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----- GedFilter
DefineClass.GedFilter = {
__parents = { "InitDone" },
properties = {},
ged = false,
target_name = false,
supress_filter_reset = false,
FilterName = Untranslated("Filter"),
}
function GedFilter:ResetTarget(socket)
if self.target_name and socket then
local obj = socket:ResolveObj(self.target_name)
self.supress_filter_reset = true
ObjModified(obj)
self.supress_filter_reset = false
end
end
function GedFilter:OnEditorSetProperty(prop_id, old_value, ged)
self:ResetTarget(ged)
end
function GedFilter:TryReset(ged)
if self.supress_filter_reset then return false end
for _, prop in ipairs(self:GetProperties()) do
self:SetProperty(prop.id, self:GetDefaultPropertyValue(prop.id, prop))
end
GedForceUpdateObject(self)
ObjModified(self)
return true
end
function GedFilter:FilterObject(object)
return true
end
function GedFilter:PrepareForFiltering()
end
function GedFilter:DoneFiltering(displayed_count, filtered --[[ passed for GedListPanel filters only ]])
end
if FirstLoad then
GedConnections = setmetatable({}, weak_values_meta)
GedObjects = {} -- global mapping object -> { name1, socket1, name2, socket1, name3, socket2, ... }
GedTablePropsCache = {} -- caches properties of the bound objects; this prevents issues when editing nested_obj/list props that work via Get/Set functions
g_gedListener = false
GedTreePanelCollapsedNodes = setmetatable({}, weak_keys_meta)
end
config.GedPort = config.GedPort or 44000
function ListenForGed(search_for_port)
StopListenForGed()
g_gedListener = BaseSocket:new{
socket_type = "GedGameSocket",
}
local port_start = config.GedPort or 44000
local port_end = port_start + (search_for_port and 100 or 1)
for port = port_start, port_end do
local err = g_gedListener:Listen("*", port)
if not err then
g_gedListener.port = port
return true
elseif err == "address in use" then
print("ListenForGed: Address in use. Trying with another port...")
else
return false
end
end
return false
end
function StopListenForGed()
if g_gedListener then
g_gedListener:delete()
g_gedListener = false
end
end
if config.GedLanguageEnglish then
if FirstLoad or ReloadForDlc then
TranslationTableEnglish = false -- for the Mod Editor on PC
end
function GedTranslate(T, context_obj, check)
local old_table = TranslationTable
TranslationTable = TranslationTableEnglish
local ret = _InternalTranslate(T, context_obj, check)
TranslationTable = old_table
return ret
end
else
GedTranslate = _InternalTranslate
end
function OpenGed(id, in_game)
if not g_gedListener then
ListenForGed(true)
end
if config.GedLanguageEnglish and not TranslationTableEnglish then
if GetLanguage() == "English" then
TranslationTableEnglish = TranslationTable
else
TranslationTableEnglish = {}
LoadTranslationTablesFolder("EnglishLanguage/CurrentLanguage/", "English", TranslationTableEnglish)
end
end
local port = g_gedListener.port
if not port then
print("Could not start the ged listener")
return
end
id = id or AsyncRand()
if in_game then
assert(GedSocket, "Ged source files not loaded")
local socket = GedSocket:new() -- if GedSocket is missing the Ged sources are not loaded
local err = socket:WaitConnect(10000, "localhost", port)
if err then
socket:delete()
else
socket:Call("rfnGedId", id)
end
else
local exec_path = GetExecDirectory() .. GetExecName()
local path = string.format('"%s" %s -ged=%s -address=127.0.0.1:%d %s', exec_path, GetIgnoreDebugErrors() and "-no_interactive_asserts" or "", tostring(id), port, config.RunUnpacked and "-unpacked" or "")
local start_func
if Platform.linux or Platform.osx then
start_func = function(path)
local exit_code, _, std_error = os.execute(path .. " &")
return exit_code, std_error
end
else
start_func = function(path)
local cmd = string.format('cmd /c start "GED" %s', path)
local err, exit_code, output, err_messsage = AsyncExec(cmd, nil, true)
if err then return false, err end
return exit_code, err_messsage
end
end
local exit_code, std_error = start_func(path)
if exit_code ~= 0 then
print("Could not launch Ged from:", path, "\nExec error:", std_error)
return
end
end
local timeout = 60000
while timeout do
if GedConnections[id] then
return GedConnections[id]
end
timeout = WaitMsg("GedConnection", timeout)
end
end
local ged_print = CreatePrint{
"ged",
format = "printf",
output = DebugPrint,
}
function OpenGedApp(template, root, context, id, in_game)
assert(root ~= nil)
if not IsRealTimeThread() or not CanYield() then
CreateRealTimeThread(OpenGedApp, template, root, context, id, in_game)
return
end
if in_game == nil then
in_game = (g_Classes[template] or XTemplates[template] and XTemplates[template].save_in ~= "Ged" and XTemplates[template].save_in ~= "GameGed") and true
end
context = context or {}
if context.dark_mode == nil then
context.dark_mode = GetDarkModeSetting()
end
context.color_palette = CurrentColorPalette and CurrentColorPalette:ColorsPlainObj() or false
context.color_picker_scale = rawget(_G, "g_GedApp") and g_GedApp.color_picker_scale or EditorSettings:GetColorPickerScale()
context.ui_scale = rawget(_G, "g_GedApp") and g_GedApp.ui_scale or EditorSettings:GetGedUIScale()
context.max_fps = rawget(_G, "g_GedApp") and g_GedApp.max_fps or hr.MaxFps
context.in_game = in_game
context.game_real_time = RealTime()
context.mantis_project_id = const.MantisProjectID
context.mantis_copy_url_btn = const.MantisCopyUrlButton
context.bug_report_tags = GetBugReportTagsForGed()
local ged = OpenGed(id, in_game)
if not ged then return end
ged:BindObj("root", root)
ged.app_template = template
ged.context = context
ged.in_game = in_game
local err = ged:Call("rfnOpenApp", template, context, id)
if err then
printf("OpenGedApp('%s') error: %s", tostring(template), tostring(err))
end
Msg("GedOpened", ged.ged_id)
local preset_class = context and context.PresetClass
ged_print("Opened %s with class %s, id %s", tostring(template), tostring(preset_class), tostring(ged.ged_id))
return ged
end
function CloseGedApp(gedsocket, wait)
if GedConnections[gedsocket.ged_id] then
gedsocket:Close()
if wait then
local id
repeat
local _, id = WaitMsg("GedClosing")
until id == gedsocket.ged_id
end
end
end
function FindGedApp(template, preset_class)
for id, conn in pairs(GedConnections) do
if conn.app_template == template and
(not preset_class or conn.context.PresetClass == preset_class) then
return conn
end
end
end
function FindAllGedApps(template, preset_class)
local connections = setmetatable({}, weak_values_meta)
for id, conn in pairs(GedConnections) do
if conn.app_template == template and
(not preset_class or conn.context.PresetClass == preset_class) then
table.insert(connections, conn)
end
end
return connections
end
function OpenGedAppSingleton(template, root, context, id, in_game)
local app = FindGedApp(template)
if app then
app:Call("rfnApp", "Activate", context)
app:BindObj("root", root)
if app.last_app_state and app.last_app_state.root then
local sel = app.last_app_state.root.selection
if sel and type(sel[1]) == "table" then
app:SetSelection("root", {1}, {1}) -- tree panel
else
app:SetSelection("root", 1, {1}) -- list panel
end
end
app:ResetUndoQueue()
app.last_app_state = false -- the last app state won't make sense for a new root object
return app
end
return OpenGedApp(template, root, context, id, in_game)
end
function OnMsg.BugReportStart(print_func)
local list = {}
for key, ged in sorted_pairs(GedConnections) do
local preset_class = ged.context and ged.context.PresetClass
list[#list+1] = "\t" .. tostring(ged.app_template) .. " with preset class " .. tostring(preset_class) .. " and id " .. tostring(ged.ged_id)
end
if #list == 0 then
return
end
print_func("Opened GedApps:\n" .. table.concat(list, "\n") .. "\n")
end
----- GedGameSocket
DefineClass.GedGameSocket = {
__parents = { "MessageSocket" },
msg_size_max = 256*1024*1024,
call_timeout = false,
ged_id = false,
app_template = false,
context = false,
root_names = false, -- array of the names of root objects; these are always updated when any object is edited
bound_objects = false, -- mapping name -> object
bound_objects_svalue = false, -- mapping name -> cached value (string)
bound_objects_func = false, -- mapping name -> process_function
bound_objects_path = false, -- mapping name -> list of BindObj calls from root to this object
bound_objects_filter = false, -- mapping name -> GedFilter object
prop_bindings = false,
last_app_state = false,
selected_object = false,
tree_panel_collapsed_nodes = false,
-- undo/redo support
undo_position = 0, -- idx of the next undo entry that will be executed with Ctrl-Z
undo_queue = false,
redo_thread = false,
}
function GedGameSocket:Init()
self.root_names = { "root" }
self.bound_objects = {}
self.bound_objects_svalue = {}
self.bound_objects_func = {}
self.bound_objects_path = {}
self.bound_objects_filter = {}
self.prop_bindings = {}
self:ResetUndoQueue()
end
function GedGameSocket:Done()
Msg("GedClosing", self.ged_id)
ged_print("Closed %s with id %s", tostring(self.app_template), tostring(self.ged_id))
GedNotify(self.selected_object, "OnEditorSelect", false, self)
Msg("GedOnEditorSelect", self.selected_object, false, self)
for name in pairs(self.bound_objects) do
self:UnbindObj(name, "leave_values")
end
Msg("GedClosed", self)
GedSetUiStatus("ged_multi_select")
end
function GedGameSocket:Close()
self:Send("rfnGedQuit")
end
function GedGameSocket:ResetUndoQueue()
self.undo_position = 0
self.undo_queue = {}
end
function GedGameSocket:rfnGedId(id)
assert(not GedConnections[id], "Duplicate Ged id " .. tostring(id))
GedConnections[id] = self
self.ged_id = id
Msg("GedConnection", id)
end
function GedGameSocket:OnDisconnect(reason)
if GedConnections[self.ged_id] then
self:delete()
GedConnections[self.ged_id] = nil
end
end
local prop_prefix = "prop:"
function TreeNodeByPath(root, key1, key2, ...)
if key1 == nil or not root then
return root
end
local key_type = type(key1)
assert(key_type == "number" or key_type == "string")
if key_type == "number" then
local f = root.GedTreeChildren
root = f and f(root) or root
end
local prop_name = type(key1) == "string" and key1:starts_with(prop_prefix) and key1:sub(#prop_prefix + 1)
if prop_name then
if GedTablePropsCache[root] and GedTablePropsCache[root][prop_name] ~= nil then
root = GedTablePropsCache[root][prop_name]
else
root = root:GetProperty(prop_name)
end
if key2 == nil then
return root, prop_name
end
else
root = rawget(root, key1)
end
return TreeNodeByPath(root, key2, ...)
end
function GedGameSocket:ResolveObj(name, ...)
if name then
local idx = string.find(name, "|")
if idx then
name = string.sub(name, 1, idx - 1)
end
end
return TreeNodeByPath(self.bound_objects[name or false], ...)
