof(info));
subOptions.Add(info, entry);
}
public override void CreateUIEntry(PGridPanel parent, ref int row) {
int i = row;
bool first = true;
parent.AddOnRealize(WhenRealized);
// Render each sub-entry - order is always Add Spec, Create Entry, Increment Row
foreach (var pair in subOptions) {
if (!first) {
i++;
parent.AddRow(new GridRowSpec());
}
pair.Value.CreateUIEntry(parent, ref i);
first = false;
}
row = i;
}
public override GameObject GetUIComponent() {
// Will not be invoked
return new GameObject("Empty");
}
public override void ReadFrom(object settings) {
base.ReadFrom(settings);
foreach (var pair in subOptions)
pair.Value.ReadFrom(value);
}
public override string ToString() {
return "{1}[field={0},title={2},children=[{3}]]".F(Field, GetType().Name, Title,
subOptions.Join());
}
/// <summary>
/// Updates the child objects for the first time when the panel is realized.
/// </summary>
private void WhenRealized(GameObject _) {
foreach (var pair in subOptions)
pair.Value.ReadFrom(value);
}
public override void WriteTo(object settings) {
foreach (var pair in subOptions)
// Cannot detour as the types are not known at compile time, and delegates
// bake in the target object which changes upon each update
pair.Value.WriteTo(value);
base.WriteTo(settings);
}
}
}