mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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893 lines
24 KiB
C++
893 lines
24 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "MaterialDocManager.h"
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#include "MaterialView.h"
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/**
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* Constructor for MaterialDocManager.
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*/
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MaterialDocManager::MaterialDocManager(void) {
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currentMaterial = NULL;
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cutMaterial = false;
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}
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/**
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* Destructor for MaterialDocManager.
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*/
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MaterialDocManager::~MaterialDocManager(void) {
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UnRegisterAllMaterialViews();
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ClearUndo();
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ClearRedo();
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}
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/**
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* Registers an object to receive notifications about changes made to materials.
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* @param view The object that would like to receive material notifications.
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*/
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void MaterialDocManager::RegisterMaterialView(MaterialView* view) {
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ASSERT(view);
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UnRegisterMaterialView(view);
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materialViews.Append(view);
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//Notify the view of myself
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view->SetMaterialDocManager(this);
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}
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/**
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* Tells the MaterialDocManager to stop sending notifications to a view.
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* @param view The view that no longer wants notifications.
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*/
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void MaterialDocManager::UnRegisterMaterialView(MaterialView* view) {
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ASSERT(view);
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materialViews.Remove(view);
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//Remove the reference to myself
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view->SetMaterialDocManager(NULL);
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}
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/**
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* Unregisters all of the views that are registered to get material change
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* notifications.
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*/
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void MaterialDocManager::UnRegisterAllMaterialViews() {
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//Remove the reference to myself
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int c = materialViews.Num();
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for(int i = 0; i < c; i++) {
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materialViews[i]->SetMaterialDocManager(NULL);
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}
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materialViews.Clear();
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}
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/**
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* Tells the MaterialDocManager which material has been selected for editing.
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* @param material The material that has been selected.
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*/
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void MaterialDocManager::SetSelectedMaterial(idMaterial* material) {
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bool change = false;
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//Do we need to change the material
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if(material) {
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if(currentMaterial) {
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if(strcmp(material->GetName(), currentMaterial->renderMaterial->GetName())) {
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change = true;
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}
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} else {
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change = true;
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}
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} else {
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if(currentMaterial) {
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change = true;
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}
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}
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//Now make the change
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if(change) {
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if(currentMaterial) {
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//Delete the material unless it has been changed
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if(!inProgressMaterials.Get(currentMaterial->name.c_str())) {
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delete currentMaterial;
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currentMaterial = NULL;
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}
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}
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MaterialDoc** tempDoc;
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if(material && inProgressMaterials.Get(material->GetName(), &tempDoc)) {
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currentMaterial = *tempDoc;
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} else {
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currentMaterial = CreateMaterialDoc(material);
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}
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NotifyViews(currentMaterial, SELECTION_CHANGE);
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}
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}
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/**
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* Returns true if the specified file needs to be applied and false otherwise.
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*/
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bool MaterialDocManager::DoesFileNeedApply(const char* filename) {
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for(int i = 0; i < inProgressMaterials.Num(); i++) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename) && (*pDoc)->applyWaiting)
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return true;
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}
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return false;
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}
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/**
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* Returns true if any material needs to be applied.
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*/
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bool MaterialDocManager::DoesAnyNeedApply() {
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for(int i = 0; i < inProgressMaterials.Num(); i++) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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if((*pDoc)->applyWaiting)
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return true;
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}
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return false;
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}
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/**
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* Returns true if the specified file has been modified.
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*/
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bool MaterialDocManager::IsFileModified(const char* filename) {
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for(int i = 0; i < inProgressMaterials.Num(); i++) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename))
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return true;
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}
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return false;
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}
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/**
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* Returns true if any material has been modified.
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*/
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bool MaterialDocManager::IsAnyModified() {
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return (inProgressMaterials.Num() > 0);
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}
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/**
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* Adds a material.
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* @param name The name of the material.
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* @param filename The file to place the material in.
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* @param sourceText The initial material definition.
