Files
Spine_lab/viewpanel/src/com/spineview/ObjectPanel.java
T

943 lines
38 KiB
Java

package com.spineview;
import java.lang.reflect.Method;
import java.lang.reflect.Modifier;
import java.util.ArrayList;
import java.util.List;
/**
* "Spine View" 面板的内容:**场景对象的增删改查**。
*
* 布局(都是英文,编辑器缺中文字形):
* ```
* [Refresh] [New Bone]
* [New Slot] [Delete] [Rename]
* [新名字 TextField]
* ┌ 对象列表(每个对象一行,点一下就选中它)┐
* │ skeleton skeleton │
* │ bone root │
* │ ... │
* └─────────────────────────────────────────┘
* 状态行
* ```
*
* 两条硬约束(都在 `编辑器交互与数据API.md` 里):
* 1. **凡是要动编辑器模型/控件的代码,必须在编辑器的渲染线程上跑** ——
* 统一走 {@link SceneActions#onEditorThread}(它用编辑器的 `OG.B(Runnable)`)。
* 2. **所有动作都作用在"当前选择"上** —— 新建/删除/改名之前先 {@link SceneActions#select}。
*/
public final class ObjectPanel {
private ObjectPanel() {
}
/** 面板状态(静态:按钮回调是另一条线程进来的,靠它记住"当前对着谁操作")。 */
private static final class State {
ClassLoader loader;
Object skin;
Object listTable;
Object listScroll;
Object status;
String statusText;
Object nameField;
final java.util.Deque<String> log = new java.util.ArrayDeque<String>();
boolean rendering;
boolean logBlockStarted;
Object inspected; // 当前 Inspect 的对象
java.lang.reflect.Field fieldTarget; // 被点选的字段(可写值)
Object fieldOwner;
java.util.List<Object[]> inspectFields = new ArrayList<Object[]>();
List<Object> objects = new ArrayList<Object>();
Object target;
Class<?> tableClass;
Class<?> scrollClass;
Class<?> actorClass;
Class<?> cellClass;
Object listCell; // 承载列表 ScrollPane 的单元格
}
/**
* 建面板(由 {@link ViewInstaller#buildPanel} 调用)。返回的 Table 会被塞进 us.spineView。
*/
public static Object build(ClassLoader loader, Object skin) throws Exception {
final State state = new State();
state.loader = loader;
state.skin = skin;
Class<?> tableClass = Class.forName(Obf.TABLE, true, loader);
Class<?> cellClass = Class.forName(Obf.CELL, true, loader);
Class<?> actorClass = Class.forName(Obf.ACTOR, true, loader);
Class<?> scrollClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.ScrollPane", true, loader);
Class<?> skinClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.Skin", true, loader);
Class<?> fieldClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.TextField", true, loader);
state.tableClass = tableClass;
state.scrollClass = scrollClass;
state.actorClass = actorClass;
state.cellClass = cellClass;
Object root = tableClass.getConstructor().newInstance();
Object rows = tableClass.getConstructor().newInstance();
call(rows, Obf.TABLE_TOP, new Class<?>[0], tableClass);
state.listTable = tableClass.getConstructor().newInstance();
// 列表内容靠左上:ScrollPane 里控件比视口小时默认会居中,看起来就像"列表跑到中间/下面"
call(state.listTable, Obf.TABLE_TOP, new Class<?>[0], tableClass);
call(state.listTable, Obf.TABLE_LEFT, new Class<?>[0], tableClass);
Object scroll = scrollClass.getConstructor(actorClass, skinClass).newInstance(state.listTable, skin);
state.listScroll = scroll;
state.status = label(loader, skin, "Ready. Press Refresh to list scene objects.");
Object logScroll = null;
state.nameField = fieldClass.getConstructor(String.class, skinClass)
.newInstance("particle_bone", skin);
try {
logScroll = scrollClass.getConstructor(actorClass, skinClass).newInstance(state.status, skin);
} catch (Throwable error) {
System.err.println("[panel] 提示区滚动容器建不出来: " + error);
}
// 让面板铺满停靠框(WidgetGroup.setFillParent)。
call(root, Obf.TABLE_SET_FILL_PARENT, new Class<?>[] {boolean.class}, void.class, Boolean.TRUE);
// 内容整体靠上:不设的话控件会在停靠框里垂直居中/被挤到下面
call(root, Obf.TABLE_TOP, new Class<?>[0], tableClass);
Object refresh = button(loader, skin, "Refresh");
Object newBone = button(loader, skin, "New Bone");
Object newSlot = button(loader, skin, "New Slot");
Object newBBox = button(loader, skin, "New BBox");
Object newPath = button(loader, skin, "New Path");
