dhewm3/neo/tools/materialeditor/MaterialDocManager.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
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
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "MaterialDocManager.h"
#include "MaterialView.h"
/**
* Constructor for MaterialDocManager.
*/
MaterialDocManager::MaterialDocManager(void) {
currentMaterial = NULL;
cutMaterial = false;
}
/**
* Destructor for MaterialDocManager.
*/
MaterialDocManager::~MaterialDocManager(void) {
UnRegisterAllMaterialViews();
ClearUndo();
ClearRedo();
}
/**
* Registers an object to receive notifications about changes made to materials.
* @param view The object that would like to receive material notifications.
*/
void MaterialDocManager::RegisterMaterialView(MaterialView* view) {
ASSERT(view);
UnRegisterMaterialView(view);
materialViews.Append(view);
//Notify the view of myself
view->SetMaterialDocManager(this);
}
/**
* Tells the MaterialDocManager to stop sending notifications to a view.
* @param view The view that no longer wants notifications.
*/
void MaterialDocManager::UnRegisterMaterialView(MaterialView* view) {
ASSERT(view);
materialViews.Remove(view);
//Remove the reference to myself
view->SetMaterialDocManager(NULL);
}
/**
* Unregisters all of the views that are registered to get material change
* notifications.
*/
void MaterialDocManager::UnRegisterAllMaterialViews() {
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//Remove the reference to myself
int c = materialViews.Num();
for(int i = 0; i < c; i++) {
materialViews[i]->SetMaterialDocManager(NULL);
}
materialViews.Clear();
}
/**
* Tells the MaterialDocManager which material has been selected for editing.
* @param material The material that has been selected.
*/
void MaterialDocManager::SetSelectedMaterial(idMaterial* material) {
bool change = false;
//Do we need to change the material
if(material) {
if(currentMaterial) {
if(strcmp(material->GetName(), currentMaterial->renderMaterial->GetName())) {
change = true;
}
} else {
change = true;
}
} else {
if(currentMaterial) {
change = true;
}
}
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//Now make the change
if(change) {
if(currentMaterial) {
//Delete the material unless it has been changed
if(!inProgressMaterials.Get(currentMaterial->name.c_str())) {
delete currentMaterial;
currentMaterial = NULL;
}
}
MaterialDoc** tempDoc;
if(material && inProgressMaterials.Get(material->GetName(), &tempDoc)) {
currentMaterial = *tempDoc;
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} else {
currentMaterial = CreateMaterialDoc(material);
}
NotifyViews(currentMaterial, SELECTION_CHANGE);
}
}
/**
* Returns true if the specified file needs to be applied and false otherwise.
*/
bool MaterialDocManager::DoesFileNeedApply(const char* filename) {
for(int i = 0; i < inProgressMaterials.Num(); i++) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename) && (*pDoc)->applyWaiting)
return true;
}
return false;
}
/**
* Returns true if any material needs to be applied.
*/
bool MaterialDocManager::DoesAnyNeedApply() {
for(int i = 0; i < inProgressMaterials.Num(); i++) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
if((*pDoc)->applyWaiting)
return true;
}
return false;
}
/**
* Returns true if the specified file has been modified.
*/
bool MaterialDocManager::IsFileModified(const char* filename) {
for(int i = 0; i < inProgressMaterials.Num(); i++) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename))
return true;
}
return false;
}
/**
* Returns true if any material has been modified.
*/
bool MaterialDocManager::IsAnyModified() {
return (inProgressMaterials.Num() > 0);
}
/**
* Adds a material.
* @param name The name of the material.
* @param filename The file to place the material in.
* @param sourceText The initial material definition.
* @param addUndo Can this operation be undone.
*/
void MaterialDocManager::AddMaterial(const char* name, const char* filename, const char* sourceText, bool addUndo) {
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if(addUndo) {
AddMaterialModifier* mod = new AddMaterialModifier(this, name, filename);
AddMaterialUndoModifier(mod);
}
MaterialDoc* newDoc = new MaterialDoc();
newDoc->manager = this;
newDoc->modified = true;
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idMaterial* rendMat = (idMaterial*)declManager->CreateNewDecl(DECL_MATERIAL, name, filename);
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if(sourceText) {
rendMat->SetText(sourceText);
}
newDoc->SetRenderMaterial(rendMat, true, sourceText ? true : false);
inProgressMaterials.Set(newDoc->name.c_str(), newDoc);
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NotifyViews(newDoc, MATERIAL_ADD);
//Force an apply so the text will be generated to match the new file
newDoc->applyWaiting = true;
newDoc->ApplyMaterialChanges();
}
/**
* 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
* 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.
* @param clearData Should the material definition be reset to the default definition.