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* @param addUndo Can this operation be undone.
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*/
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void MaterialDocManager::AddMaterial(const char* name, const char* filename, const char* sourceText, bool addUndo) {
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if(addUndo) {
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AddMaterialModifier* mod = new AddMaterialModifier(this, name, filename);
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AddMaterialUndoModifier(mod);
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}
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MaterialDoc* newDoc = new MaterialDoc();
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newDoc->manager = this;
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newDoc->modified = true;
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idMaterial* rendMat = (idMaterial*)declManager->CreateNewDecl(DECL_MATERIAL, name, filename);
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if(sourceText) {
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rendMat->SetText(sourceText);
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}
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newDoc->SetRenderMaterial(rendMat, true, sourceText ? true : false);
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inProgressMaterials.Set(newDoc->name.c_str(), newDoc);
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NotifyViews(newDoc, MATERIAL_ADD);
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//Force an apply so the text will be generated to match the new file
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newDoc->applyWaiting = true;
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newDoc->ApplyMaterialChanges();
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}
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/**
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* Used to redo an add material and undo a delete material.
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* The undo for adding a material deletes the material. Instead of adding a completely
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* new material RedoAddMaterial finds the one that was just deleted and uses that.
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* @param name The name of the material that was added/deleted.
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* @param clearData Should the material definition be reset to the default definition.
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*/
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void MaterialDocManager::RedoAddMaterial(const char* name, bool clearData) {
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MaterialDoc* newDoc = new MaterialDoc();
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newDoc->manager = this;
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newDoc->modified = true;
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idMaterial* rendMat = const_cast<idMaterial *>(declManager->FindMaterial(name, false));
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if(clearData) {
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rendMat->SetText(rendMat->DefaultDefinition());
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}
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newDoc->SetRenderMaterial(rendMat, true, true);
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inProgressMaterials.Set(newDoc->name.c_str(), newDoc);
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NotifyViews(newDoc, MATERIAL_ADD);
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//Force an apply so the text will be generated to match the new file
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newDoc->applyWaiting = true;
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newDoc->ApplyMaterialChanges();
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}
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/**
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* Deletes a material.
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* @param material The material to be deleted.
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* @param addUndo Can this operation be undone.
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*/
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void MaterialDocManager::DeleteMaterial(MaterialDoc* material, bool addUndo) {
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assert(material);
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//This will just flag for delete. The actual delete will happen during the save
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material->Delete();
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if(addUndo) {
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DeleteMaterialModifier* mod = new DeleteMaterialModifier(this, material->name);
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AddMaterialUndoModifier(mod);
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}
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NotifyViews(material, MATERIAL_DELETE);
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}
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/**
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* Applys changes to a material.
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* @param materialDoc The material to be applied.
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*/
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void MaterialDocManager::ApplyMaterial(MaterialDoc* materialDoc) {
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assert(materialDoc);
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materialDoc->ApplyMaterialChanges();
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}
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/**
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* Applies all materials in the specified filename.
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* @param filename The file to apply.
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*/
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void MaterialDocManager::ApplyFile(const char* filename) {
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for(int i = 0; i < inProgressMaterials.Num(); i++) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename))
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(*pDoc)->ApplyMaterialChanges();
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}
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}
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/**
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* Applies all materials that have been changed.
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*/
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void MaterialDocManager::ApplyAll() {
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for(int i = 0; i < inProgressMaterials.Num(); i++) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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(*pDoc)->ApplyMaterialChanges();
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}
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}
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/**
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* Saves a single material.
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* @param material The material to save.
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*/
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void MaterialDocManager::SaveMaterial(MaterialDoc* material) {
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assert(material);
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material->Save();
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}
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/**
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* Saves all materials in the specified file.
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* @param filename The file to save.