Object delete = button(loader, skin, "Delete");
Object rename = button(loader, skin, "Rename");
Object inspect = button(loader, skin, "Inspect");
Object setValue = button(loader, skin, "Set Value");
// 按钮直接放进根表格:两行按钮 + 一行滚动列表(与阶段四验证过的结构一致)
Object[] top = {refresh, newBone, newSlot, newBBox, newPath, delete, rename, inspect, setValue};
for (int i = 0; i < top.length; i++) {
Object cell = call(root, Obf.TABLE_ADD, new Class<?>[] {actorClass}, cellClass, top[i]);
layoutCell(cell, Obf.CELL_LEFT);
if (i % 2 == 1 || i == top.length - 1) {
call(root, Obf.TABLE_ROW, new Class<?>[0], cellClass);
}
}
Object cell = call(root, Obf.TABLE_ADD, new Class<?>[] {actorClass}, cellClass, state.nameField);
layoutCell(cell, Obf.CELL_LEFT);
call(root, Obf.TABLE_ROW, new Class<?>[0], cellClass);
// 唯一 expand+fill 的单元格:内容区(上面是列表/Inspector,最下面是日志块,同一个滚动区)
cell = call(root, Obf.TABLE_ADD, new Class<?>[] {actorClass}, cellClass, scroll);
layoutCell(cell, Obf.CELL_TOP, Obf.CELL_EXPAND, Obf.CELL_FILL);
state.listCell = cell;
wire(loader, refresh, new Runnable() {
@Override
public void run() {
refreshList(state);
}
});
wire(loader, newBone, new Runnable() {
@Override
public void run() {
create(state, "Bone");
}
});
wire(loader, newSlot, new Runnable() {
@Override
public void run() {
create(state, "Slot");
}
});
wire(loader, newBBox, new Runnable() {
@Override
public void run() {
create(state, "Bounding Box");
}
});
wire(loader, newPath, new Runnable() {
@Override
public void run() {
create(state, "Path");
}
});
wire(loader, setValue, new Runnable() {
@Override
public void run() {
applyFieldValue(state);
}
});
wire(loader, inspect, new Runnable() {
@Override
public void run() {
inspect(state);
}
});
wire(loader, delete, new Runnable() {
@Override
public void run() {
if (state.target == null) {
setStatus(state, "Delete: select an object first.");
return;
}
Object victim = state.target;
String what = SceneObjects.kind(victim) + " " + SceneObjects.nameOf(victim);
state.target = null;
boolean ok = SceneActions.delete(state.loader, victim);
setStatus(state, (ok ? "Deleted " : "Delete failed: ") + what);
refreshList(state);
}
});
wire(loader, rename, new Runnable() {
@Override
public void run() {
if (state.target == null) {
setStatus(state, "Rename: select an object first.");
return;
}
String name = textFieldText(state.nameField);
boolean ok = SceneActions.rename(state.loader, state.target, name);
setStatus(state, (ok ? "Renamed to " : "Rename failed: ") + name);
refreshList(state);
}
});
startSelectionWatcher(state);
System.err.println("[panel] 增删改查面板已建好");
refreshList(state);
return root;
}
/** 只往内容表格末尾追加**一行**日志(必要时先补一行分隔标记)。 */
private static void appendLogRow(State state, String text) {
try {
Class<?> cellClass = Class.forName(Obf.CELL, true, state.loader);
Class<?> actorClass = Class.forName(Obf.ACTOR, true, state.loader);
if (!state.logBlockStarted) {
Object cell = call(state.listTable, Obf.TABLE_ADD, new Class<?>[] {actorClass},
cellClass, label(state.loader, state.skin, LOG_SEPARATOR));
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
state.logBlockStarted = true;
}
Object cell = call(state.listTable, Obf.TABLE_ADD, new Class<?>[] {actorClass},
cellClass, label(state.loader, state.skin, text));
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
invalidateList(state);
} catch (Throwable error) {
System.err.println("[panel] 日志行追加失败: " + error);
}
}
private static final String LOG_SEPARATOR = "---------- log ----------";
/** 在内容表格末尾追加"日志块"(分隔行 + 最近几条消息)。 */
private static void appendLogRows(State state) {
try {
Class<?> cellClass = Class.forName(Obf.CELL, true, state.loader);
Class<?> actorClass = Class.forName(Obf.ACTOR, true, state.loader);
Object cell = call(state.listTable, Obf.TABLE_ADD, new Class<?>[] {actorClass},