end
function GedGameSocket:ResolveName(obj)
if not obj then return end
for name, bobj in pairs(self.bound_objects) do
if obj == bobj then
return name
end
end
end
function GedGameSocket:FindFilter(name)
local filter = self.bound_objects_filter[name]
if filter then return filter end
local obj_name, view = name:match("(.+)|(.+)")
if obj_name and view then
return self.bound_objects_filter[obj_name]
end
for filter_name, filter in pairs(self.bound_objects_filter) do
local obj_name, view = filter_name:match("(.+)|(.+)")
if obj_name and view and obj_name == name then
return filter
end
end
end
function GedGameSocket:ResetFilter(obj_name)
local filter = self:FindFilter(obj_name)
if filter and filter:TryReset(self) then
filter:ResetTarget(self)
end
end
function GedGameSocket:BindObj(name, obj, func, dont_send)
if not obj then return end
if not func and rawequal(obj, self.bound_objects[name]) then return end
self:UnbindObj(name)
func = func or function(obj, filter) return tostring(obj) end
local sockets = GedObjects[obj] or {}
GedObjects[obj] = sockets
sockets[#sockets + 1] = name
sockets[#sockets + 1] = self
self.bound_objects[name] = obj
self.bound_objects_func[name] = func
if not dont_send then
local values = func(obj, self:FindFilter(name))
local vpstr = ValueToLuaCode(values, nil, pstr("", 1024))
if vpstr ~= self.bound_objects_svalue[name] then
self.bound_objects_svalue[name] = vpstr
self:Send("rfnObjValue", name, vpstr:str(), true)
end
end
Msg("GedBindObj", obj)
end
function GedGameSocket:UnbindObj(name, leave_values)
local obj = self.bound_objects[name]
if obj then
local sockets = GedObjects[obj]
if sockets then
for i = 1, #sockets - 1, 2 do
if sockets[i] == name and sockets[i + 1] == self then
table.remove(sockets, i)
table.remove(sockets, i)
end
end
if #sockets == 0 then
GedObjects[obj] = nil
end
end
self.prop_bindings[obj] = nil
GedTablePropsCache[obj] = nil
end
if leave_values then return end
self.bound_objects[name] = nil
self.bound_objects_svalue[name] = nil
self.bound_objects_func[name] = nil
self.bound_objects_path[name] = nil
end
function GedGameSocket:UnbindObjs(name_prefix, leave_values)
for name in pairs(self.bound_objects) do
if string.starts_with(name, name_prefix) then
self:UnbindObj(name, leave_values)
end
end
end
function GedGameSocket:GetParentOfKind(name, type_name)
-- find object's bind name if we are searching by object
if type(name) == "table" then
for objname, obj in pairs(self.bound_objects) do
if name == obj then
name = objname
break
end
end
if type(name) == "table" then return end
end
local bind_path = self.bound_objects_path[name:match("(.+)|.+") or name]
if not bind_path then return end
-- return the last parent that matches
local indexes_flattened = {}
for i = 2, #bind_path do
local subpath = bind_path[i]
if type(subpath) == "table" then
for u = 1, #subpath do
-- a table here represents multiple selection handled by GedMultiSelectAdapter; we can't find bind parents below that level
if type(subpath[u]) == "table" then
goto completed
end
table.insert(indexes_flattened, subpath[u])
end
else
table.insert(indexes_flattened, subpath)
end
end
::completed::
local obj, last_matching = self.bound_objects[bind_path[1]], nil
for _, key in ipairs(indexes_flattened) do
obj = TreeNodeByPath(obj, key)
if IsKindOf(obj, type_name) then
last_matching = obj
end
end
return last_matching
end
function GedGameSocket:GetParentsList(name)
local all_parents = {}
local bind_path = self.bound_objects_path[name:match("(.+)|.+") or name]
if bind_path then
local obj = self.bound_objects[bind_path[1]]
table.insert(all_parents, obj)
for i = 2, #bind_path - 1 do
table.insert(all_parents, self.bound_objects[bind_path[i].name])
end
end
return all_parents
end
function GedGameSocket:OnParentsModified(name)
local all_parents = self:GetParentsList(name)
-- call in reverse order, so a preset would be marked as dirty before the preset tree is refreshed
for i = #all_parents, 1, -1 do
ObjModified(all_parents[i])
end
assert(next(SuspendObjModifiedReasons)) -- assume that SuspendObjModified is called and will prevent multiple updates of the same object
for _, name in ipairs(self.root_names) do
ObjModified(self.bound_objects[name])
end
end
function GedGameSocket:GatherAffectedGameObjects(obj)
local ret = {}
local objs_and_parents = self:GetParentsList(self:ResolveName(obj))
table.insert(objs_and_parents, obj)
for _, obj in ipairs(objs_and_parents) do
if IsValid(obj) then
table.insert(ret, obj)
elseif IsKindOf(obj, "GedMultiSelectAdapter") then
table.iappend(ret, obj.__objects)
end
end
ret = table.validate(table.get_unique(ret))
return #ret > 0 and ret
end
function GedGameSocket:RestoreAppState(undo_entry)
-- 1. Set pending selection in all panels (will be set when panel data arrives)
local app_state = undo_entry and undo_entry.app_state or self.last_app_state
local focused_panel = app_state.focused_panel
for context, state in pairs(app_state) do
local sel = state.selection
if sel then
self:SetSelection(context, sel[1], sel[2], not "notify", "restoring_state", focused_panel == context)
end
end
-- 2. Rebind each panel to its former object
if undo_entry then
self.bound_objects_path = table.copy(undo_entry.bound_objects_path, "deep")
self.bound_objects_func = table.copy(undo_entry.bound_objects_func)
self:SetLastAppState(app_state)
end
self:RebindAll()
end
function GedGameSocket:RebindAll()
-- iterate a copy of the keys as the bound_objects changes while iterating
for idx, name in ipairs(table.keys(self.bound_objects)) do
if not name:find("|", 1, true) then
local obj_path = self.bound_objects_path[name]
local obj = self.bound_objects[obj_path and obj_path[1] or name]
if obj then
if obj_path then
for i = 2, #obj_path do
local path = obj_path[i]
local last_entry = #path > 0 and path[#path]
if type(last_entry) == "table" then
obj = TreeNodeByPath(obj, unpack_params(path, 1, #path - 1))
obj = GedMultiSelectAdapter:new{ __objects = table.map(last_entry, function(idx) return TreeNodeByPath(obj, idx) end) }
else
obj = TreeNodeByPath(obj, unpack_params(path))
end
end
end
if obj then
local func = self.bound_objects_func[name]
self:UnbindObj(name)
self:UnbindObjs(name .. "|") -- unbind all views, Ged will rebind them
self:BindObj(name, obj, func)
self.bound_objects_path[name] = obj_path -- restore bind path as UnbindObj removes it
elseif not self.bound_objects_filter[name] then
self:UnbindObj(name)
end
end
end
end
end
function GedGameSocket:rfnBindFilterObj(name, filter_name, filter_class_or_instance)
local filter = filter_class_or_instance
if type(filter) == "string" then
filter = _G[filter]:new()
elseif not filter then
filter = self:ResolveObj(filter_name)
end
assert(IsKindOf(filter, "GedFilter"))
filter.ged = self
filter.target_name = name
self:BindObj(filter_name, filter)
self.bound_objects_filter[name] = filter
end
function GedGameSocket:rfnBindObj(name, obj_address, func_name, ...)
if func_name and not (type(func_name) == "string" and string.starts_with(func_name, "Ged")) then
assert(not "func_name should start with 'Ged'")
return
end
local parent_name, path
if type(obj_address) == "table" then
parent_name, path = obj_address[1], obj_address
table.remove(path, 1)
else
parent_name, path = obj_address, empty_table
end
local params = pack_params(...)
local obj, prop_id = self:ResolveObj(parent_name, unpack_params(path))
self:BindObj(name, obj, func_name and function(obj, filter) return _G[func_name](obj, filter, unpack_params(params)) end)
if next(path) then
local bind_path = self.bound_objects_path[parent_name]
bind_path = bind_path and table.copy(bind_path, "deep") or { parent_name }
path.name = name
table.insert(bind_path, path)
self.bound_objects_path[name] = bind_path
end
if obj and prop_id and not name:find("|", 1, true) then
assert(#path == 1)
self.prop_bindings[obj] = { parent = self.bound_objects[parent_name], prop_id = prop_id }
end
end
function GedGameSocket:SetLastAppState(app_state)
self.last_app_state = app_state
for key, value in pairs(app_state) do
if type(value) == "table" and value.selection then
self:UpdateObjectsFromPanelSelection(key)
end
end
end
function GedGameSocket:GetSelectedObjectsParent(panel, selection)
local parent = self:ResolveObj(panel)
if not parent then return end
local path = selection[1]
if type(path) == "table" then
local children_fn = function(obj) return obj.GedTreeChildren and obj.GedTreeChildren(obj) or obj end
for i = 1, #path - 1 do
parent = children_fn(parent)[path[i]]
if not parent then return end
end
parent = children_fn(parent)
end
return parent
end
function GedGameSocket:UpdateObjectsFromPanelSelection(panel)
local state = self.last_app_state[panel]
local selection = state.selection
if type(selection[2]) == "table" and next(selection[2]) then
local objects = {}
local parent = self:GetSelectedObjectsParent(panel, selection)
if not parent then return end
for i, idx in ipairs(selection[2]) do
objects[i] = parent[idx]
end
state.selected_objects = objects
else
state.selected_objects = nil
end
end
function GedGameSocket:UpdatePanelSelectionFromObjects(panel)
if not self.last_app_state then return end
panel = panel:match("(.+)|.+")
local state = self.last_app_state[panel]
local selection = state.selection
local objects = state.selected_objects
if selection and type(objects) == "table" then
local objects_idxs = {}
local parent = self:GetSelectedObjectsParent(panel, selection)
if not parent then return end
for _, obj in ipairs(objects) do
objects_idxs[#objects_idxs + 1] = table.find(parent, obj) or nil
end
if #objects_idxs ~= #objects then
-- we failed finding the objects in their former parent, perform a fully recursive search
local root = self:ResolveObj(panel)
local path, selected_idxs = RecursiveFindTreeItemPaths(root, objects)
if path then
self:SetSelection(panel, path, selected_idxs, not "notify")
return
end
end
if not table.iequal(state.selection[2], objects_idxs) then
if type(selection[1]) == "table" then
selection[1][#selection[1]] = objects_idxs[1]
end
selection[2] = objects_idxs
self:SetSelection(panel, selection[1], selection[2], not "notify")
end
end
end
function GedGameSocket:rfnStoreAppState(app_state)
self:SetLastAppState(app_state)
end
function GedGameSocket:rfnSelectAndBindObj(name, obj_address, func_name, ...)
local panel_context = obj_address and obj_address[1]
local sel = self.selected_object
self:rfnBindObj(name, obj_address, func_name, ...)
local obj = self:ResolveObj(name)
if obj ~= sel then
if sel then
GedNotify(sel, "OnEditorSelect", false, self)
Msg("GedOnEditorSelect", sel, false, self, panel_context)
end
if obj then
GedNotify(obj, "OnEditorSelect", true, self)
Msg("GedOnEditorSelect", obj, true, self, panel_context)
end
self.selected_object = obj
end
if self.last_app_state and self.last_app_state[name] then
self.last_app_state[name].selection = nil
end
end
function GedGameSocket:rfnSelectAndBindMultiObj(name, obj_address, obj_children_list, func_name, ...)
PauseInfiniteLoopDetection("BindMultiObj")
if #obj_children_list > 80 then
GedSetUiStatus("ged_multi_select", "Please wait...") -- cleared in GedGetValues
end
GedNotify(self.selected_object, "OnEditorSelect", false, self)
self:rfnBindMultiObj(name, obj_address, obj_children_list, func_name, ...)
local obj = self:ResolveObj(name)
Msg("GedOnEditorMultiSelect", obj, false, self)
GedNotify(obj, "OnEditorSelect", true, self)
Msg("GedOnEditorMultiSelect", obj, true, self)
self.selected_object = obj
ResumeInfiniteLoopDetection("BindMultiObj")
if self.last_app_state and self.last_app_state[name] then
self.last_app_state[name].selection = nil
end
end
function GedGameSocket:rfnBindMultiObj(name, obj_address, obj_children_list, func_name, ...)
local parent_name, path
if type(obj_address) == "table" then
parent_name, path = obj_address[1], obj_address
table.remove(path, 1)
else
parent_name, path = obj_address, {}
end
local obj = self:ResolveObj(parent_name, unpack_params(path))
if not obj then
return
end
table.sort(obj_children_list)
local obj_list = table.map(obj_children_list, function(el) return TreeNodeByPath(obj, el) end)
if #obj_list == 0 then
return
end
obj = GedMultiSelectAdapter:new{ __objects = obj_list }
local params = pack_params(...)
self:BindObj(name, obj, func_name and function(obj) return _G[func_name](obj, unpack_params(params)) end)
local bind_path = self.bound_objects_path[parent_name]
bind_path = bind_path and table.copy(bind_path, "deep") or { parent_name }
table.insert(path, obj_children_list)
path.name = name
table.insert(bind_path, path)
self.bound_objects_path[name] = bind_path
end
function GedGameSocket:rfnUnbindObj(name, to_prefix)
self:UnbindObj(name)
if to_prefix then
self:UnbindObjs(name .. to_prefix)
end
end
function GedGameSocket:rfnGedActivated(initial)
Msg("GedActivated", self, initial)
end
function GedGameSocket:NotifyEditorSetProperty(obj, prop_id, old_value, multi)
Msg("GedPropertyEdited", self.ged_id, obj, prop_id, old_value)
GedNotify(obj, "OnEditorSetProperty", prop_id, old_value, self, multi)
end
function GedGameSocket:Op(app_state, op_name, obj_name, params)
local op_fn = _G[op_name]
if not op_fn then
print("Ged - unrecognized op", op_name)
return "not found"
end
SuspendObjModified("GedOp")
local obj = self:ResolveObj(obj_name)
local game_objects = IsEditorActive() and obj and self:GatherAffectedGameObjects(obj)
if game_objects then
local name = "Edit objects"
if op_name == "GedSetProperty" then
local prop_id = params[1]
local prop_meta = obj:GetPropertyMetadata(prop_id)
name = string.format("Edit %s", prop_meta.name or prop_id)
end
XEditorUndo:BeginOp{ name = name, objects = game_objects, collapse_with_previous = (op_name == "GedSetProperty") }
end
local op_params = table.copy(params, "deep") -- keep a copy for the undo queue
local ok, new_selection, undo_fn, slider_drag_id = sprocall(op_fn, self, obj, unpack_params(params))
if ok then
if type(new_selection) == "string" then -- error
local error_msg = new_selection
self:Send("rfnApp", "GedOpError", error_msg)
ResumeObjModified("GedOp")
return new_selection
elseif new_selection then
self:ResetFilter(obj_name)
end
if undo_fn then
assert(type(undo_fn) == "function")
while #self.undo_queue ~= self.undo_position do
table.remove(self.undo_queue)
end
local current = self.undo_queue[self.undo_position]
if not (slider_drag_id and current and current.slider_drag_id == slider_drag_id) then
self.undo_position = self.undo_position + 1
self.undo_queue[self.undo_position] = {
app_state = app_state,
op_fn = op_fn,
obj_name = obj_name,
op_params = op_params,
bound_objects_path = table.copy(self.bound_objects_path, "deep"),
bound_objects_func = table.copy(self.bound_objects_func),
clipboard = table.copy(GedClipboard),
slider_drag_id = slider_drag_id,
undo_fn = undo_fn,
}
end
end
end
obj = self:ResolveObj(obj_name) -- might change, e.g. new list item in a nested_list that was false
if not slider_drag_id and ObjModifiedIsScheduled(obj) then
self:OnParentsModified(obj_name) -- the change might affect how our object is displayed in the parent object(s)
end
ResumeObjModified("GedOp")
if game_objects then
XEditorUndo:EndOp(game_objects)
end
if ok and new_selection then
self:SetSelection(obj_name, new_selection)
end
end
function GedGameSocket:rfnGetLastError()
return GetLastError()
end
function GedGameSocket:rfnOp(app_state, op_name, obj_name, ...)
local params = table.pack(...)