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*/
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void MaterialDocManager::SaveFile(const char* filename) {
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for(int i = inProgressMaterials.Num()-1; i >= 0; i--) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename))
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(*pDoc)->Save();
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}
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//Notify everyone
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NotifyViews(NULL, MATERIAL_SAVE_FILE, filename);
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}
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/**
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* Saves all materials that have been changed.
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*/
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void MaterialDocManager::SaveAllMaterials() {
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for(int i = inProgressMaterials.Num()-1; i >= 0; i--) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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(*pDoc)->Save();
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}
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}
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/**
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* Reloads a specified file.
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* @param filename The file to reload.
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*/
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void MaterialDocManager::ReloadFile(const char *filename) {
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declManager->ReloadFile(filename, true);
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//purge the changes of any in progress materials
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for(int j = inProgressMaterials.Num()-1; j >= 0; j--) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(j);
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if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename)) {
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(*pDoc)->SetRenderMaterial((*pDoc)->renderMaterial);
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inProgressMaterials.Remove((*pDoc)->name);
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}
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}
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//Reparse the current material
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if(currentMaterial) {
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currentMaterial->SetRenderMaterial(currentMaterial->renderMaterial);
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//Trigger all the views to refresh
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NotifyViews(currentMaterial, SELECTION_CHANGE);
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}
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NotifyViews(NULL, FILE_RELOAD, filename);
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}
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/**
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* Creates a MaterialDoc object for the specified material name. If a MaterialDoc
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* object already exists then it is used.
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* @param materialName The name of the material for which to create a MaterialDoc object.
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*/
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MaterialDoc* MaterialDocManager::CreateMaterialDoc(const char* materialName) {
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const idMaterial* material = declManager->FindMaterial(materialName);
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return CreateMaterialDoc(const_cast<idMaterial *>(material));
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}
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/**
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* Creates a MaterialDoc object for the specified material. If a MaterialDoc
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* object already exists then it is used.
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* @param material The material for which to create a MaterialDoc object.
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*/
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MaterialDoc* MaterialDocManager::CreateMaterialDoc(idMaterial* material) {
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MaterialDoc* existingDoc = GetInProgressDoc(material);
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if(existingDoc) {
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return existingDoc;
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}
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if(currentMaterial && material && !currentMaterial->name.Icmp(material->GetName())) {
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return currentMaterial;
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}
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if(material) {
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MaterialDoc* newDoc = new MaterialDoc();
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newDoc->manager = this;
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newDoc->SetRenderMaterial(material);
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return newDoc;
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}
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return NULL;
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}
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/**
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* Checks the current list of in progress MaterialDoc objects to see if
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* a MaterialDoc object already exists.
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* @param material The material to check for.
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*/
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MaterialDoc* MaterialDocManager::GetInProgressDoc(idMaterial* material) {
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if(material) {
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for(int i = 0; i < inProgressMaterials.Num(); i++) {
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MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
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if(!(*pDoc)->name.Icmp(material->GetName()))
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return *pDoc;
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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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* Prepares a material for a copy/cut and paste operations.
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* @param materialDoc The material to copy.
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* @param cut Is this a cut operation.
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*/
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void MaterialDocManager::CopyMaterial(MaterialDoc* materialDoc, bool cut) {
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cutMaterial = cut;
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if(materialDoc)
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copyMaterial = materialDoc->name;
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else
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ClearCopy();
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}
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/**
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* Clears the copy buffer for a material.
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*/
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void MaterialDocManager::ClearCopy() {
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copyMaterial.Empty();
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}
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/**
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* Returns true if there is a material in the copy buffer.
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*/
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bool MaterialDocManager::IsCopyMaterial() {
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return (copyMaterial.Length() ) ? true : false;
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}
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/**
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* Returns the name of the material in the copy buffer.
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*/
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idStr MaterialDocManager::GetCopyMaterialName() {
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return copyMaterial;
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}
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/**
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* Performs a material paste operation for a material in the copy buffer.
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* @param name The new name for the material that is being copied.
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* @param filename The file to paste the material in.
