Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/Serialization/GuiControlStyleJsonConverter.cs
T
Dylan WilsonandGitHub b3a631aff5 Gui dialogs (#410)
* started refactoring for gui windows

* a bit more work on gui windows

* fixed some bugs and broken build stuff

* fixed some bugs in gui controls

* a little code cleanup

* got gui dialogs positioning and experimenting with named styles by type

* apply control styles directly in the constructor of controls

* got everything compiling again

* all gui controls have skinnable constructors

* rework uniform grid desired size calculations

* turns out gui layouts are complicated

* include pdb files in nuget packages

* fixed a bug in find nearest glyph

* custom control styling

* added a range constructor overload that takes one value

* rethinking control desired size behaviour

* made particle emitters more editable at runtime

* moved the auto trigger code to the particle effect instead of the emitters

* tweaks

* changed the particle modifer interface to an abstract base with an optional name

* changed the particle modifer interface to an abstract base with an optional name

* an attempt at creating a gui combo box

* rolled back the nested control experiment

* pretty good (but not perfect) combo boxes

* tweaks

* name property bindings on lists

* removed and cleaned up the hacks from the gui combo box

* minor combo box styling tweaks

* minor bug fix in gui combo box

* experiments with data binding

* fixed a mistake on the texture region service interface

* working on the ability to serialize particles

* finished particle serialization

* more robust range deserialization

* added editor browable attributes

* fixed some broken demos

* made the particle modifiers editable at runtime

* fixed some issues with particle serialization

* fixed some issues with interpolators
2017-07-22 21:22:13 +10:00

83 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using MonoGame.Extended.Collections;
using MonoGame.Extended.Gui.Controls;
using Newtonsoft.Json;
namespace MonoGame.Extended.Gui.Serialization
{
public class GuiControlStyleJsonConverter : JsonConverter
{
private readonly Dictionary<string, Type> _controlTypes;
private const string _typeProperty = "Type";
private const string _nameProperty = "Name";
public GuiControlStyleJsonConverter(params Type[] customControlTypes)
{
_controlTypes = typeof(GuiControl)
.GetTypeInfo()
.Assembly
.ExportedTypes
.Concat(customControlTypes)
.Where(t => t.GetTypeInfo().IsSubclassOf(typeof(GuiControl)))
.ToDictionary(t => t.Name);
}
public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
{
var style = (GuiControlStyle)value;
var dictionary = new Dictionary<string, object> { [_typeProperty] = style.TargetType.Name };
foreach (var keyValuePair in style)
dictionary.Add(keyValuePair.Key, keyValuePair.Value);
serializer.Serialize(writer, dictionary);
}
public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
{
var dictionary = serializer.Deserialize<Dictionary<string, object>>(reader);
var name = dictionary.GetValueOrDefault(_nameProperty) as string;
var typeName = dictionary.GetValueOrDefault(_typeProperty) as string;
var targetType = typeName != null ? _controlTypes[typeName] : typeof(GuiControl);
var properties = targetType
.GetRuntimeProperties()
.ToDictionary(p => p.Name);
var style = new GuiControlStyle(name, targetType);
foreach (var keyValuePair in dictionary.Where(i => i.Key != _typeProperty))
{
var propertyName = keyValuePair.Key;
var rawValue = keyValuePair.Value;
PropertyInfo propertyInfo;
var value = properties.TryGetValue(propertyName, out propertyInfo)
? DeserializeValueAs(serializer, rawValue, propertyInfo.PropertyType)
: DeserializeValueAs(serializer, rawValue, typeof(object));
style.Add(propertyName, value);
}
return style;
}
private static object DeserializeValueAs(JsonSerializer serializer, object value, Type type)
{
var json = JsonConvert.SerializeObject(value);
using (var textReader = new StringReader(json))
using (var jsonReader = new JsonTextReader(textReader))
{
return serializer.Deserialize(jsonReader, type);
}
}
public override bool CanConvert(Type objectType)
{
return objectType == typeof(GuiControlStyle);
}
}
}