-- execute SetProperty immediately; it is sent as the selection is being changed and affects the newly selected object otherwise
if op_name == "GedSetProperty" then
self:Op(app_state, op_name, obj_name, params)
return
end
CreateRealTimeThread(self.Op, self, app_state, op_name, obj_name, params)
end
function GedGameSocket:rfnUndo()
if self.undo_position == 0 or IsValidThread(self.redo_thread) then return end
local entry = self.undo_queue[self.undo_position]
self.undo_position = self.undo_position - 1
SuspendObjModified("GedUndo")
procall(entry.undo_fn)
self:RestoreAppState(entry)
self:ResetFilter(entry.obj_name)
self:OnParentsModified(entry.obj_name)
ResumeObjModified("GedUndo")
end
function GedGameSocket:rfnRedo()
if self.undo_position == #self.undo_queue then return end
self.undo_position = self.undo_position + 1
local entry = self.undo_queue[self.undo_position]
self.redo_thread = CreateRealTimeThread(function()
SuspendObjModified("GedRedo")
local clipboard = GedClipboard
GedClipboard = entry.clipboard
self:RestoreAppState(entry)
self:ResetFilter(entry.obj_name)
local obj = self:ResolveObj(entry.obj_name)
local params = table.copy(entry.op_params, "deep") -- make sure 'entry.op_params' is not modified
local ok, new_selection, undo_fn = sprocall(entry.op_fn, self, obj, unpack_params(params))
if ok then
assert(type(new_selection) ~= "string") -- no errors are expected with redo
if new_selection then
self:SetSelection(entry.obj_name, new_selection)
end
entry.undo_fn = undo_fn
end
self:OnParentsModified(entry.obj_name)
GedClipboard = clipboard
ResumeObjModified("GedRedo")
end)
end
function GedGameSocket:SetSelection(panel_context, selection, multiple_selection, notify, restoring_state, focus)
assert(not selection or type(selection) == "number" or type(selection) == "table")
assert(not string.find(panel_context, "|"))
self:Send("rfnApp", "SetSelection", panel_context, selection, multiple_selection, notify, restoring_state, focus)
end
function GedGameSocket:SetUiStatus(id, text, delay)
self:Send("rfnApp", "SetUiStatus", id, text, delay)
end
function GedGameSocket:SetSearchString(search_string, panel)
self:Send("rfnApp", "SetSearchString", panel or "root", search_string)
end
function GedGameSocket:SelectAll(panel)
local objects, selection = self:ResolveObj(panel), {}
if #objects > 0 then
for i, _ in ipairs(objects) do
table.insert(selection, i)
end
assert(not string.find(panel, "|"))
self:Send("rfnApp", "SetSelection", panel, { 1 }, selection)
end
end
function GedGameSocket:SelectSiblingsInFocusedPanel(selection, selected)
self:Send("rfnApp", "SelectSiblingsInFocusedPanel", selection, selected)
end
function GedGameSocket:rfnRunGlobal(func_name, ...)
if not string.starts_with(func_name, "Ged") then
assert(not "func_name should start with 'Ged'")
return
end
local fn = _G[func_name]
if not fn then
print("Ged - function not found", func_name)
return "not found"
end
return fn(self, ...)
end
function GedGameSocket:rfnInvokeMethod(obj_name, func_name, ...)
local obj = self:ResolveObj(obj_name)
if not obj or IsKindOf(obj, "GedMultiSelectAdapter") then return false end
if PropObjHasMember(obj, func_name) then
if CanYield() then -- :Call() expects the result of the method call
return obj[func_name](obj, self, ...)
else
CreateRealTimeThread(obj[func_name], obj, self, ...)
end
else
print("The object has no method: ", func_name)
end
end
function GedCustomEditorAction(ged, obj_name, func_name)
local obj = ged:ResolveObj(obj_name)
if not obj then return false end
if PropObjHasMember(obj, func_name) then
CreateRealTimeThread(function() obj[func_name](obj, ged) end)
elseif rawget(_G, func_name) then
CreateRealTimeThread(function() _G[func_name](ged, obj) end)
else
print("Could not find CustomEditorAction's method by name", func_name)
end
end
function GedGetToggledActionState(ged, func_name)
return _G[func_name](ged)
end
function GedGameSocket:ShowMessage(title, text)
title = GedTranslate(title or "", nil, false)
text = GedTranslate(text or "", nil, false)
self:Send("rfnApp", "ShowMessage", title, text)
end
function GedGameSocket:WaitQuestion(title, text, ok_text, cancel_text)
title = GedTranslate(title or "", nil, false)
text = GedTranslate(text or "", nil, false)
ok_text = GedTranslate(ok_text or "", nil, false)
cancel_text = GedTranslate(cancel_text or "", nil, false)
return self:Call("rfnApp", "WaitQuestion", title, text, ok_text, cancel_text)
end
function GedGameSocket:DeleteQuestion()
return self:Call("rfnApp", "DeleteQuestion")
end
function GedGameSocket:WaitUserInput(title, default_text, combo_items)
title = GedTranslate(title or "", nil, false)
default_text = GedTranslate(default_text or "", nil, false)
return self:Call("rfnApp", "WaitUserInput", title, default_text, combo_items)
end
function GedGameSocket:WaitListChoice(items, caption, start_selection, lines)
if not caption or caption == "" then caption = "Please select:" end
if not items or type(items) ~= "table" or #items == 0 then items = {""} end
if not start_selection then start_selection = items[1] end
return self:Call("rfnApp", "WaitListChoice", items, caption, start_selection, lines)
end
function GedGameSocket:WaitBrowseDialog(folder, filter, create, multiple)
return self:Call("rfnApp", "WaitBrowseDialog", folder, filter, create, multiple)
end
function GedGameSocket:SetProgressStatus(text, progress, total_progress)
self:Send("rfnApp", "SetProgressStatus", text, progress, total_progress)
end
-- We only send the text representation of the items for combo & choice props (assuming uniqueness),
-- as the actual values could be complex objects that can't go through the socket.
local function GedFormatComboItem(item, obj)
if type(item) == "table" and not IsT(item) then
return GedTranslate(item.name or item.text or Untranslated(item.id), obj, false)
else
return IsT(item) and GedTranslate(item, obj) or tostring(item)
end
end
local function ComboGetItemIdByName(value, items, obj, allow_arbitrary_values, translate)
if not value then return end
for _, item in ipairs(items or empty_table) do
if GedFormatComboItem(item, obj) == value then
if type(item) == "table" then
return item.id or (item.value ~= nil and item.value)
else
return item
end
end
end
if not allow_arbitrary_values then return end
return translate and T{RandomLocId(), value} or value
end
local function ComboGetItemNameById(id, items, obj, allow_arbitrary_values)
if not items then return end
for _, item in ipairs(items) do
if item == id or type(item) == "table" and not IsT(item) and (item.id or (item.value ~= nil and item.value)) == id then
return GedFormatComboItem(item, obj)
end
end
return IsT(id) and GedTranslate(id, obj) or id
end
local eval = prop_eval
function GedGameSocket:rfnGetPropItems(obj_name, prop_id)
local obj = self:ResolveObj(obj_name)
if not obj then return empty_table end
local meta = obj:GetPropertyMetadata(prop_id)
local items = meta and eval(meta.items, obj, meta, {})
if not items then return empty_table end
local ret = {}
for i, item in ipairs(items) do
local text = GedFormatComboItem(item, obj)
ret[#ret + 1] = type(item) == "table" and item or text
end
return ret
end
function GedGameSocket:rfnGetPresetItems(obj_name, prop_id)
local obj = self:ResolveObj(obj_name)
local meta = GedIsValidObject(obj) and obj:GetPropertyMetadata(prop_id)
if not meta then return empty_table end -- can happen when the selected object in Ged changes and GetPresetItems RPC is sent after that
local preset_class = eval(meta.preset_class, obj, meta)
if not preset_class or not g_Classes[preset_class] then return empty_table end
local extra_item = eval(meta.extra_item, obj, meta) or nil
local combo_format = _G[preset_class]:HasMember("ComboFormat") and _G[preset_class].ComboFormat
local enumerator
local preset_group = eval(meta.preset_group, obj, meta)
if preset_group then
enumerator = PresetGroupCombo(preset_class, preset_group, meta.preset_filter, extra_item, combo_format)
elseif _G[preset_class].GlobalMap or IsPresetWithConstantGroup(_G[preset_class]) then
enumerator = PresetsCombo(preset_class, nil, extra_item, meta.preset_filter, combo_format)
else
return { "" }
end
return table.iappend({ "" }, eval(enumerator, obj, meta))
end
function GedGameSocket:MapGetGameObjects(obj_name, prop_id)
local obj = self:ResolveObj(obj_name)
if not obj then return empty_table end
local meta = obj:GetPropertyMetadata(prop_id)
if not meta.base_class then return empty_table end
local base_class = eval(meta.base_class, obj, meta) or "Object"
local objects = MapGet("map", base_class) or {}
return objects
end
function GetObjectPropEditorFormatFuncDefault(gameobj)
if gameobj and IsValid(gameobj) then
local x, y = gameobj:GetPos():xy()
local label = gameobj:GetProperty("EditorLabel") or gameobj.class
return string.format("%s x:%d y:%d", label, x, y)
else
return ""
end
end
function GetObjectPropEditorFormatFunc(prop_meta)
local format_func = GetObjectPropEditorFormatFuncDefault
if prop_meta.format_func then
format_func = prop_meta.format_func
end
return format_func
end
function GedGameSocket:rfnMapGetGameObjects(obj_name, prop_id)
local obj = self:ResolveObj(obj_name)
if not obj then return { {value = false, text = ""} } end
local meta = obj:GetPropertyMetadata(prop_id)
local objects = self:MapGetGameObjects(obj_name, prop_id)
local format_func = GetObjectPropEditorFormatFunc(meta)
local items = { {value = false, text = ""} }
for key, value in ipairs(objects) do
table.insert(items, {
value = value.handle,
text = format_func(value),
})
end
return items
end
function GedGameSocket:rfnTreePanelNodeCollapsed(obj_name, path, collapsed)
local obj = self:ResolveObj(obj_name, unpack_params(path))
if not obj then return end
GedTreePanelCollapsedNodes[obj] = collapsed or nil
if self.context.PresetClass then
Msg("GedTreeNodeCollapsedChanged")
end
end
function GedGameSocket:GetMatchingBoundObjects(view_to_function)
local results = {}
for name, object in ipairs(self.bound_objects) do
local name = name:match("^(%w+)$")
if not name then
goto no_match
end
for view, func in pairs(view_to_function) do
local full_name = name .. "|" .. view
if not self.bound_objects_func[full_name] ~= func then
goto no_match
end
end
table.insert(results, object)
::no_match::
end
return results
end
function GedForceUpdateObject(obj)
local sockets = GedObjects[obj]
if not sockets then return end
for i = 1, #sockets - 1, 2 do
local name, socket = sockets[i], sockets[i + 1]
if socket.bound_objects[name] == obj then
socket.bound_objects_svalue[name] = nil
end
end
end
function GedUpdateObjectValue(socket, obj, name)
local func = socket.bound_objects_func[name]
if not func then return end
local values = func(obj or socket.bound_objects[name], socket:FindFilter(name))
local vpstr = ValueToLuaCode(values, nil, pstr("", 1024))
if vpstr ~= socket.bound_objects_svalue[name] then
socket.bound_objects_svalue[name] = vpstr
socket:Send("rfnObjValue", name, vpstr:str(), true)
if name:ends_with("|list") or name:ends_with("|tree") then
socket:UpdatePanelSelectionFromObjects(name)
end
end
end
function GedObjectModified(obj, view)
local sockets = GedObjects[obj]
if not sockets then return end
Msg("GedObjectModified", obj, view)
sockets = table.copy(sockets) -- rfnBindObj and other calls could be received during socket:Send in GedUpdateObjectValue
for i = 1, #sockets - 1, 2 do
local name, socket = sockets[i], sockets[i + 1]
if socket.bound_objects[name] == obj and (not view or name:ends_with("|" .. view)) then
GedUpdateObjectValue(socket, obj, name)
end
-- when a nested_obj / nested_list changes, call its property setter
-- this allow nested_obj/nested_list properties implemented via Get/Set to work
local prop_binding = socket.prop_bindings[obj]
if prop_binding then
prop_binding.parent:SetProperty(prop_binding.prop_id, obj)
end
end
end
function OnMsg.ObjModified(obj)
GedObjectModified(obj)
end
function GedObjectDeleted(obj)
if GedObjects[obj] then
for id, conn in pairs(GedConnections) do
if conn:ResolveObj("root") == obj then
conn:Send("rfnClose")
end
end
end
end
-- delayed rebinding of root in all GedApps
-- can now be used with any bind name, not only root
function GedRebindRoot(old_value, new_value, bind_name, func, dont_restore_app_state)
if not old_value then return end
bind_name = bind_name or "root"
CreateRealTimeThread(function()
for id, conn in pairs(GedConnections) do
if conn:ResolveObj(bind_name) == old_value then
conn:BindObj(bind_name, new_value, func)
if not dont_restore_app_state then
-- Will rebind all panels; everything that was bound "relatively" from the root might be invalidated as well.