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*/
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void MaterialDocManager::PasteMaterial(const char* name, const char* filename) {
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if(!IsCopyMaterial()) {
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return;
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}
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//Apply the material if there are some changes
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MaterialDoc* copyMat = CreateMaterialDoc(copyMaterial);
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if(copyMat->applyWaiting) {
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copyMat->ApplyMaterialChanges();
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}
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//Paste the material
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idMaterial* material = copyMat->renderMaterial;
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//Add a material with the existing source text
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char *declText = (char *) _alloca( material->GetTextLength() + 1 );
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material->GetText( declText );
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AddMaterial(name, filename, declText, !cutMaterial);
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//If this is a cut then remove the original
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if(cutMaterial) {
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MaterialDoc* cutMaterial = CreateMaterialDoc(material);
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DeleteMaterial(cutMaterial, false);
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MoveMaterialModifier* mod = new MoveMaterialModifier(this, name, filename, copyMaterial);
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AddMaterialUndoModifier(mod);
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ClearCopy();
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}
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}
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/**
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* Prepares a material stage for a copy/paste operation.
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* @param materialDoc The materialDoc that contains the stage to be copied.
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* @param stageNum the stage to copy.
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*/
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void MaterialDocManager::CopyStage(MaterialDoc* materialDoc, int stageNum) {
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assert(materialDoc);
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copyStageMaterial = materialDoc->name;
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copyStage = materialDoc->GetStage(stageNum);
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idStr stageName = copyStage.stageData.GetString("name");
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}
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/**
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* Clears the copy buffer for copied stages.
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*/
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void MaterialDocManager::ClearCopyStage() {
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copyStageMaterial.Empty();
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copyStage.stageData.Clear();
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}
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/**
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* Returns true if there is a stage in the copy buffer.
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*/
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bool MaterialDocManager::IsCopyStage() {
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return (copyStageMaterial.Length() ) ? true : false;
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}
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/**
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* Performs a paste operation of the stage in the copy buffer.
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* @param materialDoc The materialDoc to paste the stage in.
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*/
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void MaterialDocManager::PasteStage(MaterialDoc* materialDoc) {
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assert(materialDoc);
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int stageType = copyStage.stageData.GetInt("stagetype");
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//Create a new stage and copy the data
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materialDoc->AddStage(stageType, copyStage.stageData.GetString("name"));
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materialDoc->SetData(materialDoc->GetStageCount()-1, ©Stage.stageData);
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}
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/**
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* Returns information about the stage in the copy buffer.
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* @param type Holds the type of the stage in the copy buffer.
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* @param name Hold the name of the stage in the copy buffer.
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*/
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void MaterialDocManager::GetCopyStageInfo(int& type, idStr& name) {
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if(IsCopyStage()) {
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type = copyStage.stageData.GetInt("stagetype");
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name = copyStage.stageData.GetString("name");
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}
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}
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/**
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* Performs the first available undo operation.
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*/
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void MaterialDocManager::Undo() {
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if(IsUndoAvailable()) {
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MaterialModifier* mod = undoModifiers[undoModifiers.Num()-1];
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undoModifiers.RemoveIndex(undoModifiers.Num()-1);
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mod->Undo();
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//Add this modifier to the redo list
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AddMaterialRedoModifier(mod);
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}
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}
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/**
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* Returns true if an undo operation is available.
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*/
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bool MaterialDocManager::IsUndoAvailable() {
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return (undoModifiers.Num() > 0);
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}
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/**
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* Clears the entire undo buffer.
