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iceeey's blog



Scene Browser Beginnings

2007-06-15

01:33:06 am Permalink Scene Browser Beginnings   English (US)

Categories: World Editor, 352 words

Sectors in flarge

The scene browser shows all of the sectors in flarge.

Here's how it works:
A plugin implementing wrappers around all of the (useful) CS interfaces is loaded. It registers interface wrapper factories with an iInterfaceWrapperManager. This manager keeps a hash of scfInterfaceID's mapped to iInterfaceWrapperFactory's.
Another plugin listens for when the map is loaded (which the editor tells it), then creates an EditorObject for all of the sectors in the engine and adds it to the editor's object list.

EditorObject, using SCF metadata, goes through each interface implemented by the object it's wrapping and requests the iInterfaceWrapperFactory for the given interface. If there's no wrapper for that interface, it ignores it. It then instantiates that wrapper and pushes it onto an array. While it's going through, it finds an interface wrapper that has a name attribute, and stores that for future reference, when something wants to call Get/SetName. It does the same thing for a parent attribute. It also figures out the type (instance, factory, or unknown) and stores that.

After adding an object to the object list, the scene browser panel will get an Object Added event, and it will put the given object into the tree, using EditorObject to get the name and parent (for the hierarchy).

I haven't implemented putting the objects into the correct hierarchy in the Scene Browser panel yet, nor have I implemented object name editing or re-parenting via dragging. Also, scene browser should have a way of showing an icon and grouping (or sorting) the different objects.

Right now, I've only implemented an interface wrapper around iObject, since that provides the name for every engine object. But eventually, I'll need wrappers for every useful object, since I will need to know their properties for the property editor.

This was partly just a proof-of-concept right now. There are a few functions that could have a better place at the moment.

Tomorrow:

Add the rest of objects from engine on map load (other than sectors)
Clean up some of the nasty parts
Respect object hierarchy in scene browser
Implement name editing in scene browser
Implement re-parenting

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