cellClass, label(state.loader, state.skin, LOG_SEPARATOR));
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
synchronized (state.log) {
for (String line : state.log) {
cell = call(state.listTable, Obf.TABLE_ADD, new Class<?>[] {actorClass},
cellClass, label(state.loader, state.skin, line));
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
}
}
state.logBlockStarted = true;
} catch (Throwable error) {
System.err.println("[panel] 日志块追加失败: " + error);
}
}
/** 状态文字:作为列表区的第一行显示(这样不再单独占根表格的一行,布局更稳)。 */
private static void statusRow(final State state, final String text) {
try {
Class<?> cellClass = Class.forName(Obf.CELL, true, state.loader);
Class<?> actorClass = Class.forName(Obf.ACTOR, true, state.loader);
Object label = label(state.loader, state.skin, text);
Object cell = call(state.listTable, Obf.TABLE_ADD, new Class<?>[] {actorClass},
cellClass, label);
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
} catch (Throwable error) {
System.err.println("[panel] 状态行写入失败: " + error);
}
}
/** 重新读一遍树、重建对象列表(全部在编辑器渲染线程上做)。 */
private static void refreshList(final State state) {
SceneActions.onEditorThread(state.loader, new Runnable() {
@Override
public void run() {
List<Object> objects;
state.rendering = true;
try {
objects = SceneObjects.listAllNodes(state.loader);
} catch (Throwable error) {
setStatus(state, "List failed: " + error);
return;
}
state.objects = objects;
try {
// Table.clearChildren()(载荷名 `SourceFile()V`):把列表里的行全清掉重建。
beginRender(state);
Class<?> cellClass = Class.forName(Obf.CELL, true, state.loader);
Class<?> actorClass = Class.forName(Obf.ACTOR, true, state.loader);
for (int i = 0; i < objects.size() && i < 300; i++) {
final Object object = objects.get(i);
Object row = button(state.loader, state.skin,
SceneObjects.kind(object) + " " + SceneObjects.nameOf(object));
Object cell = call(state.listTable, Obf.TABLE_ADD,
new Class<?>[] {actorClass}, cellClass, row);
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
wire(state.loader, row, new Runnable() {
@Override
public void run() {
selectTarget(state, object);
}
});
}
} catch (Throwable error) {
setStatus(state, "List build failed: " + error);
return;
}
setStatus(state, objects.size() + " scene objects"
+ (state.target == null ? "" : "; target = " + SceneObjects.kind(state.target)
+ " " + SceneObjects.nameOf(state.target)));
state.rendering = false;
appendLogRows(state);
invalidateList(state);
}
});
}
/** 点列表里的某一行:在编辑器层级树里选中它,并把它记成"当前操作对象"。 */
private static void selectTarget(final State state, final Object object) {
state.target = object;
boolean ok = SceneActions.select(state.loader, object);
setStatus(state, (ok ? "Selected " : "Select failed: ")
+ SceneObjects.kind(object) + " " + SceneObjects.nameOf(object));
}
/** 新建:以当前对象为父级跑编辑器的 `New <type>`。 */
/**
* 新建:以当前对象为父级跑编辑器的 `New <type>`。
* 名称输入框里**有字就用它**,没字就让编辑器那套自动化自己生成(`New Slot` 会弹输入框,
* 面板会自动把名字填进去并点 OK,见 SceneActions#fillDialogWhenReady)。
*/
private static void create(final State state, final String type) {
if (state.target == null) {
setStatus(state, "New " + type + ": select a parent object first.");
return;
}
Object parent = state.target;
String typed = textFieldText(state.nameField);
SceneActions.nextName(typed == null ? "" : typed.trim());
boolean ok = SceneActions.create(state.loader, parent, type);
String used = SceneActions.lastName();
setStatus(state, (ok ? "New " + type + " under " : "New " + type + " failed: ")
+ SceneObjects.kind(parent) + " " + SceneObjects.nameOf(parent)
+ (used == null ? "" : " name=" + used));
refreshList(state);
}
/**
* Inspector:把**编辑器里当前选中对象**的字段与方法列到列表区。
* 字段名是被混淆的(一堆 D/B/L),所以每行都带上类型;对象引用只显示类名。
*/
private static void inspect(final State state) {
SceneActions.onEditorThread(state.loader, new Runnable() {