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*/
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void MaterialDocManager::ClearUndo() {
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|
|
int c = undoModifiers.Num();
|
|
for(int i = 0; i < c; i++) {
|
|
delete undoModifiers[i];
|
|
}
|
|
undoModifiers.Clear();
|
|
}
|
|
|
|
/**
|
|
* Performs the first available redo operation.
|
|
*/
|
|
void MaterialDocManager::Redo() {
|
|
|
|
if(IsRedoAvailable()) {
|
|
MaterialModifier* mod = redoModifiers[redoModifiers.Num()-1];
|
|
redoModifiers.RemoveIndex(redoModifiers.Num()-1);
|
|
|
|
mod->Redo();
|
|
|
|
//Done with the mod because the redo process will set
|
|
//attributes and create the appropriate redo modifier
|
|
AddMaterialUndoModifier(mod, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns true if a redo operation is available.
|
|
*/
|
|
bool MaterialDocManager::IsRedoAvailable() {
|
|
return (redoModifiers.Num() > 0);
|
|
}
|
|
|
|
/**
|
|
* Clears the redo buffer.
|
|
*/
|
|
void MaterialDocManager::ClearRedo() {
|
|
|
|
int c = redoModifiers.Num();
|
|
for(int i = 0; i < c; i++) {
|
|
delete redoModifiers[i];
|
|
}
|
|
redoModifiers.Clear();
|
|
}
|
|
|
|
/**
|
|
* Adds an undo operation to the undo buffer.
|
|
* @param mod The MaterialModifier object that contains the undo data.
|
|
* @param clearRedo Should we clear the redo buffer.
|
|
*/
|
|
void MaterialDocManager::AddMaterialUndoModifier(MaterialModifier* mod, bool clearRedo) {
|
|
undoModifiers.Append(mod);
|
|
|
|
while(undoModifiers.Num() > MAX_UNDOREDO) {
|
|
undoModifiers.RemoveIndex(0);
|
|
}
|
|
|
|
if(clearRedo) {
|
|
ClearRedo();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds a redo operation to the redo buffer.
|
|
* @param mod The MaterialModifier object that contains the redo data.
|
|
*/
|
|
void MaterialDocManager::AddMaterialRedoModifier(MaterialModifier* mod) {
|
|
redoModifiers.Append(mod);
|
|
|
|
while(redoModifiers.Num() > MAX_UNDOREDO) {
|
|
redoModifiers.RemoveIndex(0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Searches for a material that matches the specified search data.
|
|
* @param name The name of the material to search.
|
|
* @param searchData The search parameters.
|
|
* @param checkName If true then the name of the material will be checked along with the material text.
|
|
*/
|
|
bool MaterialDocManager::FindMaterial(const char* name, MaterialSearchData_t* searchData, bool checkName) {
|
|
|
|
//Fast way of finding the material without parsing
|
|
const idMaterial* material = static_cast<const idMaterial *>(declManager->FindDeclWithoutParsing(DECL_MATERIAL, name, false));
|
|
|
|
if(material) {
|
|
|
|
int findPos;
|
|
|
|
if(checkName) {
|
|
//Check the name
|
|
idStr name = material->GetName();
|
|
|
|
findPos = name.Find(searchData->searchText, false);
|
|
if(findPos != -1) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//Skip to the open braket so the name is not checked
|
|
char *declText = (char *) _alloca( material->GetTextLength() + 1 );
|
|
material->GetText( declText );
|
|
|
|
idStr text = declText;
|
|
int start = text.Find("{");
|
|
if(start != -1) {
|
|
text = text.Right(text.Length()-start);
|
|
}
|
|
|
|
findPos = text.Find(searchData->searchText, false);
|
|
if(findPos != -1) {
|
|
//Todo: Include match whole word
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Returns a unique material name given a base name. This is used to resolve materials with the same name.
|
|
* @param name The base name of the material.
|
|
*/
|
|
idStr MaterialDocManager::GetUniqueMaterialName(idStr name) {
|
|
int num = 0;
|
|
while(1) {
|
|
idStr testName;
|
|
if(num == 0)
|
|
testName = name;
|
|
else
|
|
testName = va("%s%d", name.c_str(), num);
|
|
|
|
const idMaterial* mat = declManager->FindMaterial(testName.c_str(), false);
|
|
if(!mat) {
|
|
return testName;
|
|
} else {
|
|
|
|
//We can reuse delete material names
|
|
if(mat->GetTextLength() < 1)
|
|
return testName;
|
|
}
|
|
num++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Notifies all registered views of a material event.
