irrlicht/tools/GUIEditor/CGUIEditFactory.cpp

121 lines
4.0 KiB
C++

#include "CGUIEditFactory.h"
#include "IGUIEnvironment.h"
#include "irrString.h"
#include "EGUIEditTypes.h"
#include "CGUIEditWorkspace.h"
#include "CGUIEditWindow.h"
#include "CGUIPanel.h"
#include "CGUITextureCacheBrowser.h"
#include "CGUIAttributeEditor.h"
#include "CGUIStringAttribute.h"
#include "CGUIBoolAttribute.h"
#include "CGUIEnumAttribute.h"
#include "CGUIColorAttribute.h"
#include "CGUITextureAttribute.h"
#include "CGUIDummyEditorStub.h"
namespace irr
{
namespace gui
{
CGUIEditFactory::CGUIEditFactory(IGUIEnvironment* env)
: Environment(env)
{
#ifdef _DEBUG
setDebugName("CGUIEditFactory");
#endif
// don't grab the gui environment here to prevent cyclic references
}
CGUIEditFactory::~CGUIEditFactory()
{
}
//! adds an element to the environment based on its type name
IGUIElement* CGUIEditFactory::addGUIElement(const c8* typeName, IGUIElement* parent)
{
/*
here we create elements, add them to the manager, and then drop them
*/
core::stringc elementType(typeName);
IGUIElement* ret=0;
if (!parent)
parent = Environment->getRootGUIElement();
// editor workspace
if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_GUIEDIT]))
ret = new CGUIEditWorkspace(Environment, -1, 0);
// editor window
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_GUIEDITWINDOW]))
ret = new CGUIEditWindow(Environment, core::rect<s32>(0,0,100,100), 0);
// Klasker's GUI Panel
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_GUIPANEL]))
ret = new CGUIPanel(Environment, 0);
// texture cache browser
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_TEXTUREBROWSER]))
ret = new CGUITextureCacheBrowser(Environment, -1, 0);
// block of attribute editors
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_ATTRIBUTEEDITOR]))
ret = new CGUIAttributeEditor(Environment, -1, 0);
//! single attribute editors
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_STRINGATTRIBUTE]))
ret = new CGUIStringAttribute(Environment, 0, -1);
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_BOOLATTRIBUTE]))
ret = new CGUIBoolAttribute(Environment, 0, -1);
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_ENUMATTRIBUTE]))
ret = new CGUIEnumAttribute(Environment, 0, -1);
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_COLORATTRIBUTE]))
ret = new CGUIColorAttribute(Environment, 0, -1);
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_COLORFATTRIBUTE]))
ret = new CGUIColorAttribute(Environment, 0, -1);
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_TEXTUREATTRIBUTE]))
ret = new CGUITextureAttribute(Environment, 0, -1);
// stubs and custom editors
else if (elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_CONTEXTMENUEDITOR]) ||
elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_MENUEDITOR]) ||
elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_FILEDIALOGEDITOR]) ||
elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_COLORDIALOGEDITOR]) ||
elementType == core::stringc(GUIEditElementTypeNames[EGUIEDIT_MODALSCREENEDITOR]) )
ret = new CGUIDummyEditorStub(Environment, 0, typeName);
// add the element to its parent
if (ret)
parent->addChild(ret);
// the environment now has the reference, so we can drop the element
if (ret)
ret->drop();
return ret;
}
//! returns amount of element types this factory is able to create
s32 CGUIEditFactory::getCreatableGUIElementTypeCount() const
{
return EGUIEDIT_COUNT;
}
//! returns type name of a creatable element type
const c8* CGUIEditFactory::getCreateableGUIElementTypeName(s32 idx) const
{
if (idx>=0 && idx<EGUIEDIT_COUNT)
return GUIEditElementTypeNames[idx];
return 0;
}
} // end namespace gui
} // end namespace irr