source-engine/utils/elementviewer/elementviewer.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// Material editor
//=============================================================================
#include <windows.h>
#include "vstdlib/cvar.h"
#include "appframework/vguimatsysapp.h"
#include "filesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "vgui/IVGui.h"
#include "vgui_controls/Panel.h"
#include "vgui/ISurface.h"
#include "vgui_controls/controls.h"
#include "vgui/IScheme.h"
#include "vgui/ILocalize.h"
#include "vgui/IPanel.h"
#include "tier0/dbg.h"
#include "vgui_controls/Frame.h"
#include "vgui_controls/AnimationController.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "tier0/icommandline.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "datamodel/dmelement.h"
#include "filesystem_init.h"
#include "vstdlib/iprocessutils.h"
#include "dmserializers/idmserializers.h"
#include "dme_controls/dmecontrols.h"
#include "p4lib/ip4.h"
#include "tier3/tier3.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
vgui::Panel *CreateElementViewerPanel();
//-----------------------------------------------------------------------------
// redirect spew to debug output window
//-----------------------------------------------------------------------------
SpewRetval_t SpewToODS( SpewType_t spewType, char const *pMsg )
{
OutputDebugString( pMsg );
switch( spewType )
{
case SPEW_MESSAGE:
case SPEW_WARNING:
case SPEW_LOG:
return SPEW_CONTINUE;
case SPEW_ASSERT:
case SPEW_ERROR:
default:
return SPEW_DEBUGGER;
}
}
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CElementViewerApp : public CVguiMatSysApp
{
typedef CVguiMatSysApp BaseClass;
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit( );
virtual int Main();
virtual void Destroy();
private:
virtual const char *GetAppName() { return "ElementViewer"; }
};
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CElementViewerApp );
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CElementViewerApp::Create()
{
SpewOutputFunc( SpewToODS );
// This is a little cheezy but fast...
CommandLine()->AppendParm( "-resizing", NULL );
if ( !BaseClass::Create() )
return false;
AppSystemInfo_t appSystems[] =
{
{ "vstdlib.dll", PROCESS_UTILS_INTERFACE_VERSION },
{ "p4lib.dll", P4_INTERFACE_VERSION },
{ "", "" } // Required to terminate the list
};
AddSystem( g_pDataModel, VDATAMODEL_INTERFACE_VERSION );
AddSystem( g_pDmElementFramework, VDMELEMENTFRAMEWORK_VERSION );
AddSystem( g_pDmSerializers, DMSERIALIZERS_INTERFACE_VERSION );
return AddSystems( appSystems );
}
void CElementViewerApp::Destroy()
{
BaseClass::Destroy();
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CElementViewerApp::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pVGui || !g_pVGuiSurface || !g_pDataModel || !g_pMatSystemSurface || !p4 )
{
Error( "Element viewer is missing required interfaces!\n" );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VGui_RecursivePrintTree( int depth, int start, int end, vgui::Panel *current, int& totaldrawn )
{
// No more room
if ( totaldrawn >= 128 )
return;
if ( !current )
return;
int count = current->GetChildCount();
for ( int i = 0; i < count ; i++ )
{
vgui::Panel *panel = current->GetChild( i );
// Msg( "%i: %s : %p, %s %s\n",
// i + 1,
// panel->GetName(),
// panel,
// panel->IsVisible() ? "visible" : "hidden",
// panel->IsPopup() ? "popup" : "" );
int width = panel->GetWide();
int height = panel->GetTall();
int x, y;
panel->GetPos( x, y );
if ( depth >= start && depth <= end )
{
totaldrawn++;
Msg(
