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//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, 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.
//-----------------------------------------------------------------------------
# ifndef TERRAINASSET_H
# include "TerrainAsset.h"
# endif
# ifndef _ASSET_MANAGER_H_
# include "assets/assetManager.h"
# endif
# ifndef _CONSOLETYPES_H_
# include "console/consoleTypes.h"
# endif
# ifndef _TAML_
# include "persistence/taml/taml.h"
# endif
# ifndef _ASSET_PTR_H_
# include "assets/assetPtr.h"
# endif
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# include "T3D/assets/TerrainMaterialAsset.h"
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# include "assetImporter.h"
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//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT ( TerrainAsset ) ;
ConsoleType ( TerrainAssetPtr , TypeTerrainAssetPtr , TerrainAsset , ASSET_ID_FIELD_PREFIX )
//-----------------------------------------------------------------------------
ConsoleGetType ( TypeTerrainAssetPtr )
{
// Fetch asset Id.
return ( * ( ( AssetPtr < TerrainAsset > * ) dptr ) ) . getAssetId ( ) ;
}
//-----------------------------------------------------------------------------
ConsoleSetType ( TypeTerrainAssetPtr )
{
// Was a single argument specified?
if ( argc = = 1 )
{
// Yes, so fetch field value.
const char * pFieldValue = argv [ 0 ] ;
// Fetch asset pointer.
AssetPtr < TerrainAsset > * pAssetPtr = dynamic_cast < AssetPtr < TerrainAsset > * > ( ( AssetPtrBase * ) ( dptr ) ) ;
// Is the asset pointer the correct type?
if ( pAssetPtr = = NULL )
{
// No, so fail.
//Con::warnf("(TypeMaterialAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return ;
}
// Set asset.
pAssetPtr - > setAssetId ( pFieldValue ) ;
return ;
}
// Warn.
Con : : warnf ( " (TypeTerrainAssetPtr) - Cannot set multiple args to a single asset. " ) ;
}
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//-----------------------------------------------------------------------------
ConsoleType ( assetIdString , TypeTerrainAssetId , String , ASSET_ID_FIELD_PREFIX )
ConsoleGetType ( TypeTerrainAssetId )
{
// Fetch asset Id.
return * ( ( const char * * ) ( dptr ) ) ;
}
ConsoleSetType ( TypeTerrainAssetId )
{
// Was a single argument specified?
if ( argc = = 1 )
{
// Yes, so fetch field value.
const char * pFieldValue = argv [ 0 ] ;
// Fetch asset Id.
StringTableEntry * assetId = ( StringTableEntry * ) ( dptr ) ;
// Update asset value.
* assetId = StringTable - > insert ( pFieldValue ) ;
return ;
}
// Warn.
Con : : warnf ( " (TypeAssetId) - Cannot set multiple args to a single asset. " ) ;
}
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//-----------------------------------------------------------------------------
TerrainAsset : : TerrainAsset ( )
{
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mTerrainFilePath = StringTable - > EmptyString ( ) ;
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}
//-----------------------------------------------------------------------------
TerrainAsset : : ~ TerrainAsset ( )
{
}
//-----------------------------------------------------------------------------
void TerrainAsset : : initPersistFields ( )
{
// Call parent.
Parent : : initPersistFields ( ) ;
//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, TerrainAsset), "");
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addProtectedField ( " terrainFile " , TypeAssetLooseFilePath , Offset ( mTerrainFilePath , TerrainAsset ) ,
& setTerrainFilePath , & getTerrainFilePath , " Path to the file containing the terrain data. " ) ;
}
void TerrainAsset : : setDataField ( StringTableEntry slotName , const char * array , const char * value )
{
Parent : : setDataField ( slotName , array , value ) ;
//Now, if it's a material slot of some fashion, set it up
StringTableEntry matSlotName = StringTable - > insert ( " terrainMaterialAsset " ) ;
if ( String ( slotName ) . startsWith ( matSlotName ) )
{
StringTableEntry matId = StringTable - > insert ( value ) ;
mTerrMaterialAssetIds . push_back ( matId ) ;
}
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}
void TerrainAsset : : initializeAsset ( )
{
// Call parent.
Parent : : initializeAsset ( ) ;
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
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mTerrainFilePath = expandAssetFilePath ( mTerrainFilePath ) ;
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loadTerrain ( ) ;
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}
void TerrainAsset : : onAssetRefresh ( )
{
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mTerrainFilePath = expandAssetFilePath ( mTerrainFilePath ) ;
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loadTerrain ( ) ;
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}
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void TerrainAsset : : setTerrainFilePath ( const char * pScriptFile )
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{
// Sanity!
AssertFatal ( pScriptFile ! = NULL , " Cannot use a NULL script file. " ) ;
// Fetch image file.
pScriptFile = StringTable - > insert ( pScriptFile ) ;
// Update.