*/
void MaterialDocManager::RedoAddMaterial(const char* name, bool clearData) {
MaterialDoc* newDoc = new MaterialDoc();
newDoc->manager = this;
newDoc->modified = true;
idMaterial* rendMat = const_cast<idMaterial *>(declManager->FindMaterial(name, false));
if(clearData) {
rendMat->SetText(rendMat->DefaultDefinition());
}
newDoc->SetRenderMaterial(rendMat, true, true);
inProgressMaterials.Set(newDoc->name.c_str(), newDoc);
NotifyViews(newDoc, MATERIAL_ADD);
//Force an apply so the text will be generated to match the new file
newDoc->applyWaiting = true;
newDoc->ApplyMaterialChanges();
}
/**
* Deletes a material.
* @param material The material to be deleted.
* @param addUndo Can this operation be undone.
*/
void MaterialDocManager::DeleteMaterial(MaterialDoc* material, bool addUndo) {
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assert(material);
//This will just flag for delete. The actual delete will happen during the save
material->Delete();
if(addUndo) {
DeleteMaterialModifier* mod = new DeleteMaterialModifier(this, material->name);
AddMaterialUndoModifier(mod);
}
NotifyViews(material, MATERIAL_DELETE);
}
/**
* Applys changes to a material.
* @param materialDoc The material to be applied.
*/
void MaterialDocManager::ApplyMaterial(MaterialDoc* materialDoc) {
assert(materialDoc);
materialDoc->ApplyMaterialChanges();
}
/**
* Applies all materials in the specified filename.
* @param filename The file to apply.
*/
void MaterialDocManager::ApplyFile(const char* filename) {
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for(int i = 0; i < inProgressMaterials.Num(); i++) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename))
(*pDoc)->ApplyMaterialChanges();
}
}
/**
* Applies all materials that have been changed.
*/
void MaterialDocManager::ApplyAll() {
for(int i = 0; i < inProgressMaterials.Num(); i++) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
(*pDoc)->ApplyMaterialChanges();
}
}
/**
* Saves a single material.
* @param material The material to save.
*/
void MaterialDocManager::SaveMaterial(MaterialDoc* material) {
assert(material);
material->Save();
}
/**
* Saves all materials in the specified file.
* @param filename The file to save.
*/
void MaterialDocManager::SaveFile(const char* filename) {
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for(int i = inProgressMaterials.Num()-1; i >= 0; i--) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename))
(*pDoc)->Save();
}
//Notify everyone
NotifyViews(NULL, MATERIAL_SAVE_FILE, filename);
}
/**
* Saves all materials that have been changed.
*/
void MaterialDocManager::SaveAllMaterials() {
for(int i = inProgressMaterials.Num()-1; i >= 0; i--) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
(*pDoc)->Save();
}
}
/**
* Reloads a specified file.
* @param filename The file to reload.
*/
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
for(int j = inProgressMaterials.Num()-1; j >= 0; j--) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(j);
if(!strcmp((*pDoc)->renderMaterial->GetFileName(), filename)) {
(*pDoc)->SetRenderMaterial((*pDoc)->renderMaterial);
inProgressMaterials.Remove((*pDoc)->name);
}
}
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//Reparse the current material
if(currentMaterial) {
currentMaterial->SetRenderMaterial(currentMaterial->renderMaterial);
//Trigger all the views to refresh
NotifyViews(currentMaterial, SELECTION_CHANGE);
}
NotifyViews(NULL, FILE_RELOAD, filename);
}
/**
* Creates a MaterialDoc object for the specified material name. If a MaterialDoc
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* object already exists then it is used.
* @param materialName The name of the material for which to create a MaterialDoc object.
*/
MaterialDoc* MaterialDocManager::CreateMaterialDoc(const char* materialName) {
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const idMaterial* material = declManager->FindMaterial(materialName);
return CreateMaterialDoc(const_cast<idMaterial *>(material));
}
/**
* Creates a MaterialDoc object for the specified material. If a MaterialDoc
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* object already exists then it is used.
* @param material The material for which to create a MaterialDoc object.
*/
MaterialDoc* MaterialDocManager::CreateMaterialDoc(idMaterial* material) {
MaterialDoc* existingDoc = GetInProgressDoc(material);
if(existingDoc) {
return existingDoc;
}
if(currentMaterial && material && !currentMaterial->name.Icmp(material->GetName())) {
return currentMaterial;
}
if(material) {
MaterialDoc* newDoc = new MaterialDoc();
newDoc->manager = this;
newDoc->SetRenderMaterial(material);
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return newDoc;
}
return NULL;
}
/**
* Checks the current list of in progress MaterialDoc objects to see if
* a MaterialDoc object already exists.
* @param material The material to check for.