// Con_NPrintf( totaldrawn++,
"%s (%i.%i): %p, %s %s x(%i) y(%i) w(%i) h(%i)\n",
panel->GetName(),
depth + 1,
i + 1,
panel,
panel->IsVisible() ? "visible" : "hidden",
panel->IsPopup() ? "popup" : "",
x, y,
width, height );
}
VGui_RecursivePrintTree( depth + 1, start, end, panel, totaldrawn );
}
}
#define VGUI_DRAWPOPUPS 1
#define VGUI_DRAWTREE 0
#define VGUI_DRAWPANEL ""
#define VGUI_TREESTART 0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VGui_DrawPopups( void )
{
if ( !VGUI_DRAWPOPUPS )
return;
int c = vgui::surface()->GetPopupCount();
for ( int i = 0; i < c; i++ )
{
vgui::VPANEL popup = vgui::surface()->GetPopup( i );
if ( !popup )
continue;
const char *p = vgui::ipanel()->GetName( popup );
bool visible = vgui::ipanel()->IsVisible( popup );
int width, height;
int x, y;
vgui::ipanel()->GetSize( popup, width, height );
vgui::ipanel()->GetPos( popup, x, y );
//Con_NPrintf( i,
Msg(
"%i: %s : %x, %s pos(%i,%i) w(%i) h(%i)\n",
i,
p,
popup,
visible ? "visible" : "hidden",
x, y,
width, height );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VGui_DrawHierarchy( void )
{
if ( VGUI_DRAWTREE <= 0 && Q_strlen( VGUI_DRAWPANEL ) <= 0 )
return;
Msg( "\n" );
int startlevel = 0;
int endlevel = 1000;
bool wholetree = VGUI_DRAWTREE > 0 ? true : false;
if ( wholetree )
{
startlevel = VGUI_TREESTART;
endlevel = VGUI_DRAWTREE;
}
// Can't start after end
startlevel = min( endlevel, startlevel );
int drawn = 0;
vgui::VPANEL root = vgui::surface()->GetEmbeddedPanel();
if ( !root )
return;
vgui::Panel *p = vgui::ipanel()->GetPanel( root, "ElementViewer" );
if ( !wholetree )
{
// Find named panel
char const *name = VGUI_DRAWPANEL;
p = p->FindChildByName( name, true );
}
if ( !p )
return;
VGui_RecursivePrintTree( 0, startlevel, endlevel, p, drawn );
}
//-----------------------------------------------------------------------------
// main application
//-----------------------------------------------------------------------------
int CElementViewerApp::Main()
{
g_pMaterialSystem->ModInit();
if (!SetVideoMode())
return 0;
// load scheme
if (!vgui::scheme()->LoadSchemeFromFile("resource/BoxRocket.res", "ElementViewer" ))
{
Assert( 0 );
}
// load the boxrocket localization file
g_pVGuiLocalize->AddFile( "resource/boxrocket_%language%.txt" );
// load the base localization file
g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt" );
g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM" );
g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt");
g_pVGuiLocalize->AddFile( "Resource/dmecontrols_%language%.txt");
// start vgui
g_pVGui->Start();
// add our main window
vgui::Panel *mainPanel = CreateElementViewerPanel();
// run app frame loop
vgui::VPANEL root = vgui::surface()->GetEmbeddedPanel();
vgui::surface()->Invalidate( root );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
int nLastTime = Plat_MSTime();
while (g_pVGui->IsRunning())
{
// Give other applications a chance to run
Sleep( 1 );
int nTime = Plat_MSTime();
if ( ( nTime - nLastTime ) < 16 )
continue;
nLastTime = nTime;
g_pDmElementFramework->BeginEdit();
AppPumpMessages();
pRenderContext->Viewport( 0, 0, GetWindowWidth(), GetWindowHeight() );
vgui::GetAnimationController()->UpdateAnimations( Sys_FloatTime() );
g_pMaterialSystem->BeginFrame( 0 );
pRenderContext->ClearColor4ub( 76, 88, 68, 255 );
pRenderContext->ClearBuffers( true, true );
g_pVGui->RunFrame();
g_pVGuiSurface->PaintTraverseEx( root, true );
g_pMaterialSystem->EndFrame();
g_pMaterialSystem->SwapBuffers();
}
delete mainPanel;
g_pMaterialSystem->ModShutdown();
return 1;
}