-- Keeps the selection and last focused panel the same (as stored in last_app_state).
conn:RestoreAppState()
conn:ResetUndoQueue()
end
end
end
end)
end
AutoResolveMethods.OnEditorSetProperty = true
RecursiveCallMethods.OnEditorNew = "sprocall"
RecursiveCallMethods.OnAfterEditorNew = "sprocall"
RecursiveCallMethods.OnEditorDelete = "sprocall"
RecursiveCallMethods.OnAfterEditorDelete = "sprocall"
RecursiveCallMethods.OnAfterEditorSwap = "sprocall"
RecursiveCallMethods.OnAfterEditorDragAndDrop = "procall"
AutoResolveMethods.OnEditorSelect = true
AutoResolveMethods.OnEditorDirty = true
function GedNotify(obj, method, ...)
if not obj then return end
Msg("GedNotify", obj, method, ...)
if PropObjHasMember(obj, method) then
local ok, result = sprocall(obj[method], obj, ...)
return ok and result
end
end
function GedNotifyRecursive(obj, method, parent, ...)
if not obj then return end
assert(type(parent) == "table")
obj:ForEachSubObject(function(obj, parents, key, ...)
GedNotify(obj, method, parents[#parents] or parent, ...)
end, ...)
end
----- Data formatting functions
function GedIsValidObject(obj)
return IsKindOf(obj, "PropertyObject") and (not IsKindOf(obj, "CObject") or IsValid(obj))
end
function GedGlobalPropertyCategories()
return PropertyCategories
end
function GedPresetPropertyUsageStats(root, filter, preset_class)
local stats, used_in = {}, {}
ForEachPreset(preset_class, function(preset)
for _, prop in ipairs(preset:GetProperties()) do
local id = prop.id
stats[id] = stats[id] or 0
if not preset:IsPropertyDefault(id, prop) then
stats[id] = stats[id] + 1
used_in[id] = preset.id
end
end
end)
for id, count in pairs(stats) do
if count == 1 then
stats[id] = used_in[id]
elseif count ~= 0 then
stats[id] = nil
end
end
return stats
end
local function ConvertSlashes(path)
return string.gsub(path, "\\", "/")
end
local function OSFolderObject(os_path)
local os_path, err = ConvertToOSPath(os_path)
-- if an error occurred, then this path doesn't exist in the OS filesystem.
-- if we return nil, the result will not be added to the list of paths for this control (see GedGetFolders)
-- thus a button will not be created for it
if not err then
return { os_path = ConvertSlashes(os_path) }
end
end
local function GameFolderObject(game_path)
local os_path, err = ConvertToOSPath(SlashTerminate(game_path))
if not err then
return { game_path = game_path, os_path = ConvertSlashes(os_path) }
end
end
local function ToFolderObject(path, path_type)
path = SlashTerminate(path)
return path_type == "os" and OSFolderObject(path) or GameFolderObject(path)
end
local function GedGetFolders(obj, prop_meta, mod_def)
local result = {}
local folder = eval(prop_meta.folder, obj, prop_meta)
local os_path = eval(prop_meta.os_path, obj, prop_meta)
if folder then
local default_type = os_path and "os" or "game"
if type(folder) == "string" then
result = { ToFolderObject(folder, default_type) }
elseif type(folder) == "table" then
for i,entry in ipairs(folder) do
if type(entry) == "string" then
table.insert(result, ToFolderObject(entry, default_type))
elseif type(entry) == "table" then
local path_type = entry.os_path and "os" or entry.game_path and "game" or default_type
table.insert(result, ToFolderObject(entry[1], path_type))
end
end
end
end
if not os_path then
-- add built-in paths for image files
if prop_meta.editor == "ui_image" then
local preset = GetParentTableOfKindNoCheck(obj, "Preset")
local common_preset = preset and preset:GetSaveLocationType() == "common"
local builtin_paths = common_preset and { "CommonAssets/UI/" } or { "UI/", "CommonAssets/UI/" }
for i, path in ipairs(builtin_paths) do
if not table.find_value(result, "game_path", path) then
table.insert(result, {
game_path = path,
os_path = ConvertToOSPath(path),
})
end
end
elseif not next(result) then
table.insert(result, OSFolderObject("./"))
end
if mod_def then
table.insert(result, {
os_path = mod_def.path, --backwards compatibility
})
table.insert(result, {
game_path = mod_def.content_path,
os_path = ConvertToOSPath(mod_def.content_path),
})
end
end
return result
end
local function GedPopulateClassUseCounts(class_list, obj)
local parent = IsKindOf(obj, "Preset") and obj or GetParentTableOfKindNoCheck(obj, "Preset")
if not parent then return end
local counts = {}
local iterations = 1
ForEachPreset(parent.class, function(preset)
preset:ForEachSubObject(function(obj)
local class = obj.class
if obj.class then
counts[class] = (counts[class] or 0) + 1
end
iterations = iterations + 1
if iterations > 9999 then return "break" end
end)
if iterations > 9999 then return "break" end
end)
for _, item in ipairs(class_list) do
item.use_count = counts[item.value] or 0
item.use_count_in_preset = parent.PresetClass or parent.class
end
end
function GedGetSubItemClassList(socket, obj, path, prop_script_domain)
local obj = socket:ResolveObj(obj, unpack_params(path))
if not obj then return end
local items = obj:EditorItemsMenu()
local filtered_items = {}
for _, item in ipairs(items) do
-- Filter script blocks by script domain
if not item.ScriptDomain or item.ScriptDomain == prop_script_domain then
table.insert(filtered_items, {
text = item.EditorName,
value = item.Class,
documentation = GedGetDocumentation(g_Classes[item.Class]),
category = item.EditorSubmenu
})
end
end
GedPopulateClassUseCounts(filtered_items, obj)
return filtered_items
end
function GedGetSiblingClassList(socket, obj, path)
table.remove(path)
return GedGetSubItemClassList(socket, obj, path)
end
ClassNonInheritableMembers.EditorExcludeAsNested = true
function GedGetNestedClassItems(socket, obj, prop_id)
local obj = socket:ResolveObj(obj)
local prop_meta = obj:GetPropertyMetadata(prop_id)
local base_class = eval(prop_meta.base_class, obj, prop_meta) or eval(prop_meta.class, obj, prop_meta)
local def = base_class and g_Classes[base_class]
if not def or base_class == "PropertyObject" then
assert(false, "Invalid base_class or class for a nested obj/list property")
return {}
end
local list = {}
local default_format = T(243864368637, "<class>")
local function AddList(list, name, class, default_format)
list[#list + 1] = {
text = GedTranslate(class:HasMember("ComboFormat") and class.ComboFormat or default_format, class, false),
value = name,
documentation = GedGetDocumentation(class),
category = class:HasMember("EditorNestedObjCategory") and class.EditorNestedObjCategory,
}
end
if prop_meta.base_class then
local inclusive = eval(prop_meta.inclusive, obj, prop_meta)
if not eval(prop_meta.no_descendants, obj, prop_meta) then
local all_descendants = eval(prop_meta.all_descendants, obj, prop_meta)
local class_filter = prop_meta.class_filter
local descendants_func = all_descendants and ClassDescendantsList or ClassLeafDescendantsList
descendants_func(base_class, function(name, class)
if not (class:HasMember("EditorExcludeAsNested") and class.EditorExcludeAsNested) and
(not class_filter or class_filter(name, class, obj)) and
not class:IsKindOf("Preset")
then
AddList(list, name, class, default_format)
end
end)
end
if inclusive or #list == 0 then
AddList(list, base_class, def, default_format)
end
table.sortby_field(list, "value")
else
AddList(list, base_class, def, default_format)
end
GedPopulateClassUseCounts(list, obj)
return list
end
local function GedGetProperty(obj, prop_meta)
if eval(prop_meta.no_edit, obj, prop_meta) or not prop_meta.editor then
return
end
local prop_id = prop_meta.id
local name = eval(prop_meta.name, obj, prop_meta, "")
if name and not IsT(name) then
name = tostring(name)
end
local help = eval(prop_meta.help, obj, prop_meta, "")
local editor = eval(prop_meta.editor, obj, prop_meta, "")
local lines
local scale = eval(prop_meta.scale, obj, prop_meta)
local scale_name
if scale and type(scale) == "string" then
scale_name = scale
elseif prop_meta.translate == true then
scale_name = "T"
end
scale = type(scale) == "string" and const.Scale[scale] or scale
scale = scale ~= 1 and scale or nil
local buttons = eval(prop_meta.buttons, obj, prop_meta) or nil
local buttons_data
if editor == "number" and ((obj:IsKindOf("Preset") and obj.HasParameters) or (not obj:IsKindOf("Preset") and obj:HasMember("param_bindings"))) then
buttons_data = { { name = "Param", func = "PickParam" } }
end
if buttons then
buttons_data = buttons_data or {}
for _, button in ipairs(buttons) do
button.name = button.name or button[1]
button.func = button.func or button[2] or button[1]
assert(not table.find(buttons_data, "name", button.name), "Duplicate property button names!")