|
|
* @param materialDoc The material that has been affected.
|
|
* @param notifyType The type of event that has occured.
|
|
* @param ... Notification specific data. See MaterialView.
|
|
*/
|
|
void MaterialDocManager::NotifyViews(MaterialDoc* materialDoc, int notifyType, ... ) {
|
|
|
|
va_list argptr;
|
|
|
|
int c = materialViews.Num();
|
|
for(int i = 0; i < c; i++) {
|
|
va_start( argptr, notifyType );
|
|
switch(notifyType) {
|
|
case SELECTION_CHANGE:
|
|
materialViews[i]->MV_OnMaterialSelectionChange(materialDoc);
|
|
break;
|
|
case MATERIAL_CHANGE:
|
|
materialViews[i]->MV_OnMaterialChange(materialDoc);
|
|
break;
|
|
case MATERIAL_APPLY:
|
|
materialViews[i]->MV_OnMaterialApply(materialDoc);
|
|
break;
|
|
case MATERIAL_SAVE:
|
|
materialViews[i]->MV_OnMaterialSaved(materialDoc);
|
|
break;
|
|
case MATERIAL_SAVE_FILE:
|
|
materialViews[i]->MV_OnMaterialSaveFile(va_arg(argptr, const char*));
|
|
break;
|
|
case MATERIAL_ADD:
|
|
materialViews[i]->MV_OnMaterialAdd(materialDoc);
|
|
break;
|
|
case MATERIAL_DELETE:
|
|
materialViews[i]->MV_OnMaterialDelete(materialDoc);
|
|
break;
|
|
case MATERIAL_ADD_STAGE:
|
|
materialViews[i]->MV_OnMaterialStageAdd(materialDoc, va_arg(argptr, int));
|
|
break;
|
|
case MATERIAL_DELETE_STAGE:
|
|
materialViews[i]->MV_OnMaterialStageDelete(materialDoc, va_arg(argptr, int));
|
|
break;
|
|
case MATERIAL_MOVE_STAGE:
|
|
{
|
|
int from = va_arg(argptr, int);
|
|
int to = va_arg(argptr, int);
|
|
materialViews[i]->MV_OnMaterialStageMove(materialDoc, from, to);
|
|
}
|
|
break;
|
|
case MATERIAL_ATTRIBUTE_CHANGE:
|
|
{
|
|
int stage = va_arg(argptr, int);
|
|
const char* attribName = va_arg(argptr, const char*);
|
|
materialViews[i]->MV_OnMaterialAttributeChanged(materialDoc, stage, attribName);
|
|
}
|
|
break;
|
|
case MATERIAL_NAME_CHANGE:
|
|
{
|
|
const char* oldName = va_arg(argptr, const char*);
|
|
materialViews[i]->MV_OnMaterialNameChanged(materialDoc, oldName);
|
|
}
|
|
break;
|
|
case FILE_RELOAD:
|
|
{
|
|
const char* filename = va_arg(argptr, const char*);
|
|
materialViews[i]->MV_OnFileReload(filename);
|
|
}
|
|
break;
|
|
}
|
|
va_end( argptr );
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when a material has been edited and notifies all views of the change.
|
|
* @param materialDoc The material that has changed.
|
|
*/
|
|
void MaterialDocManager::MaterialChanged(MaterialDoc* materialDoc) {
|
|
|
|
//Make sure this material is in our list of changed materials
|
|
if(!inProgressMaterials.Get(materialDoc->name.c_str())) {
|
|
inProgressMaterials.Set(materialDoc->name.c_str(), materialDoc);
|
|
}
|
|
|
|
//Notify everyone
|
|
NotifyViews(materialDoc, MATERIAL_CHANGE);
|
|
}
|
|
|
|
/**
|
|
* Called when a material has been applied and notifies all views of the apply.