*/
MaterialDoc* MaterialDocManager::GetInProgressDoc(idMaterial* material) {
if(material) {
for(int i = 0; i < inProgressMaterials.Num(); i++) {
MaterialDoc** pDoc = inProgressMaterials.GetIndex(i);
if(!(*pDoc)->name.Icmp(material->GetName()))
return *pDoc;
}
}
return NULL;
}
/**
* Prepares a material for a copy/cut and paste operations.
* @param materialDoc The material to copy.
* @param cut Is this a cut operation.
*/
void MaterialDocManager::CopyMaterial(MaterialDoc* materialDoc, bool cut) {
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cutMaterial = cut;
if(materialDoc)
copyMaterial = materialDoc->name;
else
ClearCopy();
}
/**
* Clears the copy buffer for a material.
*/
void MaterialDocManager::ClearCopy() {
copyMaterial.Empty();
}
/**
* Returns true if there is a material in the copy buffer.
*/
bool MaterialDocManager::IsCopyMaterial() {
return (copyMaterial.Length() ) ? true : false;
}
/**
* Returns the name of the material in the copy buffer.
*/
idStr MaterialDocManager::GetCopyMaterialName() {
return copyMaterial;
}
/**
* Performs a material paste operation for a material in the copy buffer.
* @param name The new name for the material that is being copied.
* @param filename The file to paste the material in.
*/
void MaterialDocManager::PasteMaterial(const char* name, const char* filename) {
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if(!IsCopyMaterial()) {
return;
}
//Apply the material if there are some changes
MaterialDoc* copyMat = CreateMaterialDoc(copyMaterial);
if(copyMat->applyWaiting) {
copyMat->ApplyMaterialChanges();
}
//Paste the material
idMaterial* material = copyMat->renderMaterial;
//Add a material with the existing source text
char *declText = (char *) _alloca( material->GetTextLength() + 1 );
material->GetText( declText );
AddMaterial(name, filename, declText, !cutMaterial);
//If this is a cut then remove the original
if(cutMaterial) {
MaterialDoc* cutMaterial = CreateMaterialDoc(material);
DeleteMaterial(cutMaterial, false);
MoveMaterialModifier* mod = new MoveMaterialModifier(this, name, filename, copyMaterial);
AddMaterialUndoModifier(mod);
ClearCopy();
}
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}
/**
* Prepares a material stage for a copy/paste operation.
* @param materialDoc The materialDoc that contains the stage to be copied.
* @param stageNum the stage to copy.
*/
void MaterialDocManager::CopyStage(MaterialDoc* materialDoc, int stageNum) {
assert(materialDoc);
copyStageMaterial = materialDoc->name;
copyStage = materialDoc->GetStage(stageNum);
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idStr stageName = copyStage.stageData.GetString("name");
}
/**
* Clears the copy buffer for copied stages.
*/
void MaterialDocManager::ClearCopyStage() {
copyStageMaterial.Empty();
copyStage.stageData.Clear();
}
/**
* Returns true if there is a stage in the copy buffer.
*/
bool MaterialDocManager::IsCopyStage() {
return (copyStageMaterial.Length() ) ? true : false;
}
/**
* Performs a paste operation of the stage in the copy buffer.
* @param materialDoc The materialDoc to paste the stage in.
*/
void MaterialDocManager::PasteStage(MaterialDoc* materialDoc) {
assert(materialDoc);
int stageType = copyStage.stageData.GetInt("stagetype");
//Create a new stage and copy the data
materialDoc->AddStage(stageType, copyStage.stageData.GetString("name"));
materialDoc->SetData(materialDoc->GetStageCount()-1, &copyStage.stageData);
}
/**
* Returns information about the stage in the copy buffer.
* @param type Holds the type of the stage in the copy buffer.
* @param name Hold the name of the stage in the copy buffer.
*/
void MaterialDocManager::GetCopyStageInfo(int& type, idStr& name) {
if(IsCopyStage()) {
type = copyStage.stageData.GetInt("stagetype");
name = copyStage.stageData.GetString("name");
}
}
/**
* Performs the first available undo operation.
*/
void MaterialDocManager::Undo() {
if(IsUndoAvailable()) {
MaterialModifier* mod = undoModifiers[undoModifiers.Num()-1];
undoModifiers.RemoveIndex(undoModifiers.Num()-1);
mod->Undo();
//Add this modifier to the redo list
AddMaterialRedoModifier(mod);
}
}
/**
* Returns true if an undo operation is available.
*/
bool MaterialDocManager::IsUndoAvailable() {
return (undoModifiers.Num() > 0);
}
/**
* Clears the entire undo buffer.
*/
void MaterialDocManager::ClearUndo() {
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
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//attributes and create the appropriate redo modifier
AddMaterialUndoModifier(mod, false);
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}
}
/**
* 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));
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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);
}
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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);
}