if not button.is_hidden or not button.is_hidden(obj, prop_meta) then
table.insert(buttons_data, {
name = button.name,
func = type(button.func) == "string" and button.func or nil,
param = button.param,
icon = button.icon,
icon_scale = button.icon_scale,
toggle = button.toggle,
toggled = button.toggle and button.is_toggled and button.is_toggled(obj),
rollover = button.rollover,
})
end
end
if editor == "buttons" and not next(buttons_data) then
return
end
end
local editor_class = g_Classes[GedPropEditors[editor]]
local items = rawget(prop_meta, "items") and eval(prop_meta.items, obj, prop_meta) or nil
local prop = {
id = prop_id,
category = eval(prop_meta.category, obj, prop_meta),
editor = editor,
script_domain = eval(prop_meta.script_domain, obj, prop_meta),
default = GameToGedValue(obj:GetDefaultPropertyValue(prop_id, prop_meta), prop_meta, obj, items),
sort_order = eval(prop_meta.sort_order, obj, prop_meta) or nil,
name_on_top = eval(prop_meta.name_on_top, obj, prop_meta) or nil,
name = name ~= "" and (IsT(name) and GedTranslate(name, obj) or name) or nil,
help = help ~= "" and (IsT(help) and GedTranslate(help, obj) or help) or nil,
read_only = eval(prop_meta.read_only, obj, prop_meta) or editor == "image" or editor == "grid" or nil,
hide_name = eval(prop_meta.hide_name, obj, prop_meta) or nil,
buttons = buttons_data,
scale = scale,
scale_name = scale_name,
dlc_name = prop_meta.dlc,
min = (editor == "number" or editor == "range" or editor == "point" or editor == "box") and eval(prop_meta.min, obj, prop_meta) or nil,
max = (editor == "number" or editor == "range" or editor == "point" or editor == "box") and eval(prop_meta.max, obj, prop_meta) or nil,
step = (editor == "number" or editor == "range") and eval(prop_meta.step, obj, prop_meta) or nil,
float = (editor == "number" or editor == "range") and eval(prop_meta.float, obj, prop_meta) or nil,
buttons_step = (editor == "number" or editor == "range") and prop_meta.slider and eval(prop_meta.buttons_step, obj, prop_meta) or nil,
slider = (editor == "number" or editor == "range") and eval(prop_meta.slider, obj, prop_meta) or nil,
params = (editor == "func" or editor == "expression") and eval(prop_meta.params, obj, prop_meta) or nil,
translate = editor == "text" and eval(prop_meta.translate, obj, prop_meta) or nil,
lines = (editor == "text" or editor == "func" or editor == "prop_table") and (eval(prop_meta.lines, obj, prop_meta) or lines) or nil,
max_lines = (editor == "text" or editor == "func" or editor == "prop_table") and eval(prop_meta.max_lines, obj, prop_meta) or nil,
max_len = editor == "text" and eval(prop_meta.max_len, obj, prop_meta) or nil,
trim_spaces = editor == "text" and eval(prop_meta.trim_spaces, obj, prop_meta) or nil,
realtime_update = editor == "text" and eval(prop_meta.realtime_update, obj, prop_meta) or nil,
allowed_chars = editor == "text" and eval(prop_meta.allowed_chars, obj, prop_meta) or nil,
size = editor == "flags" and (eval(prop_meta.size, obj, prop_meta) or 32) or nil,
items = (editor == "flags" or editor == "set" or editor == "number_list" or editor == "string_list" or editor == "texture_picker" or editor == "text_picker")
and items or nil, -- N.B: 'items' for combo properties are fetched on demand as an optimization,
item_default = (editor == "number_list" or editor == "string_list" or editor == "preset_id_list") and eval(prop_meta.item_default, obj, prop_meta) or nil,
arbitrary_value = (editor == "string_list" and items) and eval(prop_meta.arbitrary_value, obj, prop_meta) or nil,
max_items = (editor == "number_list" or editor == "string_list" or editor == "preset_id_list" or editor == "T_list") and eval(prop_meta.max_items, obj, prop_meta) or nil,
exponent = editor == "number" and eval(prop_meta.exponent, obj, prop_meta) or nil,
per_item_buttons = (editor == "number_list" or editor == "string_list" or editor == "preset_id_list" or editor == "T_list") and prop_meta.per_item_buttons or nil,
lock_ratio = IsKindOf(editor_class, "GedCoordEditor") and prop_meta.lock_ratio or nil,
}
if editor == "number_list" or editor == "string_list" or editor == "preset_id_list" then
if eval(prop_meta.weights, obj, prop_meta) then
prop.weights = true
prop.weight_default = eval(prop_meta.weight_default, obj, prop_meta) or nil
prop.weight_key = eval(prop_meta.weight_key, obj, prop_meta) or nil
prop.value_key = eval(prop_meta.value_key, obj, prop_meta) or nil
end
end
if items then -- all kinds or properties that use a combo box, including *_list properties
prop.items_allow_tags = eval(prop_meta.items_allow_tags, obj, prop_meta) or nil
prop.show_recent_items = eval(prop_meta.show_recent_items, obj, prop_meta) or nil
prop.mru_storage_id = prop.show_recent_items and (prop_meta.mru_storage_id or string.format("%s.%s", obj.class, prop_meta.id)) -- ideally would use the class where the property was defined
end
if editor == "number" or editor == "text" or editor == "prop_table" or editor == "object" or editor == "range" or
editor == "point" or editor == "box" or editor == "rect" or editor == "expression" or editor == "func"
then
prop.auto_select_all = eval(prop_meta.auto_select_all, obj, prop_meta) or nil
prop.no_auto_select = eval(prop_meta.no_auto_select, obj, prop_meta) or nil
end
if editor == "nested_list" or editor == "nested_obj" then
local base_class = eval(prop_meta.base_class, obj, prop_meta)
local class = eval(prop_meta.class, obj, prop_meta)
prop.base_class = base_class or class -- used for clipboard class when copying items
prop.format = eval(prop_meta.format, obj, prop_meta) or nil
prop.auto_expand = eval(prop_meta.auto_expand, obj, prop_meta) or nil
prop.suppress_props = eval(prop_meta.suppress_props, obj, prop_meta) or nil
end
if editor == "property_array" then
prop.base_class = "GedDynamicProps"
prop.auto_expand = true
end
if editor == "texture_picker" or editor == "text_picker" then
prop.max_rows = eval(prop_meta.max_rows, obj, prop_meta) or nil
prop.multiple = eval(prop_meta.multiple, obj, prop_meta) or nil
prop.small_font = eval(prop_meta.small_font, obj, prop_meta) or nil
prop.filter_by_prop = eval(prop_meta.filter_by_prop, obj, prop_meta) or nil
if editor == "texture_picker" then
prop.thumb_size = eval(prop_meta.thumb_size, obj, prop_meta) or nil
prop.thumb_width = eval(prop_meta.thumb_width, obj, prop_meta) or nil
prop.thumb_height = eval(prop_meta.thumb_height, obj, prop_meta) or nil
prop.thumb_zoom = eval(prop_meta.thumb_zoom, obj, prop_meta) or nil
prop.alt_prop = eval(prop_meta.alt_prop, obj, prop_meta) or nil
prop.base_color_map = eval(prop_meta.base_color_map, obj, prop_meta) or nil
else -- text_picker
prop.horizontal = eval(prop_meta.horizontal, obj, prop_meta) or nil
prop.virtual_items = eval(prop_meta.virtual_items, obj, prop_meta) or nil
prop.bookmark_fn = eval(prop_meta.bookmark_fn, obj, prop_meta) or nil
end
end
if editor == "set" then
prop.horizontal = eval(prop_meta.horizontal, obj, prop_meta) or nil
prop.small_font = eval(prop_meta.small_font, obj, prop_meta) or nil
prop.three_state = eval(prop_meta.three_state, obj, prop_meta) or nil
prop.max_items_in_set = eval(prop_meta.max_items_in_set, obj, prop_meta) or nil
prop.arbitrary_value = eval(prop_meta.arbitrary_value, obj, prop_meta) or nil
end
if editor == "preset_id" or editor == "preset_id_list" then
prop.preset_class = eval(prop_meta.preset_class, obj, prop_meta)
prop.preset_group = eval(prop_meta.preset_group, obj, prop_meta)
prop.editor_preview = eval(prop_meta.editor_preview, obj, prop_meta)
if prop.editor_preview == true then
prop.editor_preview = g_Classes[prop.preset_class].EditorPreview
end
prop.editor_preview = prop.editor_preview and TDevModeGetEnglishText(prop.editor_preview, not "deep", "no_assert") or nil
end
if editor == "browse" or editor == "ui_image" or editor == "font" then
local mod_def = TryGetModDefFromObj(obj)
prop.image_preview_size = eval(prop_meta.image_preview_size, obj, prop_meta) or nil
prop.filter = eval(prop_meta.filter, obj, prop_meta) or nil
prop.dont_validate = eval(prop_meta.dont_validate, obj, prop_meta) or nil
prop.os_path = eval(prop_meta.os_path, obj, prop_meta) or nil
prop.folder = GedGetFolders(obj, prop_meta, mod_def) or nil
prop.allow_missing = eval(prop_meta.allow_missing, obj, prop_meta) or nil
prop.force_extension = eval(prop_meta.force_extension, obj, prop_meta) or nil
prop.mod_dst = eval(prop_meta.mod_dst, obj, prop_meta) or nil
end
if editor == "text" then -- nil means 'true' for wordwrap, so we need a separate if statement
prop.wordwrap = eval(prop_meta.wordwrap, obj, prop_meta)
prop.text_style = eval(prop_meta.text_style, obj, prop_meta)
prop.code = eval(prop_meta.code, obj, prop_meta)
prop.trim_spaces = eval(prop_meta.trim_spaces, obj, prop_meta)
end
if editor == "func" then
prop.trim_spaces = false
end
if editor == "image" then
prop.img_back = eval(prop_meta.img_back, obj, prop_meta) or nil
prop.img_size = eval(prop_meta.img_size, obj, prop_meta) or nil
prop.img_width = eval(prop_meta.img_width, obj, prop_meta) or nil
prop.img_height = eval(prop_meta.img_height, obj, prop_meta) or nil
prop.img_box = eval(prop_meta.img_box, obj, prop_meta) or nil
prop.img_draw_alpha_only = eval(prop_meta.img_draw_alpha_only, obj, prop_meta) or nil
prop.img_polyline_color = eval(prop_meta.img_polyline_color, obj, prop_meta) or nil
prop.img_polyline = eval(prop_meta.img_polyline, obj, prop_meta) or nil
local img_polyline_closed = eval(prop_meta.img_polyline_closed, obj, prop_meta) or nil
if img_polyline_closed and prop.img_polyline and prop.img_polyline_color then
prop.img_polyline = table.copy(prop.img_polyline, "deep")
for _, v in ipairs(prop.img_polyline) do
if type(v) == "table" then
v[#v+1] = v[1]
end
end
end
prop.base_color_map = eval(prop_meta.base_color_map, obj, prop_meta) or nil
end
if editor == "grid" then
prop.frame = eval(prop_meta.frame, obj, prop_meta) or nil
prop.color = eval(prop_meta.color, obj, prop_meta) or nil
prop.min = eval(prop_meta.min, obj, prop_meta) or nil
prop.max = eval(prop_meta.max, obj, prop_meta) or nil
prop.invalid_value = eval(prop_meta.invalid_value, obj, prop_meta) or nil
prop.grid_offset = eval(prop_meta.grid_offset, obj, prop_meta) or nil
prop.dont_normalize = eval(prop_meta.dont_normalize, obj, prop_meta) or nil
end
if editor == "color" then
prop.alpha = (prop_meta.alpha == nil) or eval(prop_meta.alpha, obj, prop_meta) or false
end
if editor == "packedcurve" then
prop.display_scale_x = eval(prop_meta.display_scale_x, obj, prop_meta) or nil
prop.max_amplitude = eval(prop_meta.max_amplitude, obj, prop_meta) or nil
prop.min_amplitude = eval(prop_meta.min_amplitude, obj, prop_meta) or nil
prop.color_args = eval(prop_meta.color_args, obj, prop_meta) or nil
end
if editor == "curve4" then
prop.scale_x = eval(prop_meta.scale_x, obj, prop_meta) or nil
prop.max_x = eval(prop_meta.max_x, obj, prop_meta) or nil
prop.min_x = eval(prop_meta.min_x, obj, prop_meta) or nil
prop.color_args = eval(prop_meta.color_args, obj, prop_meta) or nil
prop.no_minmax = eval(prop_meta.no_minmax, obj, prop_meta) or nil
prop.max = eval(prop_meta.max, obj, prop_meta) or nil
prop.min = eval(prop_meta.min, obj, prop_meta) or nil
prop.scale = eval(prop_meta.scale, obj, prop_meta) or nil
prop.control_points = eval(prop_meta.control_points, obj, prop_meta) or nil
prop.fixedx = eval(prop_meta.fixedx, obj, prop_meta) or nil
end
if editor == "script" then
prop.name = string.format("%s(%s)", prop.name or prop.id, eval(prop_meta.params, obj, prop_meta) or "")
if g_EditedScript and g_EditedScript == obj:GetProperty(prop.id) then
prop.name = "<style GedHighlight>" .. prop.name
end
prop.class = eval(prop_meta.class, obj, prop_meta) or "ScriptProgram"
end
if editor == "linked_presets" then
assert(IsKindOfClasses(obj, "Preset", "GedMultiSelectAdapter"))
prop.preset_classes = eval(prop_meta.preset_classes, obj, prop_meta) or nil
local data_exists
for _, preset_class in ipairs(prop.preset_classes) do
data_exists = data_exists or FindLinkedPresetOfClass(obj, preset_class)
end
-- setup .buttons, .help, .suppress_props in props
local name = prop.name or prop.id
prop.buttons = prop.buttons or {}
table.insert(prop.buttons, not data_exists and
{ name = "Create " .. name, func = "GedCreateLinkedPresets" } or
{ name = "Delete " .. name, func = "GedDeleteLinkedPresets" })
prop.help = "<center><style GedHighlight>" .. (prop.help or name)
prop.suppress_props = table.copy(eval(prop_meta.suppress_props, obj, prop_meta) or empty_table)
for _, id in ipairs({ "Id", "SaveIn", "Group", "SortKey", "Parameters", "Comment", "TODO" }) do
assert(not prop.suppress_props[id]) -- preset class name coincides with one of the strings above?