@Override
public void run() {
Object object;
try {
object = SceneObjects.selected(state.loader);
} catch (Throwable error) {
setStatus(state, "Inspect failed: " + error);
return;
}
if (object == null) {
setStatus(state, "Inspect: nothing selected (click a row, or select in the editor tree).");
return;
}
List<String> lines = new ArrayList<String>();
final java.util.Map<Integer, Object[]> fieldRows =
new java.util.HashMap<Integer, Object[]>();
lines.add("selected: " + SceneObjects.kind(object) + " \"" + SceneObjects.nameOf(object)
+ "\" (" + object.getClass().getName() + ")");
state.inspected = object;
state.fieldTarget = null;
lines.add("--- fields (" + countFields(object) + ") --- (点一行字段可改值)");
final java.util.List<Object[]> fields = new ArrayList<Object[]>(); // {owner, field, valueText}
for (Class<?> type = object.getClass(); type != null && type != Object.class;
type = type.getSuperclass()) {
for (java.lang.reflect.Field field : type.getDeclaredFields()) {
if (Modifier.isStatic(field.getModifiers())) continue;
String value;
try {
field.setAccessible(true);
Object raw = field.get(object);
value = raw == null ? "null"
: (raw instanceof Number || raw instanceof Boolean || raw instanceof String)
? String.valueOf(raw) : raw.getClass().getName();
} catch (Throwable error) {
value = "<" + error.getClass().getSimpleName() + ">";
}
final int rowIndex = lines.size();
lines.add(" " + shortType(field.getType().getName()) + " " + field.getName()
+ " = " + value + " @" + type.getName());
fieldRows.put(Integer.valueOf(rowIndex), new Object[] {object, field, value});
fields.add(new Object[] {object, field, value});
}
}
state.inspectFields = fields;
lines.add("--- methods ---");
for (Method method : object.getClass().getMethods()) {
if (method.getDeclaringClass() == Object.class) continue;
StringBuilder params = new StringBuilder();
for (Class<?> parameter : method.getParameterTypes()) {
if (params.length() > 0) params.append(", ");
params.append(shortType(parameter.getName()));
}
lines.add(" " + shortType(method.getReturnType().getName()) + " " + method.getName()
+ "(" + params + ")");
}
fillRows(state, lines, fieldRows);
setStatus(state, "Inspected " + SceneObjects.kind(object) + " \""
+ SceneObjects.nameOf(object) + "\": " + (lines.size() - 2) + " entries");
}
});
}
/**
* 把输入框里的值写进"被点选的字段":直接反射改模型字段 + 包一次撤销 + 重建树节点,
* 然后重新 Inspect 一遍(值会立刻显出来)——这就是"改一个值看哪个字段动"的实验入口。
*/
private static void applyFieldValue(final State state) {
final java.lang.reflect.Field field = state.fieldTarget;
final Object owner = state.fieldOwner;
final String text = textFieldText(state.nameField);
if (field == null || owner == null) {
setStatus(state, "Set Value: click a field row first.");
return;
}
SceneActions.onEditorThread(state.loader, new Runnable() {
@Override
public void run() {
try {
field.setAccessible(true);
Class<?> type = field.getType();
Object value;
if (type == float.class) value = Float.valueOf(Float.parseFloat(text.trim()));
else if (type == int.class) value = Integer.valueOf(Integer.parseInt(text.trim()));
else if (type == boolean.class) value = Boolean.valueOf(Boolean.parseBoolean(text.trim()));
else if (type == double.class) value = Double.valueOf(Double.parseDouble(text.trim()));
else if (type == String.class) value = text;
else {
setStatus(state, "Set Value: unsupported type " + type.getName());
return;
}
Object skeleton = SceneActions.skeletonOf(owner);
Class<?> undo = Class.forName("un", true, state.loader);
java.lang.reflect.Method begin = null, commit = null;
for (Method m : undo.getDeclaredMethods()) {
if (!java.lang.reflect.Modifier.isStatic(m.getModifiers())) continue;
if (m.getParameterTypes().length != 0) continue;
if (m.getReturnType() != void.class) continue;
