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