prop.suppress_props[id] = true
end
end
if editor == "shortcut" then
prop.shortcut_type = eval(prop_meta.shortcut_type, obj, prop_meta) or nil
end
if editor == "documentation" then
local documentation = obj:GetProperty("Documentation")
if not documentation or documentation == Undefined() then return end -- no documentation to show
prop.help = not IsDocumentationHidden(obj) and documentation
prop.buttons = prop.buttons or {}
if prop.help then
if obj.DocumentationLink then
table.insert(prop.buttons, { name = "Read More", func = "GedOpenDocumentationLink" })
end
table.insert(prop.buttons, { name = "Hide Help", func = "GedHideDocumentation" })
else
table.insert(prop.buttons, { name = "Show Help", func = "GedShowDocumentation" })
end
end
return prop
end
function GedGetProperties(obj, filter, suppress_props)
suppress_props = suppress_props or empty_table
local ged_props = {}
if not GedIsValidObject(obj) then return ged_props end
for _, prop_meta in ipairs(obj:GetProperties()) do
if not suppress_props[prop_meta.id] then
local ok, prop_or_err = procall(GedGetProperty, obj, prop_meta)
if not ok then
assert(false, string.format("[Ged] Failed to send property %s, likely a metadata function such as 'items' crashed. Internal err:\n%s", prop_meta.id, tostring(prop_or_err)))
end
ged_props[#ged_props + 1] = prop_or_err
end
end
ged_props.tabs =
obj:HasMember("PropertyTabs") and obj.PropertyTabs or
obj:HasMember("GetPropertyTabs") and obj:GetPropertyTabs()
ged_props.read_only = not not obj:IsReadOnly()
return ged_props
end
function GedGetValues(obj)
local values = {}
if not GedIsValidObject(obj) then return values end
obj:PrepareForEditing()
for _, prop_meta in ipairs(obj:GetProperties()) do
if not eval(prop_meta.no_edit, obj, prop_meta) then
local prop_id = prop_meta.id
local value = obj:GetProperty(prop_id)
if type(value) == "table" then
GedTablePropsCache[obj] = GedTablePropsCache[obj] or {}
GedTablePropsCache[obj][prop_id] = value
end
if not obj:IsDefaultPropertyValue(prop_id, prop_meta, value) then
if rawget(obj, "param_bindings") and obj.param_bindings[prop_id] then
values[prop_id] = obj.param_bindings[prop_id]
else
values[prop_id] = GameToGedValue(value, prop_meta, obj)
end
end
end
end
GedSetUiStatus("ged_multi_select")
return values
end
function GedGetReadOnly(obj)
-- Mod items from unloaded or packed mods should be read-only
if obj.mod and (not obj.mod:ItemsLoaded() or obj.mod:IsPacked()) then
return true
end
local obj_read_only
if obj and type(obj.IsReadOnly) == "function" then
obj_read_only = obj:IsReadOnly() or false
if obj_read_only then
return obj_read_only
end
end
local parent = obj
repeat
parent = ParentTableCache[parent]
if parent and type(parent.IsReadOnly) == "function" then
if parent:IsReadOnly() then
return true
end
end
until parent == nil
return obj_read_only
end
-- Returns the mod id of a preset if it has one
function GedGetPresetMod(obj)
if obj.mod and obj.mod.id then
return obj.mod.id
end
return false
end
function GedListObjects(obj, filter, format, allow_objects_only)
if allow_objects_only and (not GedIsValidObject(obj) or IsKindOf(obj, "GedMultiSelectAdapter")) then
return {}
end
if not filter and IsKindOf(obj, "GedFilter") then
filter = obj
end
local format = T{format}
local objects, ids = {}, {}
local filtered = filter and {}
if filter then
filter:PrepareForFiltering()
end
local displayed_items = 0
for i = 1, #obj do
local item = obj[i]
ids[i] = tostring(item)
objects[i] = type(item) == "string" and item or GedTranslate(format, item, not "check")
if filter and not filter:FilterObject(item) then
filtered[i] = true
else
displayed_items = displayed_items + 1
end
end
if filter then
objects.filtered = filtered
filter:DoneFiltering(displayed_items, filtered)
end
objects.ids = ids
return objects
end
function GedGetGraphData(obj)
if GedIsValidObject(obj) then
assert(IsKindOf(obj, "GraphContainer"))
return obj:GetGraphData()
end
end
function GedSetGraphData(socket, obj, data)
assert(IsKindOf(obj, "GraphContainer"))
obj:SetGraphData(data)
end
function GedBindGraphNode(socket, graph_name, node_handle, bind_name)
local graph = socket:ResolveObj(graph_name)
local node_idx = table.find(graph, "handle", node_handle)
if node_idx then
socket:rfnBindObj(bind_name, { graph_name, node_idx })
end
end
local function GedDeduceSubitemMenus(node, obj, parent)
local button_mode = IsKindOf(obj, "Container") and obj:GetContainerAddNewButtonMode()
if not button_mode then return end
local obj_container = IsKindOf(obj, "Container") and obj.ContainerClass ~= ""
local parent_container = IsKindOf(parent, "Container") and parent.ContainerClass ~= ""
if not obj_container and not parent_container then return end
node.child_button_mode = button_mode
node.child_class = obj_container and obj.ContainerClass or nil
node.sibling_class = parent_container and parent.ContainerClass or nil
node.child_name = node.child_class and g_Classes[node.child_class].EditorName
node.sibling_name = node.sibling_class and g_Classes[node.sibling_class].EditorName
--[[if node.child_button_mode:ends_with("combined") and node.child_class and node.sibling_class then
-- if all child classes can also be added as siblings, only allow sibling creation; this skips the "Add child"/"Add below" choice step
-- (in this case, the user can use the "Move in" afterwards if they wanted to create a child)
local children, siblings = obj:EditorItemsMenu(), parent:EditorItemsMenu()
for _, item in ipairs(siblings) do
siblings[item.Class] = true
end
local all_children_can_be_siblings = true
for _, item in ipairs(children) do
if not siblings[item.Class] then
all_children_can_be_siblings = false
break
end
end
if all_children_can_be_siblings then
node.child_class = nil
end
end]]
end
local function GedCreateNode(obj, parent, format_fn, enable_rollover)
local collapsed = GedTreePanelCollapsedNodes[obj]
if collapsed == nil and IsKindOf(obj, "PropertyObject") and obj:HasMember("GedTreeCollapsedByDefault") then
collapsed = obj.GedTreeCollapsedByDefault or nil
end
local node = {
id = tostring(obj),
name = format_fn(obj),
collapsed = collapsed,
class = obj.class,
rollover = enable_rollover and GedGetDocumentation(obj),
}
GedDeduceSubitemMenus(node, obj, parent)
return node
end
function GedExpandNode(obj, parent, format_fn, children_fn, filter_fn, enable_rollover)
if type(obj) ~= "table" then
return tostring(obj), 1
end
local node = GedCreateNode(obj, parent, format_fn, enable_rollover)
local total_displayed_items = 0
local children_table = children_fn(obj) or empty_table
for i = 1, #children_table do
local item = children_table[i]
if not IsKindOf(item, "CObject") or IsValid(item) then
local child_node, displayed_items = GedExpandNode(item, obj, format_fn, children_fn, filter_fn, enable_rollover)
total_displayed_items = total_displayed_items + displayed_items
node[#node + 1] = child_node
end
end
node.filtered = filter_fn and not filter_fn(obj) and total_displayed_items == 0 or nil
return node, total_displayed_items + (node.filtered and 0 or 1)
end
function GedObjectTree(obj, filter, format, allow_objects_only, enable_rollover)
if allow_objects_only and (not GedIsValidObject(obj) or IsKindOf(obj, "GedMultiSelectAdapter")) then
return {}
end
if filter then
filter:PrepareForFiltering()
end
local format = type(format) == "string" and T{format} or format
local format_fn = function(obj) return GedTranslate(format, obj, not "check") end
local children_fn = function(obj) return obj.GedTreeChildren and obj.GedTreeChildren(obj) or obj end
local filter_fn = function(obj) return not filter or filter:FilterObject(obj) end
local tree, total_displayed_items = GedExpandNode(obj, nil, format_fn, children_fn, filter_fn, enable_rollover)
if filter then
filter:DoneFiltering(total_displayed_items or 0)
end
return tree
end
function GedFormatObject(obj, filter, format)
if type(obj) == "string" then
return format == "" and obj or format
end
if not string.find(format, "<", 1, true) then
return format
end
return GedIsValidObject(obj) and GedTranslate(T{format}, obj, not "check") or ""
end
function GedFormatObjectWithCount(obj, filter, format)
local str = GedFormatObject(obj, filter, format)
if type(obj) == "table" then
str = string.format("%s (%s)", str, #obj)
end
return str
end
----- Handling T values for Ged
--
-- Ged is sent the actual T values, always in the { id, text } format (even in Gold Master).
-- This allows Ged to preserve loc IDs of Ts as they are edited.
local function GedToGameT(value)
return type(value) == "table" and setmetatable(value, TMeta) or value
end
local function GameToGedT(value)
if type(value) == "userdata" then
return { TGetID(value), TDevModeGetEnglishText(value, not "deep", "no_assert") }
elseif type(value) == "table" then
-- strip T metatables and arguments (they can't pass through sockets and cause an assert); Ged can only show/edit plain Ts
return table.raw_copy(TStripArgs(value))
else
return value -- could be "" or maybe false
end
end
----- Handling function values for Ged
--
-- The user can abandon editing a function that doesn't compile and can't be saved. In this case:
-- * the last compilable source is in the FuncSource cache - this is what will be saved
-- * the user's uncompilable version is stored aside and is sent to Ged when the prop value is requested
if FirstLoad then
UncompilableFuncPropsSources = {} -- object -> prop_id -> source code
end
function GedCompileCode(compile_func, source, prop_meta, obj)
assert(type(source) == "string" or not source)
if not source or source:match("^%s*$") then return nil end
local prop_id = prop_meta.id
local storage = UncompilableFuncPropsSources[obj]
local fn, err = compile_func(prop_id, eval(prop_meta.params, obj, prop_meta) or "self", source)
if err then
storage = storage or {}
storage[prop_id] = source
UncompilableFuncPropsSources[obj] = storage
return obj:GetProperty(prop_id) -- return previous valid function
end
if storage then
storage[prop_id] = nil
end
return fn
end
local env
function GedToGameValue(value, prop_meta, object)
local prop_type = eval(prop_meta.editor, object, prop_meta)
if prop_type == "func" or prop_type == "expression" then
return GedCompileCode(prop_type == "func" and CompileFunc or CompileExpression, value, prop_meta, object)
elseif prop_type == "text" and eval(prop_meta.translate, object, prop_meta) then
return GedToGameT(value)
elseif prop_type == "T_list" and type(value) == "table" then
for idx, item in ipairs(value) do
value[idx] = GedToGameT(item)
end
return setmetatable(value, TConcatMeta)
elseif prop_type == "browse" then
if value == "" or value == nil then
return value
end
local existence_check_path = value
local vbar_idx = string.find(existence_check_path, "|")
if vbar_idx then
existence_check_path = string.sub(existence_check_path, 1, vbar_idx - 1)
end
if io.exists(existence_check_path) then
return value
else
return value, "File does not exist."