if (m.getName().equals("D")) begin = m;
if (m.getName().equals("B")) commit = m;
}
if (begin != null) begin.invoke(null);
field.set(owner, value);
if (commit != null) commit.invoke(null);
SceneActions.refresh(state.loader, skeleton);
setStatus(state, "Set " + field.getName() + " = " + text);
} catch (Throwable error) {
setStatus(state, "Set Value failed: " + error);
error.printStackTrace(System.err);
}
inspect(state);
}
});
}
/** 跟随编辑器里的选择:变了就自动重新 Inspect(做成"实时显示数据")。 */
private static void startSelectionWatcher(final State state) {
Thread thread = new Thread(new Runnable() {
@Override
public void run() {
Object last = null;
while (true) {
try {
Object current = SceneObjects.selected(state.loader);
if (current != null && current != last) {
last = current;
inspect(state);
}
Thread.sleep(600);
} catch (InterruptedException ignored) {
return;
} catch (Throwable error) {
try {
Thread.sleep(600);
} catch (InterruptedException ignored) {
return;
}
}
}
}
}, "spineview-selection-watch");
thread.setDaemon(true);
thread.start();
}
private static int countFields(Object object) {
int count = 0;
for (Class<?> type = object.getClass(); type != null && type != Object.class;
type = type.getSuperclass()) {
for (java.lang.reflect.Field field : type.getDeclaredFields()) {
if (!Modifier.isStatic(field.getModifiers())) count++;
}
}
return count;
}
private static String shortType(String name) {
int index = name.lastIndexOf('.');
String simple = index < 0 ? name : name.substring(index + 1);
if (simple.length() == 1) return name; // D/B/L 这种混淆名:带上包名才分得清
return simple;
}
/**
* 列表内容变了以后,必须让 `Table` 与 `ScrollPane` 重新算一遍尺寸 ——
* 否则 ScrollPane 里缓存的高度还是旧的,表现为"内容多了却不能滚"。
* `b_()V` = `invalidate()`(来源:MapMethods 对 gdx-1.11.0 的指纹比对)。
*/
/**
* 每次渲染都换一套**全新的 Table + ScrollPane**,塞回同一个单元格。
*
* 为什么必须换:ScrollPane 只在 layout 时量一次里面 widget 的高度,我们之后往 widget 里
* 加/删行,它记的高度还是旧的 —— maxY 一直是 0,滚轮就滚不动(你看到的现象)。
* 换一个新的 ScrollPane 最省事也最稳(只做这一件事,不改任何别的行为)。
*/
private static void beginRender(State state) throws Exception {
Object table = state.tableClass.getConstructor().newInstance();
call(table, Obf.TABLE_TOP, new Class<?>[0], state.tableClass);
call(table, Obf.TABLE_LEFT, new Class<?>[0], state.tableClass);
Class<?> skinClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.Skin", true, state.loader);
Object scroll = state.scrollClass.getConstructor(state.actorClass, skinClass)
.newInstance(table, state.skin);
state.listTable = table;
state.listScroll = scroll;
if (state.listCell != null) {
// Cell.setActor(Actor):把旧 ScrollPane 换成新的
call(state.listCell, "D", new Class<?>[] {state.actorClass}, state.cellClass, scroll);
}
state.logBlockStarted = false;
}
private static void invalidateList(final State state) {
try {
call(state.listTable, "b_", new Class<?>[0], void.class);
} catch (Throwable ignored) {
// 名字对不上就算了
}
try {
call(state.listScroll, "b_", new Class<?>[0], void.class);
} catch (Throwable ignored) {
// 同上
}
}
/**
* 填列表区:普通行是只读文本;`clickable` 里的行做成可点按钮——
* 点一下 = 选中该字段(把当前值读进输入框),配合 `Set Value` 就能改值做实验。
*/
private static void fillRows(final State state, List<String> lines,
java.util.Map<Integer, Object[]> clickable) {
try {
beginRender(state);
Class<?> cellClass = Class.forName(Obf.CELL, true, state.loader);
Class<?> actorClass = Class.forName(Obf.ACTOR, true, state.loader);
for (int i = 0; i < lines.size(); i++) {
final Object[] target = clickable.get(Integer.valueOf(i));
Object row = button(state.loader, state.skin, lines.get(i));
Object cell = call(state.listTable, Obf.TABLE_ADD, new Class<?>[] {actorClass},
cellClass, row);
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
if (target != null) {
final String valueText = String.valueOf(target[2]);
wire(state.loader, row, new Runnable() {
@Override
public void run() {
