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PUTable.cs
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PUTable.cs
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/* Copyright (c) 2012 Small Planet Digital, LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
* (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge,
* publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
* FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Reflection;
public class PUTableHeaderScript : MonoBehaviour {
public PUTable table;
public PUTableCell tableCell;
private float originalY;
public void Start()
{
originalY = gameObject.transform.localPosition.y;
}
public void Update()
{
// Test world position is not above the table top; if so, clamp it?
float diff = table.gameObject.transform.localPosition.y + (originalY - table.bounds.h) + tableCell.puGameObject.bounds.h;
if (diff > 0) {
Vector2 pos = gameObject.transform.localPosition;
pos.y = originalY - diff;
gameObject.transform.localPosition = pos;
} else if(gameObject.transform.localPosition.y != originalY) {
Vector2 pos = gameObject.transform.localPosition;
pos.y = originalY;
gameObject.transform.localPosition = pos;
}
}
}
public class PUTableCell {
public PUTable table = null;
public PUGameObject puGameObject = null;
public object cellData = null;
public virtual bool IsHeader() {
// Subclasses override this method to specify this cell should act as a section header
return false;
}
public virtual string XmlPath() {
// Subclasses override this method to supply a path to a planet unity xml for this cell
return "(subclass needs to define an XmlPath)";
}
public virtual void LoadIntoPUGameObject(PUTable parent, object data, int baseRenderQueue) {
table = parent;
cellData = data;
puGameObject = (PUGameObject)PlanetUnity.loadXML (PlanetUnityOverride.xmlFromPath(XmlPath ()), parent, NotificationCenter.Args ("baseRenderQueue", baseRenderQueue));
// Attach all of the PlanetUnity objects
try {
FieldInfo field = this.GetType ().GetField ("scene");
if (field != null) {
field.SetValue (this, puGameObject);
}
puGameObject.performOnChildren (val => {
PUGameObject oo = val as PUGameObject;
if (oo != null && oo.title != null) {
field = this.GetType ().GetField (oo.title);
if (field != null) {
field.SetValue (this, oo);
}
}
return true;
});
} catch (Exception e) {
UnityEngine.Debug.Log ("TableCell error: " + e);
}
try {
// Attach all of the named GameObjects
FieldInfo[] fields = this.GetType ().GetFields ();
foreach (FieldInfo field in fields) {
if (field.FieldType == typeof(GameObject)) {
GameObject[] pAllObjects = (GameObject[])Resources.FindObjectsOfTypeAll (typeof(GameObject));
foreach (GameObject pObject in pAllObjects) {
if (pObject.name.Equals (field.Name)) {
field.SetValue (this, pObject);
}
}
}
}
} catch (Exception e) {
UnityEngine.Debug.Log ("TableCell error: " + e);
}
if (IsHeader ()) {
PUTableHeaderScript script = (PUTableHeaderScript)puGameObject.gameObject.AddComponent (typeof(PUTableHeaderScript));
script.table = table;
script.tableCell = this;
}
// We want to bridge all notifications to my scope; this allows developers to handle notifications
// at the table cell level, or at the scene controller level, with ease
NotificationCenter.addObserver (this, "*", puGameObject, (args,name) => {
NotificationCenter.postNotification(table.scope(), name, args);
});
}
}
public partial class PUTable : PUTableBase {
List<object> allObjects = null;
List<PUTableCell> allCells = new List<PUTableCell>();
public void SetObjectList(List<object> objects) {
allObjects = new List<object> (objects);
}
public void ReloadTable() {
GameObject content = contentGameObject();
// 0) Remove all previous content
/*
for (int i = gameObject.transform.childCount - 1; i >= 0; i--)
{
GameObject.Destroy(gameObject.transform.GetChild(i).gameObject);
}
for (int i = content.transform.childCount - 1; i > 0; i--)
{
GameObject.Destroy(content.transform.GetChild(i).gameObject);
}*/
foreach (PUTableCell cell in allCells) {
cell.puGameObject.unload ();
}
allCells.Clear ();
scope ().reclaimRenderQueues ();
if (allObjects == null || allObjects.Count == 0) {
return;
}
// 1) Run through allObjects; instantiate a cell object based on said object class
float y = 0;
float maxWidth = 1;
if (clipDepth) {
PUGameObject.depthMaskCounter = 1;
}
int baseRenderQueue = scope ().getRenderQueue ();
foreach (object row in allObjects) {
string className = row.GetType ().Name + "TableCell";
Type cellType = Type.GetType (className, true);
PUTableCell cell = (Activator.CreateInstance (cellType)) as PUTableCell;
cell.LoadIntoPUGameObject (this, row, baseRenderQueue);
allCells.Add (cell);
GameObject cellGO = cell.puGameObject.gameObject;
cellGO.transform.localPosition += new Vector3(0,y,0);
y -= cell.puGameObject.bounds.h;
if (cell.puGameObject.bounds.w > maxWidth) {
maxWidth = cell.puGameObject.bounds.w;
}
foreach (Transform trans in cellGO.GetComponentsInChildren<Transform>(true)) {
trans.gameObject.layer = PlanetUnityOverride.puCameraLayer;
}
}
foreach (PUTableCell cell in allCells) {
if (cell.IsHeader ()) {
// push all headers above all cells renderQueue
foreach (Transform trans in cell.puGameObject.gameObject.GetComponentsInChildren<Transform>(true)) {
if (trans.gameObject.renderer != null) {
trans.gameObject.renderer.material.renderQueue = scope ().getRenderQueue ();
}
}
}
}
if (clipDepth) {
PUGameObject.depthMaskCounter = 0;
}
this.SetContentSize(new cVector2(maxWidth, Mathf.Abs(y)));
this.gaxb_loadComplete ();
}
}