end
elseif prop_type == "prop_table" then
env = env or LuaValueEnv{}
local str = "return " .. (value or "")
return dostring(str, env) or false
elseif prop_type == "choice" or prop_type == "combo" or prop_type == "dropdownlist" then
local items = eval(prop_meta.items, object, prop_meta)
local translate = eval(prop_meta.translate, object, prop_meta)
return ComboGetItemIdByName(value, items, object, prop_type == "combo", translate)
elseif prop_type == "object" then
return HandleToObject[value and value.handle] or false
elseif prop_type == "packedcurve" then
if not value then return value end
return PackCurveParams(value[1], value[2], value[3], value[4], value.range_y)
end
return value
end
function GameToGedValue(value, prop_meta, object, items)
if rawequal(value, Undefined()) then return value end
local prop_type = eval(prop_meta.editor, object, prop_meta)
if prop_type == "script" then
return value and value:GetHumanReadableScript() or (prop_meta.class == "ScriptConditionList" and "empty condition list" or "empty script")
elseif prop_type == "bool" then
return value and true
elseif prop_type == "func" or prop_type == "expression" then
local storage = UncompilableFuncPropsSources[object]
if storage and storage[prop_meta.id] then
return storage[prop_meta.id] -- return last-entered code for uncompilable functions
end
if type(value) ~= "function" then return false end
local name, params, body = GetFuncSource(value)
if type(body) == "table" then
body = table.concat(body, "\n")
end
if prop_type == "expression" and body then
body = body:match("^%s*(.-)%s*$")
if body:starts_with("return ") and not body:find("return ", 8, true) then
body = body:match("^return%s*(.*)")
end
end
return body or ""
elseif prop_type == "browse" then
value = value or ""
value = const.XboxToPlayStationButtons[value] and GetPlatformSpecificImagePath(value) or value
return value
elseif prop_type == "prop_table" then
local indent = eval(prop_meta.indent, object, prop_meta) or " "
return type(value) == "table" and TableToLuaCode(value, indent) or not value and "" or Undefined()
elseif prop_type == "choice" or prop_type == "combo" or prop_type == "dropdownlist" then
items = items or eval(prop_meta.items, object, prop_meta)
return ComboGetItemNameById(value, items, object, prop_type == "combo")
elseif prop_type == "image" then
if type(value) == "string" and value ~= "" then
if prop_meta.os_path then
return value
end
local os_path, err = ConvertToOSPath(value)
if not err then
return os_path
end
end
return ""
elseif prop_type == "text" and eval(prop_meta.translate, object, prop_meta) then
return GameToGedT(value)
elseif prop_type == "T_list" and type(value) == "table" then
local temp = {}
for _, item in ipairs(value) do
temp[#temp + 1] = GameToGedT(item)
end
return temp
elseif prop_type == "object" then
if value and IsValid(value) and rawget(value, "handle") then
local formatter = GetObjectPropEditorFormatFunc(prop_meta)
return { handle = value.handle, text = formatter(value) }
else
return false
end
elseif prop_type == "objects" then
return false -- not supported in Ged, but don't try to send it over the network
elseif prop_type == "grid" then
if IsGrid(value) then
local w, h = value:size()
local size, max_size = Max(w, h), eval(prop_meta.max, object, prop_meta)
local resample
if max_size and size > max_size then
resample = true
value = GridResample(value, w * max_size / size, h * max_size / size, false)
end
local str, err = GridWriteStr(value)
if not err then
return resample and { str, w, h } or str
end
end
return ""
elseif prop_type == "nested_obj" or prop_type == "property_array" then
if prop_type == "property_array" and value then
value = GedDynamicProps:Instance(object, value, prop_meta)
end
return value and table.hash(value) or false
elseif prop_type == "nested_list" then
local addresses = { table_addr = tostring(value) }
for idx, item in ipairs(value) do
addresses[idx] = tostring(item)
end
return addresses
elseif prop_type == "packedcurve" then
local pt1, pt2, pt3, pt4, range_y = UnpackCurveParams(value)
return { pt1, pt2, pt3, pt4, range_y = range_y }
elseif prop_type == "curve4" then
if not value then return value end
if type(value) == "number" then return false end
return value
end
assert(value == "" or not IsT(value)) -- T values should pass through GedToGameT (maybe a property with translate == false has a T value?)
return value
end
function GedItemsMenu(base_class, filter_fn, filter_param)
local menu = {}
local classes = ClassLeafDescendantsList(base_class, function(name, class) return not filter_fn or filter_fn(filter_param, class) end)
if #classes == 0 and base_class and base_class ~= "" then
classes = { base_class }
end
for _, class_name in ipairs(classes) do
local class = g_Classes[class_name]
local hasEditorName = class:HasMember("EditorName")
if not hasEditorName or (class.EditorName or "") ~= "" then
local name = hasEditorName and GedTranslate(class.EditorName, class, false) or class_name
menu[#menu + 1] = {
Class = class_name,
EditorName = name,
EditorIcon = rawget(class, "EditorIcon"),
EditorShortcut = rawget(class, "EditorShortcut"),
EditorSubmenu = class.EditorSubmenu or "New "..GedTranslate(g_Classes[base_class].EditorName or base_class, nil, false),
ScriptDomain = rawget(class, "ScriptDomain"),
Documentation = class.Documentation and string.format("<style GedTitleSmall><center>%s</style><left>\n%s", name, class.Documentation),
}
end
end
table.sortby_field(menu, "EditorName")
return menu
end
function GedDynamicItemsMenu(obj, filter, class, path)
local parent = (not class or IsKindOf(obj, class)) and obj
for i, key in ipairs(path or empty_table) do
obj = obj and rawget(TreeNodeChildren(obj), key)
if IsKindOf(obj, class) then
parent = obj
end
end
return IsKindOf(parent, "Container") and parent:EditorItemsMenu()
end
function GedExecMemberFunc(obj, filter, member, ...)
if obj and obj:HasMember(member) then
return obj[member](obj, ...)
end
end
function GedGetWarning(obj, filter)
if not GedIsValidObject(obj) then return end
if obj:HasMember("param_bindings") then
local sockets = GedObjects[obj]
local parent = #sockets >= 2 and sockets[2]:GetParentOfKind(obj, "Preset") or obj
for property, param in pairs(obj.param_bindings or empty_table) do
if not ResolveValue(parent, param) then
return "Undefined parameter '"..param.."' for property '"..property.."'"
end
end
end
local diag_msg = GetDiagnosticMessage(obj)
if diag_msg and type(diag_msg) == "table" and type(diag_msg[1]) == "table" then
return diag_msg[1]
end
return diag_msg
end
function GedGetDocumentation(obj)
if IsKindOfClasses(obj, "ScriptBlock", "FunctionObject") then
local documentation = GetDocumentation(obj)
if (documentation or "") == "" then return end
local docs = { "<style GedTitleSmall><center>" .. obj.class .. "</style><left>"}
docs[#docs+1] = "<style GedMultiLine>" .. documentation .. "</style>\n"
for _, prop in ipairs(obj:GetProperties()) do
local name = prop.name or prop.id
if type(name) ~= "function" and (name ~= "Negate" or obj.HasNegate) then -- filters out ScriptSimpleStatement's Param1/2/3 properties
if prop.help and prop.help ~= "" then
docs[#docs + 1] = "<style GedPropertyName>" .. name .. ":</style> <style GedMultiLine>" .. prop.help .. "</style>"
else
docs[#docs + 1] = "<style GedPropertyName>" .. name .. "</style>"
end
end
end
return table.concat(docs, "\n")
end
return GetDocumentation(obj)
end
function GedGetDocumentationLink(obj)
return GetDocumentationLink(obj)
end
-- hide/show functions for inline documentation at the place of the editor = "documentation" property (for Presets and Mod Items)
function GedHideDocumentation(root, obj, prop_id, ged, btn_param, idx)
local hidden = LocalStorage.DocumentationHidden or {}
hidden[obj.class] = true
LocalStorage.DocumentationHidden = hidden
SaveLocalStorageDelayed()
ObjModified(obj)
end
function GedShowDocumentation(root, obj, prop_id, ged, btn_param, idx)
local hidden = LocalStorage.DocumentationHidden or {}
hidden[obj.class] = nil
LocalStorage.DocumentationHidden = hidden
SaveLocalStorageDelayed()
ObjModified(obj)
end
function IsDocumentationHidden(obj)
return LocalStorage.DocumentationHidden and LocalStorage.DocumentationHidden[obj.class]
end
function GedTestFunctionObject(socket, obj_name)
local obj = socket:ResolveObj(obj_name)
local subject = obj:HasMember("RequiredObjClasses") and SelectedObj or nil
obj:TestInGed(subject, socket)
end
function GedPickerItemDoubleClicked(socket, obj_name, prop_id, item_id)
local obj = socket:ResolveObj(obj_name)
GedNotify(obj, "OnPickerItemDoubleClicked", prop_id, item_id, socket)
end
function OnMsg.LuaFileChanged() GedSetUiStatus("lua_reload", "Reloading Lua...") end -- unable to make remote calls in OnMsg.ReloadLua
function OnMsg.Autorun() GedSetUiStatus("lua_reload") end
function OnMsg.ChangeMap() GedSetUiStatus("change_map", "Changing map...") end
function OnMsg.ChangeMapDone() GedSetUiStatus("change_map") end
function OnMsg.PreSaveMap() GedSetUiStatus("save_map", "Saving map...") end
function OnMsg.SaveMapDone() GedSetUiStatus("save_map") end
function OnMsg.DataReload() GedSetUiStatus("data_reload", "Reloading presets...") end
function OnMsg.DataReloadDone() GedSetUiStatus("data_reload") end
function OnMsg.ValidatingPresets() GedSetUiStatus("validating_presets", "Validating presets...") end
function OnMsg.ValidatingPresetsDone() GedSetUiStatus("validating_presets") end
function OnMsg.DebuggerBreak() GedSetUiStatus("pause", "Debugger Break") end
function OnMsg.DebuggerContinue() GedSetUiStatus("pause") end
function GedSetUiStatus(id, text, delay)
for _, socket in pairs(GedConnections or empty_table) do
socket:SetUiStatus(id, text, delay)
end
end
function OnMsg.ApplicationQuit()
for _, socket in pairs(GedConnections or empty_table) do
socket:Send("rfnGedQuit")
end
end
----- GedDynamicProps
-- A dummy class to generate the properties of the nested_obj that represents the value of a property_array property
DefineClass.GedDynamicProps = {
__parents = { "PropertyObject" },
prop_meta = false,
parent_obj = false,
}
function GedDynamicProps:Instance(parent, value, prop_meta)
local meta = { prop_meta = prop_meta, parent_obj = parent }
meta.__index = meta
setmetatable(meta, self)
return setmetatable(value, meta)
end
function GedDynamicProps:__toluacode(indent, pstr, ...)
-- remove default values from the table
for _, prop_meta in ipairs(self:GetProperties()) do
if rawget(self, prop_meta.id) == prop_meta.default then
rawset(self, prop_meta.id, nil)
end
end
return TableToLuaCode(self, indent, pstr)
end
function GedDynamicProps:GetProperties()
local props = {}
local meta = self.prop_meta
if not meta then
return props
end
local prop_meta = meta.prop_meta
local idx = 1
local parent_obj = self.parent_obj
local prop_meta_update = meta.prop_meta_update or empty_func
if IsKindOf(g_Classes[meta.from], "Preset") then
ForEachPreset(meta.from, function(preset)
local prop = table.copy(prop_meta)
prop.id = preset.id
prop.index = idx
prop.preset = preset
if prop_meta_update then
prop_meta_update(parent_obj, prop)
end
props[idx] = prop
idx = idx + 1
end)
return props
end
for k, v in sorted_pairs(eval(meta.items, self.parent_obj, meta)) do
local prop = table.copy(prop_meta)
prop.id =
meta.from == "Table keys" and k or
meta.from == "Table values" and v or
meta.from == "Table field values" and type(v) == "table" and v[meta.field]
if type(prop.id) == "string" or type(prop.id) == "number" then
prop.index = idx
prop.value = v
if prop_meta_update then
prop_meta_update(parent_obj, prop)
end
props[idx] = prop
idx = idx + 1
end
end
return props
end
function GedDynamicProps:Clone(class, ...)
class = class or self.class
local obj = g_Classes[class]:new(...)
setmetatable(obj, getmetatable(self))
obj:CopyProperties(self)
return obj
end
----- Support for cached incremental recursive search in property values
if FirstLoad then
ValueSearchCache = false
ValueSearchCacheInProgress = false
end
local function populate_texts_cache_simple(obj, value, prop_meta)
if type(value) == "table" and not IsT(value) then
for k, v in pairs(value) do
populate_texts_cache_simple(obj, k, prop_meta)
populate_texts_cache_simple(obj, v, prop_meta)
end
return
end
local str, _
if type(value) == "string" and value ~= "" then
str = value
elseif type(value) == "number" then
str = tostring(value) -- TODO: Properly format the number values as Ged would display them?