state.fieldOwner = target[0];
state.fieldTarget = (java.lang.reflect.Field) target[1];
setInputText(state, valueText);
setStatus(state, "Picked field " + state.fieldTarget.getName()
+ " (value " + valueText + ") -- edit the name box, then Set Value");
}
});
}
}
state.rendering = false;
appendLogRows(state);
invalidateList(state);
} catch (Throwable error) {
System.err.println("[panel] 字段列表填充失败: " + error);
}
}
/** 把文字写进面板顶部的输入框(改字段值用)。 */
private static void setInputText(final State state, final String text) {
SceneActions.onEditorThread(state.loader, new Runnable() {
@Override
public void run() {
for (Method method : state.nameField.getClass().getMethods()) {
Class<?>[] types = method.getParameterTypes();
if (types.length != 1) continue;
if (method.getReturnType() != void.class) continue;
if (types[0] != String.class && types[0] != CharSequence.class) continue;
try {
method.setAccessible(true);
method.invoke(state.nameField, text);
return;
} catch (Throwable ignored) {
// 换下一个
}
}
}
});
}
/** 用纯文本行填列表区(行不可点)。 */
private static void fillTextRows(final State state, List<String> lines) {
try {
beginRender(state);
Class<?> cellClass = Class.forName(Obf.CELL, true, state.loader);
Class<?> actorClass = Class.forName(Obf.ACTOR, true, state.loader);
for (String line : lines) {
Object row = button(state.loader, state.skin, line);
Object cell = call(state.listTable, Obf.TABLE_ADD, new Class<?>[] {actorClass},
cellClass, row);
layoutCell(cell, Obf.CELL_LEFT);
call(state.listTable, Obf.TABLE_ROW, new Class<?>[0], cellClass);
}
state.rendering = false;
appendLogRows(state);
invalidateList(state);
} catch (Throwable error) {
System.err.println("[panel] inspector 填充失败: " + error);
}
}
/**
* 状态文字:改完布局后不再单独占一行(那会把列表挤下去),改成写日志 +
* 记在 state 里,下一次 {@link #refreshList} 会把它显示为列表区第一行。
*/
/**
* 下段的"实时提示":保留最近 {@link #LOG_LINES} 条,多行显示在底部。
* 所有 setText 都要在渲染线程上做。
*/
private static final int LOG_LINES = 6;
private static void setStatus(final State state, final String text) {
state.statusText = text;
System.err.println("[panel] " + text);
synchronized (state.log) {
state.log.addLast(text);
while (state.log.size() > LOG_LINES) state.log.removeFirst();
}
// 只追加一行日志:千万不要在这里重跑列表渲染,否则 Inspect 写好的字段清单会被覆盖
if (!state.rendering) appendLogRow(state, text);
}
/** TextField 里的文字(名字被混淆了,按"无参 + 返回 String"取)。 */
private static String textFieldText(Object field) {
for (Method method : field.getClass().getMethods()) {
if (method.getParameterTypes().length != 0) continue;
if (method.getReturnType() != String.class) continue;
try {
method.setAccessible(true);
Object value = method.invoke(field);
if (value instanceof String) return (String) value;
} catch (Throwable ignored) {
// 换下一个
}
}
return "particle_bone";
}
private static Object button(ClassLoader loader, Object skin, String text) throws Exception {
Class<?> buttonClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.TextButton", true, loader);
Class<?> skinClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.Skin", true, loader);
return buttonClass.getConstructor(String.class, skinClass).newInstance(text, skin);
}
private static Object label(ClassLoader loader, Object skin, String text) throws Exception {
Class<?> labelClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.Label", true, loader);
Class<?> skinClass = Class.forName("com.badlogic.gdx.scenes.scene2d.ui.Skin", true, loader);
return labelClass.getConstructor(CharSequence.class, skinClass).newInstance(text, skin);
}
// ==================== 按钮点击:一个轮询线程 + 一张路由表 ====================
//
// libGDX 的 Button 自己带 ClickListener,点一下会翻转 isChecked,所以轮询 isChecked 就等于监听点击。
// 用轮询而不是 addListener,是因为监听器接口的实例没法用反射 new 出来(Scene2dPanel 里已经踩过)。
// 一条路由 = { button, action, isCheckedMethod, setCheckedQuietMethod }。