|
|
* @param materialDoc The material that has been applied.
|
|
*/
|
|
void MaterialDocManager::MaterialApplied(MaterialDoc* materialDoc) {
|
|
|
|
//Notify everyone
|
|
NotifyViews(materialDoc, MATERIAL_APPLY);
|
|
}
|
|
|
|
/**
|
|
* Called when a material has been saved and notifies all views of the save.
|
|
* @param materialDoc The material that has been saved.
|
|
*/
|
|
void MaterialDocManager::MaterialSaved(MaterialDoc* materialDoc) {
|
|
|
|
MaterialDoc** tempDoc;
|
|
if(inProgressMaterials.Get(materialDoc->name.c_str(), &tempDoc)) {
|
|
|
|
idStr name = materialDoc->name.c_str();
|
|
|
|
//Remove this file from our in progress list
|
|
inProgressMaterials.Remove(name.c_str());
|
|
|
|
//Notify everyone
|
|
NotifyViews(materialDoc, MATERIAL_SAVE);
|
|
|
|
if(materialDoc != currentMaterial)
|
|
delete materialDoc;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when a material name has been changed and notifies all views of the change.
|
|
* @param materialDoc The material that has changed.
|
|
*/
|
|
void MaterialDocManager::MaterialNameChanged(const char* oldName, MaterialDoc* materialDoc) {
|
|
|
|
MaterialDoc** tempDoc;
|
|
if(inProgressMaterials.Get(oldName, &tempDoc)) {
|
|
inProgressMaterials.Set(materialDoc->name, *tempDoc);
|
|
inProgressMaterials.Remove(oldName);
|
|
}
|
|
|
|
NotifyViews(materialDoc, MATERIAL_NAME_CHANGE, oldName);
|
|
}
|
|
|
|
/**
|
|
* Called when a stage is added and notifies all views of the addition.
|
|
* @param materialDoc The material that has changed.
|
|
* @param stageNum The stage that was added.
|
|
*/
|
|
void MaterialDocManager::StageAdded(MaterialDoc* materialDoc, int stageNum) {
|
|
//Notify everyone
|
|
NotifyViews(materialDoc, MATERIAL_ADD_STAGE, stageNum);
|
|
}
|
|
|
|
/**
|
|
* Called when a stage has been deleted and notifies all views of the change.
|
|
* @param materialDoc The material that has changed.
|
|
* @param stageNum The stage that was deleted.
|
|
*/
|
|
void MaterialDocManager::StageDeleted(MaterialDoc* materialDoc, int stageNum) {
|
|
//Notify everyone
|
|
NotifyViews(materialDoc, MATERIAL_DELETE_STAGE, stageNum);
|
|
}
|
|
|
|
/**
|
|
* Called when a stage has been movied and notifies all views of the change.
|
|
* @param materialDoc The material that has changed.
|
|
* @param from The original position of the stage.
|
|
* @param to The new position of the stage.
|
|
*/
|
|
void MaterialDocManager::StageMoved(MaterialDoc* materialDoc, int from, int to) {
|
|
//Notify everyone
|
|
NotifyViews(materialDoc, MATERIAL_MOVE_STAGE, from, to);
|
|
}
|
|
|
|
/**
|
|
* Called when a material attribute has been edited and notifies all views of the change.
|
|
* @param materialDoc The material that has changed.
|
|
* @param stage The stage that contains the changed attribute.
|
|
* @param attribName The name of the attribute that changed.
|
|
*/
|
|
void MaterialDocManager::AttributeChanged(MaterialDoc* materialDoc, int stage, const char* attribName) {
|
|
//Notify everyone
|
|
NotifyViews(materialDoc, MATERIAL_ATTRIBUTE_CHANGE, stage, attribName);
|
|
}
|