elseif type(value) == "function" then
-- don't search in functions/expressions that are defaults (slow and these matches are of no interest most of the time)
if value ~= (prop_meta.default or obj:HasMember(prop_meta.id) and obj[prop_meta.id]) then
_, _, str = GetFuncSource(value)
str = type(str) == "table" and table.concat(str, "\n") or str
end
elseif IsT(value) then
str = TDevModeGetEnglishText(value, "deep", "no_assert")
end
if str and str ~= "" then
local cache = ValueSearchCache
table.insert(cache.objs, obj)
table.insert(cache.texts, string.lower(str))
table.insert(cache.props, prop_meta.id)
end
end
local function populate_texts_cache(obj, parent)
ValueSearchCache.obj_parent[obj] = parent
for _, subobj in ipairs(obj) do
if type(subobj) == "table" then
populate_texts_cache(subobj, obj)
end
end
if IsKindOf(obj, "PropertyObject") then
for _, prop_meta in ipairs(obj:GetProperties()) do
local id, editor = prop_meta.id, prop_meta.editor
local value = obj:GetProperty(id)
if editor == "nested_obj" and value then
populate_texts_cache(value, obj)
elseif editor == "nested_list" then
for _, subobj in ipairs(value) do
populate_texts_cache(subobj, obj)
end
else
populate_texts_cache_simple(obj, value, prop_meta)
end
end
end
end
local function search_in_cache(root, search_text, results)
local cache = ValueSearchCache
local old_text = cache.search_text
local objs, texts, props = cache.objs, cache.texts, cache.props
cache.search_text = search_text
local match_idxs, i = { n = 0 }, 1
if not old_text or old_text == search_text or not search_text:starts_with(old_text) then
for idx, text in ipairs(cache.texts) do
if string.find(text, search_text, 1, true) then
match_idxs[i] = idx
match_idxs.n = i
i = i + 1
end
end
else -- incremental search
match_idxs = cache.matches
local texts = cache.texts
for i = 1, match_idxs.n do
local idx = match_idxs[i]
if idx and not string.find(texts[idx], search_text, 1, true) then
match_idxs[i] = nil
end
end
end
cache.matches = match_idxs
local hidden = {}
for obj in pairs(cache.obj_parent) do
hidden[tostring(obj)] = true
end
local objs, parents = cache.objs, cache.obj_parent
for i = 1, match_idxs.n do
local idx = match_idxs[i]
if idx then
local obj, prop = objs[idx], props[idx]
local obj_id = tostring(obj)
local result = results[obj_id] or {}
if type(result) == "string" then -- there is a match both in an object's property, and its children
result = { __match = result }
end
result[#result + 1] = prop
local parent, obj = parents[obj], obj
local match_path = { tostring(obj) }
while parent do
local parent_id = tostring(parent)
results[parent_id] = results[parent_id] or tostring(obj)
hidden[parent_id] = nil
match_path[#match_path + 1] = parent_id
obj = parent
parent = parents[parent]
end
hidden[obj_id] = nil
results[obj_id] = result
results[#results + 1] = { prop = prop, path = table.reverse(match_path) }
end
end
results.hidden = hidden
return results
end
local function repopulate_cache(obj)
PauseInfiniteLoopDetection("rfnPopulateSearchValuesCache")
ValueSearchCache = {
search_text = false,
obj_parent = {}, -- obj -> parent
matches = false, -- indexes in the tables below
-- the following tables have one entry for each property text that was found recursively in 'root'
objs = {},
texts = {},
props = {}, -- prop name where the text was found
}
populate_texts_cache(obj)
ResumeInfiniteLoopDetection("rfnPopulateSearchValuesCache")
end
function GedGameSocket:rfnPopulateSearchValuesCache(obj_context)
local root = self:ResolveObj(obj_context)
if root then
if ValueSearchCacheInProgress then return end
ValueSearchCacheInProgress = true
CreateRealTimeThread(function(obj)
local success, err = sprocall(repopulate_cache, obj)
if not success then
assert(false, err)
end
ValueSearchCacheInProgress = false
Msg("ValueSearchCacheUpdated")
end, root)
end
end
function GedGameSocket:rfnSearchValues(obj_context, text)
local root = self:ResolveObj(obj_context)
if root and text and text ~= "" then
local results = {}
PauseInfiniteLoopDetection("rfnSearchValues")
if ValueSearchCacheInProgress then
WaitMsg("ValueSearchCacheUpdated")
elseif text == ValueSearchCache.search_text then
repopulate_cache(root) -- refresh results button pressed
end
search_in_cache(root, text, results)
ResumeInfiniteLoopDetection("rfnSearchValues")
return results
end
end
----- Bookmarks
if FirstLoad then
g_Bookmarks = {}
end
local function GedSortBookmarks(bookmarks)
table.sort(bookmarks, function(a, b)
local id1 = IsKindOf(a, "Preset") and a.id or a[1].group
local id2 = IsKindOf(b, "Preset") and b.id or b[1].group
return id1 < id2
end)
end
-- Rebuild bookmarks from local storage
function RebuildBookmarks()
if LocalStorage.editor.bookmarks then
local bookmarks = {}
local loc_storage_bookmarks = {}
-- Remove previous bookmarks of deleted template classes
LocalStorage.editor.bookmarks["UnitAnimalTemplate"] = nil
LocalStorage.editor.bookmarks["InventoryItemTemplate"] = nil
for class, preset_arr in pairs(LocalStorage.editor.bookmarks) do
if not bookmarks[class] then
bookmarks[class] = {}
loc_storage_bookmarks[class] = {}
end
for idx, preset_path in ipairs(preset_arr) do
-- Find preset or group by class and path = { group, id }
local bookmark = PresetOrGroupByUniquePath(class, preset_path)
if bookmark then
table.insert(bookmarks[class], bookmark)
table.insert(loc_storage_bookmarks[class], preset_path)
end
end
GedSortBookmarks(bookmarks[class])
-- Rebind new bookmarks object and update UI
GedRebindRoot(g_Bookmarks[class], bookmarks[class], "bookmarks")
end
g_Bookmarks = bookmarks
LocalStorage.editor.bookmarks = loc_storage_bookmarks
SaveLocalStorageDelayed()
else
LocalStorage.editor.bookmarks = {}
end
end
OnMsg.DataLoaded = RebuildBookmarks -- After Presets have been loaded initially
OnMsg.DataReloadDone = RebuildBookmarks -- After Presets have been reloaded
function OnMsg.GedPropertyEdited(ged_id, object, prop_id, old_value)
if not IsKindOf(object, "Preset") then return end
if not object.class or not LocalStorage.editor.bookmarks or not LocalStorage.editor.bookmarks[object.class] then return end
if not table.find(g_Bookmarks[object.class], object) then return end
local old_value_idx
if prop_id == "Group" then
old_value_idx = 1
elseif prop_id == "Id" then
old_value_idx = 2
else
return
end
-- Recreate the old path
local old_path = GetPresetOrGroupUniquePath(object)
old_path[old_value_idx] = old_value
local change_idx
for idx, path in ipairs(LocalStorage.editor.bookmarks[object.class]) do
if path[1] == old_path[1] and path[2] == old_path[2] then
change_idx = idx
break
end
end
if change_idx then
-- Replace with the new path
LocalStorage.editor.bookmarks[object.class][change_idx] = GetPresetOrGroupUniquePath(object)
ObjModified(g_Bookmarks[object.class])
SaveLocalStorageDelayed()
end
end
function GedGameSocket:rfnBindBookmarks(name, class)
if not g_Bookmarks[class] then
g_Bookmarks[class] = {}
LocalStorage.editor.bookmarks[class] = {}
end
self:BindObj(name, g_Bookmarks[class])
table.insert_unique(self.root_names, name)
end
-- can bookmark a preset or a preset group
function GedToggleBookmark(socket, bind_name, class)
local bookmark = socket:ResolveObj(bind_name)
local preset_root = socket:ResolveObj("root")
if not bookmark or not IsKindOf(bookmark, "Preset") and not table.find(preset_root, bookmark) then
return
end
if not GedAddBookmark(bookmark, class) then
GedRemoveBookmark(bookmark, class)
end
end
function GedAddBookmark(obj, class)
local bookmarks = g_Bookmarks[class]
if not table.find(bookmarks, obj) then
if not bookmarks then
bookmarks = {}
g_Bookmarks[class] = bookmarks
LocalStorage.editor.bookmarks[class] = {}
end
local bookmarks_size = #bookmarks
bookmarks[bookmarks_size + 1] = obj
GedSortBookmarks(bookmarks)
ObjModified(bookmarks)
LocalStorage.editor.bookmarks[class][bookmarks_size + 1] = GetPresetOrGroupUniquePath(obj)
SaveLocalStorageDelayed()
return true
end
return false
end
function GedRemoveBookmark(obj, class)
local index = table.find(g_Bookmarks[class], obj)
if index then
local removed_path = GetPresetOrGroupUniquePath(g_Bookmarks[class][index])
local stored_bookmarks = LocalStorage.editor.bookmarks[class]
local idx = table.findfirst(stored_bookmarks, function(idx, path, removed_path)
return path[1] == removed_path[1] and path[2] == removed_path[2]
end, removed_path)
if idx then
table.remove(stored_bookmarks, idx)
end
table.remove(g_Bookmarks[class], index)
ObjModified(g_Bookmarks[class])
SaveLocalStorageDelayed()
end
end
function GedBookmarksTree(obj, filter, format)
local format = type(format) == "string" and T{format} or format
local format_fn = function(obj)
return IsKindOf(obj, "Preset") and GedTranslate(format, obj, not "check") or obj and obj[1] and obj[1].group or "[Invalid bookmark]"
end
local children_fn = function(obj)
return not IsKindOf(obj, "Preset") and obj
end
return next(obj) and GedExpandNode(obj, nil, format_fn, children_fn) or "empty tree"
end
function GedPresetWarningsErrors(obj)
-- find the preset class by the object that's selected (it could be a preset, a preset group, or GedMultiSelectAdapter)
local preset_class
if IsKindOf(obj, "Preset") then
preset_class = obj.class
elseif IsKindOf(obj, "GedMultiSelectAdapter") then
preset_class = obj.__objects[1].class
else -- preset group
preset_class = obj[1] and obj[1].class
end
local warnings, errors = 0, 0
if preset_class then
ForEachPreset(preset_class, function(preset)
local msg = DiagnosticMessageCache[preset]
if msg then
if msg[#msg] == "warning" then
warnings = warnings + 1
else
errors = errors + 1
end
end
end)
end
return warnings + errors, warnings, errors
end
function GedModWarningsErrors(obj)
local parent = obj
if not IsKindOf(parent, "ModItem") and not IsKindOf(parent, "ModDef") then parent = GetParentTableOfKind(parent, "ModItem") end
if IsKindOf(parent, "ModItem") then parent = parent.mod end
local warnings, errors = 0, 0
local msg = DiagnosticMessageCache[parent]
if msg then
if msg[#msg] == "warning" then
warnings = warnings + 1
else
errors = errors + 1
end
end
assert(IsKindOf(parent, "ModDef"))
parent:ForEachModItem(function(item)
local msg = DiagnosticMessageCache[item]
if msg then
if msg[#msg] == "warning" then
warnings = warnings + 1
else
errors = errors + 1
end
end
end)
return warnings + errors, warnings, errors
end
function GedGenericStatusText(obj, filter, format, warningErrorsFunction)
local status = obj.class and obj:GetProperty("PresetStatusText")
status = status and status ~= "" and string.format("<style GedHighlight>%s</style>", status) or ""
local total, warnings, errors = warningErrorsFunction(obj)
if total == 0 then return status end
local texts = {}
texts[#texts + 1] = errors > 0 and string.format("<color 255 0 0>%d error%s</color>" , errors , errors == 1 and "" or "s") or nil
texts[#texts + 1] = warnings > 0 and string.format("<color 255 140 0>%d warning%s</color>", warnings, warnings == 1 and "" or "s") or nil
return table.concat(texts, ", ") .. "\n" .. status
end
function GedPresetStatusText(obj, filter, format)
if IsKindOf(obj, "GedMultiSelectAdapter") then
obj = obj.__objects[1]
end
return GedGenericStatusText(obj, filter, format, GedPresetWarningsErrors)
end
function GedModStatusText(obj, filter, format)
return GedGenericStatusText(obj, filter, format, GedModWarningsErrors)
end
-- Root panel and bookmarks panel set the selection in each other
function OnMsg.GedOnEditorSelect(obj, selected, socket, panel_context)
if not selected then return end
if panel_context == "root" then
local bookmark_idx = table.find(g_Bookmarks[obj.PresetClass or obj.class], obj)
if bookmark_idx then
socket:SetSelection("bookmarks", { bookmark_idx }, nil, not "notify")
end
elseif panel_context == "bookmarks" then
local path
if IsKindOf(obj, "Preset") then
socket:SetSelection("root", PresetGetPath(obj), nil, not "notify")
else -- preset group
local presets = socket:ResolveObj("root")
local idx = table.find(presets, obj)
if idx then
socket:SetSelection("root", { idx }, nil, not "notify")
end
end
end
end
----- Ask everywhere function (pops a message in-game and in all Ged windows)
local function wait_any(functions)
local thread = CurrentThread()
local result = false
for key, value in ipairs(functions) do
CreateRealTimeThread(function()
local worker_result = table.pack(value())
if not result then
result = worker_result
Wakeup(thread)
end
end)
end
return WaitWakeup() and table.unpack(result)
end
function GedAskEverywhere(title, question)
local game_question = StdMessageDialog:new({}, terminal.desktop, {
question = true, title = title, text = question,
ok_text = "Yes", cancel_text = "No",
})
game_question:Open()
local questions = { function() return game_question:Wait() end }
for id, ged in pairs(GedConnections) do
if not ged.in_game then
table.insert(questions, function() return ged:WaitQuestion(title, question, "Yes", "No") end)
end
end
local result = wait_any(questions)
-- close all dialogs
if game_question.window_state ~= "destroying" then
game_question:Close(false)
end
for id, ged in pairs(GedConnections) do
if not ged.in_game then
ged:DeleteQuestion()
end
end
return result
end
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