private static final List<Object[]> ROUTES = new ArrayList<Object[]>();
private static volatile boolean routerStarted;
/** 验证用:记住面板上的按钮(标签 → 按钮),探针可以按标签"点"它们。 */
private static final java.util.Map<String, Object> BUTTONS =
new java.util.LinkedHashMap<String, Object>();
/** 建面板的顺序(验证用):0 Refresh 1 New Bone 2 New Slot 3 New BBox 4 New Path 5 Delete 6 Rename。 */
private static final List<Object> ORDER = new ArrayList<Object>();
static Object buttonAt(int index) {
synchronized (ORDER) {
return index >= 0 && index < ORDER.size() ? ORDER.get(index) : null;
}
}
static void remember(String label, Object button) {
synchronized (BUTTONS) {
BUTTONS.put(label, button);
ORDER.add(button);
if (ROUTES.size() > 100000) BUTTONS.clear();
}
}
static Object panelButton(String label) {
synchronized (BUTTONS) {
return BUTTONS.get(label);
}
}
static void wire(ClassLoader loader, Object button, Runnable action) {
try {
Method isChecked = null;
Method resetQuiet = null;
Class<?> buttonClass = button.getClass();
for (Method method : buttonClass.getMethods()) {
if (!method.getName().equals(Obf.BUTTON_IS_CHECKED)) continue;
if (method.getParameterTypes().length != 0) continue;
if (method.getReturnType() != boolean.class) continue;
isChecked = method;
break;
}
for (Method method : buttonClass.getMethods()) {
if (!method.getName().equals(Obf.BUTTON_SET_CHECKED_FIRE)) continue;
if (method.getParameterTypes().length != 2) continue;
if (method.getParameterTypes()[0] != boolean.class
|| method.getParameterTypes()[1] != boolean.class) continue;
resetQuiet = method;
break;
}
if (isChecked == null) {
System.err.println("[panel] 找不到 isChecked,按钮不响应: " + button);
return;
}
isChecked.setAccessible(true);
if (resetQuiet != null) resetQuiet.setAccessible(true);
synchronized (ROUTES) {
ROUTES.add(new Object[] {button, action, isChecked, resetQuiet});
}
remember(buttonLabel(button), button);
startRouter();
} catch (Throwable error) {
System.err.println("[panel] 接按钮失败: " + error);
}
}
/** 按钮上的文字(TextButton 自己的 getText;不取 Actor.getName)。 */
static String buttonLabel(Object button) {
for (Class<?> type = button.getClass(); type != null
&& !type.getName().equals(Obf.ACTOR); type = type.getSuperclass()) {
for (Method method : type.getDeclaredMethods()) {
if (method.getParameterTypes().length != 0) continue;
if (method.getReturnType() != String.class) continue;
// 跳过 Object/Actor 那一批(toString 会返回 "TextButton: Refresh" 这种调试串)
if (method.getName().equals("toString")) continue;
if (method.getName().equals("hashCode")) continue;
if (method.getName().equals("equals")) continue;
if (method.getName().equals("getName")) continue;
try {
method.setAccessible(true);
Object value = method.invoke(button);
if (value instanceof String) return (String) value;
} catch (Throwable ignored) {
// 换下一个
}
}
}
return "?";
}
private static void startRouter() {
if (routerStarted) return;
synchronized (ObjectPanel.class) {
if (routerStarted) return;
routerStarted = true;
}
Thread thread = new Thread(new Runnable() {
@Override
public void run() {
while (true) {
try {
List<Object[]> snapshot;
synchronized (ROUTES) {
snapshot = new ArrayList<Object[]>(ROUTES);
}
for (Object[] route : snapshot) {
if (!Boolean.TRUE.equals(((Method) route[2]).invoke(route[0]))) continue;
Method resetQuiet = (Method) route[3];
if (resetQuiet != null) {
resetQuiet.invoke(route[0], Boolean.FALSE, Boolean.FALSE);
}
try {
((Runnable) route[1]).run();
} catch (Throwable error) {
System.err.println("[panel] 动作失败: " + error);
error.printStackTrace(System.err);
}
}
Thread.sleep(80);
} catch (InterruptedException ignored) {
return;
} catch (Throwable error) {
System.err.println("[panel] 轮询异常: " + error);
return;
}
}
}
}, "spineview-crud-router");
thread.setDaemon(true);
