mirror of
https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
187 lines
5.9 KiB
C#
187 lines
5.9 KiB
C#
using System;
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using System.Reflection;
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using System.Text.Json.Serialization;
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namespace Editor;
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internal static partial class ModelDocParser
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{
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internal static MapClass ParseType( Type type )
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{
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if ( type.GetInterface( "Sandbox.IModelBreakCommand" ) == null && !type.HasAttribute( typeof( Sandbox.ModelEditor.GameDataAttribute ) ) )
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{
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Log.Warning( $"Unsupported ModelDoc type {type}" );
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return null;
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}
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string nodeName;
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string description;
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var gdAttr = type.GetCustomAttribute<Sandbox.ModelEditor.GameDataAttribute>( false );
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if ( gdAttr == null )
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{
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var libAttr = type.GetCustomAttribute<LibraryAttribute>( false );
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if ( libAttr == null ) return null;
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nodeName = libAttr.Name;
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description = libAttr.Description;
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}
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else
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{
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nodeName = gdAttr.Name;
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description = gdAttr.Description;
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}
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var descAtt = type.GetCustomAttributes<DescriptionAttribute>().FirstOrDefault();
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if ( string.IsNullOrEmpty( description ) && descAtt != null && descAtt.Value != null ) description = descAtt.Value;
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var classType = GameDataClassType.ModelGameData;
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if ( type.GetInterface( "Sandbox.IModelBreakCommand" ) != null && gdAttr == null )
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classType = GameDataClassType.ModelBreakCommand;
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// TODO: @ModelAnimEvent
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var mapClass = new MapClass( nodeName );
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mapClass.Description = description;
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mapClass.ClassType = classType;
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if ( gdAttr != null && gdAttr.AllowMultiple )
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{
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mapClass.EditorHelpers.Add( new Tuple<string, string[]>( "game_data_list", new string[] { gdAttr.ListName ?? $"{gdAttr.Name}_list" } ) );
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}
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// TODO: Have ModelDoc display some kind of nice name for these nodes?
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//var displayInfo = DisplayInfo.ForType( type, false );
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//mapClass.DisplayName = displayInfo.Name ?? libAttr.Name;
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//mapClass.Icon = displayInfo.Icon;
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ParseProperties( type, mapClass );
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EntityParser.ParseAttributes( type, mapClass );
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return mapClass;
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}
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// I hate duplicating code
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internal static void ParseProperties( Type type, MapClass mapClass )
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{
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var properties = type.GetProperties( BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.FlattenHierarchy );
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foreach ( var prop in properties )
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{
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// Skip read only properties, and properties that point to themselves.
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if ( !prop.CanWrite ) continue;
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if ( prop.PropertyType == type )
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{
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Log.Warning( $"FGDWriter: Ignoring property {type.Name}.{prop.Name} that has same type {prop.PropertyType} as its parent." );
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continue;
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}
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var skipAttr = prop.GetCustomAttribute<HideAttribute>( true );
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if ( skipAttr != null ) continue;
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// Basic property info
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var displayInfo = DisplayInfo.ForMember( prop );
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string propTitle = displayInfo.Name ?? prop.Name.ToTitleCase();
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string propDesc = displayInfo.Description ?? "";
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string propName = prop.Name.ToLower();
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if ( prop.GetCustomAttribute<System.ObsoleteAttribute>() is ObsoleteAttribute obsolete )
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{
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propDesc = $"<font color=\"#f80\"><b>Marked as obsolete: {obsolete.Message ?? "No reason given."}</b></font><br><br>" + propDesc;
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}
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var jsonName = prop.GetCustomAttribute<JsonPropertyNameAttribute>( true );
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if ( jsonName != null ) propName = jsonName.Name;
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// Skip unwanted stuff from base classes.
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var shouldSkip = false;
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foreach ( var attrib in type.GetCustomAttributes<HidePropertyAttribute>() )
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{
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if ( attrib.PropertyName == propName )
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{
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shouldSkip = true;
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break;
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}
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}
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if ( shouldSkip ) continue;
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// Default value
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object defaultValue = null;
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var dv = prop.GetCustomAttribute<DefaultValueAttribute>();
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if ( dv != null && dv.Value != null )
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{
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defaultValue = dv.Value;
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}
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var variable = new MapClassVariable();
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variable.Name = propName;
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variable.LongName = propTitle;
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variable.Description = propDesc;
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variable.DefaultValue = defaultValue;
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variable.PropertyType = prop.PropertyType;
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variable.GroupName = displayInfo.Group;
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// TODO: Structs
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/*var isStruct = prop.PropertyType.IsValueType && !prop.PropertyType.IsPrimitive && !prop.PropertyType.IsEnum;
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if ( structOut != null && (prop.PropertyType.IsClass || isStruct) )
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{
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AssetStructToString( t, structOut );
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}*/
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//
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// Not a fan of this stuff, but just keeping it so I don't fuck everything up now.
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//
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{
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var fgdTypeAttr = prop.GetCustomAttribute<FGDTypeAttribute>();
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if ( fgdTypeAttr != null )
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{
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variable.PropertyTypeOverride = fgdTypeAttr.Type;
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if ( prop.PropertyType.IsArray || prop.PropertyType.IsAssignableTo( typeof( IList ) ) ) variable.PropertyTypeOverride = $"array:{fgdTypeAttr.Type}";
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if ( !string.IsNullOrEmpty( fgdTypeAttr.Editor ) ) variable.Metadata["editor"] = fgdTypeAttr.Editor;
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}
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if ( prop.PropertyType.IsAssignableTo( typeof( IAsset ) ) )
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{
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var assetname = prop.PropertyType.GetCustomAttribute<LibraryAttribute>()?.Name ?? prop.PropertyType.Name;
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variable.Metadata["editor"] = $"AssetBrowse({assetname.ToLower()})";
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}
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}
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//
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// Metadata
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//
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var metaDataAttrs = prop.GetCustomAttributes<FieldMetaDataAttribute>();
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foreach ( var mdAttr in metaDataAttrs )
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{
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mdAttr.AddMetaData( variable.Metadata );
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}
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foreach ( var meta in prop.GetCustomAttributes<MinMaxAttribute>() )
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{
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variable.Metadata["min"] = meta.MinValue.ToString();
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variable.Metadata["max"] = meta.MaxValue.ToString();
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}
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//
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// Add mapClass helpers from properties
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// TODO: Maybe make this less hardcoded if more such attributes are added
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//
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var pointLineAttr = prop.GetCustomAttributes<PointLineAttribute>();
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foreach ( var plAttr in pointLineAttr )
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{
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// TODO: Maybe also also do color with variables 2,3,4?
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mapClass.EditorHelpers.Add( new Tuple<string, string[]>( plAttr.Local ? "vecline_local" : "vecline", new string[] { variable.Name } ) );
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if ( !plAttr.Local && variable.DefaultValue == null ) variable.DefaultValue = ""; // Override the "0 0 0" default value for vectors
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}
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mapClass.Variables.Add( variable );
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}
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}
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}
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