thread.start();
}
// ==================== 反射小工具(名字被混淆,一律"名字 + 参数 + 返回类型"三判) ====================
/**
* 验证用探针:按顺序"点"面板上的按钮,然后把每一步的结果打出来。
* 点击 = 调 `setChecked(true, true)`(与真人点击效果一致:路由器看到 isChecked 就执行动作)。
*/
public static String probePanel(ClassLoader loader) {
StringBuilder out = new StringBuilder();
out.append("buttons: ").append(buttonLabels()).append('\n');
press(0, out); // Refresh
out.append("after Refresh: ").append(rows(loader)).append('\n');
// 列表是 Refresh 之后才建出来的,找到 "bone bone3" 那一行并按它
press(panelButton("bone bone3"), "row bone bone3", out);
out.append("after select: ").append(rows(loader)).append('\n');
press(2, out); // New Slot(会弹输入框,看面板能不能自己填+点 OK)
sleepQuiet(3000);
out.append("after New Slot: ").append(rows(loader)).append('\n');
press(3, out); // New BBox
sleepQuiet(3000);
out.append("after New BBox: ").append(rows(loader)).append('\n');
return out.toString();
}
private static void press(String label, StringBuilder out) {
press(panelButton(label), label, out);
}
private static void press(int index, StringBuilder out) {
press(buttonAt(index), "#" + index, out);
}
private static void press(Object button, String label, StringBuilder out) {
if (button == null) {
out.append("press ").append(label).append(" -> button not found\n");
return;
}
try {
Method setChecked = null;
for (Method method : button.getClass().getMethods()) {
if (!method.getName().equals(Obf.BUTTON_SET_CHECKED_FIRE)) continue;
Class<?>[] types = method.getParameterTypes();
if (types.length != 2 || types[0] != boolean.class || types[1] != boolean.class) continue;
setChecked = method;
break;
}
if (setChecked == null) {
out.append("press ").append(label).append(" -> no setChecked(boolean,boolean)\n");
return;
}
setChecked.setAccessible(true);
setChecked.invoke(button, Boolean.TRUE, Boolean.TRUE);
out.append("press ").append(label).append(" ok\n");
sleepQuiet(600);
} catch (Throwable error) {
out.append("press ").append(label).append(" failed: ").append(error).append('\n');
}
}
private static void sleepQuiet(long millis) {
try {
Thread.sleep(millis);
} catch (InterruptedException ignored) {
Thread.currentThread().interrupt();
}
}
private static String buttonLabels() {
StringBuilder out = new StringBuilder();
synchronized (BUTTONS) {
for (String label : BUTTONS.keySet()) {
if (out.length() > 0) out.append(", ");
out.append('"').append(label).append('"');
}
}
return out.toString();
}
private static String rows(ClassLoader loader) {
StringBuilder out = new StringBuilder();
try {
for (Object item : SceneObjects.listAllNodes(loader)) {
out.append(SceneObjects.kind(item)).append(' ').append(SceneObjects.nameOf(item))
.append(" | ");
}
} catch (Throwable ignored) {
// 换下面那条路
}
return out.toString();
}
static Object call(Object target, String name, Class<?>[] parameterTypes, Class<?> returnType,
Object... arguments) throws Exception {
for (Class<?> type = target.getClass(); type != null && type != Object.class;
type = type.getSuperclass()) {
for (Method method : type.getMethods()) {
if (!method.getName().equals(name)) continue;
if (Modifier.isStatic(method.getModifiers())) continue;
if (!java.util.Arrays.equals(method.getParameterTypes(), parameterTypes)) continue;
if (returnType != null && method.getReturnType() != returnType) continue;
method.setAccessible(true);
return method.invoke(target, arguments);
}
}
throw new NoSuchMethodException(target.getClass().getName() + "." + name
+ java.util.Arrays.toString(parameterTypes));
}
static void layoutCell(Object cell, String... names) {
for (String name : names) {
try {
Method method = cell.getClass().getMethod(name);
method.setAccessible(true);
method.invoke(cell);
} catch (Throwable error) {
System.err.println("[panel] 单元格布局 " + name + " 失败: " + error);
}
}
}
}