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
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mTerrainFilePath = pScriptFile ;
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// Refresh the asset.
refreshAsset ( ) ;
}
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bool TerrainAsset : : loadTerrain ( )
{
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
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if ( ! Platform : : isFile ( mTerrainFilePath ) )
return false ;
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mTerrMaterialAssets . clear ( ) ;
mTerrMaterialAssetIds . clear ( ) ;
//First, load any material, animation, etc assets we may be referencing in our asset
// Find any asset dependencies.
AssetManager : : typeAssetDependsOnHash : : Iterator assetDependenciesItr = mpOwningAssetManager - > getDependedOnAssets ( ) - > find ( mpAssetDefinition - > mAssetId ) ;
// Does the asset have any dependencies?
if ( assetDependenciesItr ! = mpOwningAssetManager - > getDependedOnAssets ( ) - > end ( ) )
{
// Iterate all dependencies.
while ( assetDependenciesItr ! = mpOwningAssetManager - > getDependedOnAssets ( ) - > end ( ) & & assetDependenciesItr - > key = = mpAssetDefinition - > mAssetId )
{
StringTableEntry assetType = mpOwningAssetManager - > getAssetType ( assetDependenciesItr - > value ) ;
if ( assetType = = StringTable - > insert ( " TerrainMaterialAsset " ) )
{
mTerrMaterialAssetIds . push_front ( assetDependenciesItr - > value ) ;
//Force the asset to become initialized if it hasn't been already
AssetPtr < TerrainMaterialAsset > matAsset = assetDependenciesItr - > value ;
mTerrMaterialAssets . push_front ( matAsset ) ;
}
// Next dependency.
assetDependenciesItr + + ;
}
}
mTerrainFile = ResourceManager : : get ( ) . load ( mTerrainFilePath ) ;
if ( mTerrainFile )
return true ;
return false ;
}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
//Utility function to 'fill out' bindings and resources with a matching asset if one exists
bool TerrainAsset : : getAssetByFilename ( StringTableEntry fileName , AssetPtr < TerrainAsset > * shapeAsset )
{
AssetQuery query ;
S32 foundAssetcount = AssetDatabase . findAssetLooseFile ( & query , fileName ) ;
if ( foundAssetcount = = 0 )
{
//Didn't find any assets
//If possible, see if we can run an in-place import and the get the asset from that
# if TORQUE_DEBUG
Con : : warnf ( " TerrainAsset::getAssetByFilename - Attempted to in-place import a terrainFile(%s) that had no associated asset " , fileName ) ;
# endif
Torque : : Path terrFilePath = fileName ;
TerrainAsset * newTerrainAsset = new TerrainAsset ( ) ;
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String assetName = terrFilePath . getFileName ( ) ;
assetName . replace ( " " , " _ " ) ;
newTerrainAsset - > setAssetName ( assetName . c_str ( ) ) ;
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String terrainPathBind = terrFilePath . getFileName ( ) + terrFilePath . getExtension ( ) ;
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newTerrainAsset - > mTerrainFilePath = StringTable - > insert ( terrainPathBind . c_str ( ) ) ;
newTerrainAsset - > saveAsset ( ) ;
Taml taml ;
// Yes, so set it.
taml . setFormatMode ( Taml : : getFormatModeEnum ( " xml " ) ) ;
// Turn-off auto-formatting.
taml . setAutoFormat ( false ) ;
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String tamlPath = terrFilePath . getFullPath ( ) + " / " + assetName + " .asset.taml " ;
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// Read object.
bool success = taml . write ( newTerrainAsset , tamlPath . c_str ( ) ) ;
if ( ! success )
{
Con : : printf ( " TerrainAsset::getAssetByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset " , fileName ) ;
return false ;
}
ModuleDefinition * targetModuleDef = AssetImporter : : getModuleFromPath ( fileName ) ;
if ( ! targetModuleDef )
{
Con : : printf ( " TerrainAsset::getAssetByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a valid Module for the filePath " , fileName ) ;
return false ;
}
success = AssetDatabase . addDeclaredAsset ( targetModuleDef , tamlPath . c_str ( ) ) ;
if ( ! success )
{
Con : : printf ( " TerrainAsset::getAssetByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a register asset with path " , tamlPath . c_str ( ) ) ;
return false ;
}
String assetId = targetModuleDef - > getModuleId ( ) ;
assetId + = " : " ;
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assetId + = assetName . c_str ( ) ;
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StringTableEntry resultingAssetId = StringTable - > insert ( assetId . c_str ( ) ) ;
if ( resultingAssetId ! = StringTable - > EmptyString ( ) )
{
shapeAsset - > setAssetId ( resultingAssetId ) ;
if ( ! shapeAsset - > isNull ( ) )
return true ;
}
//That didn't work, so fail out
return false ;
}
else
{
//acquire and bind the asset, and return it out
shapeAsset - > setAssetId ( query . mAssetList [ 0 ] ) ;
return true ;
}
}
StringTableEntry TerrainAsset : : getAssetIdByFilename ( StringTableEntry fileName )
{
if ( fileName = = StringTable - > EmptyString ( ) )
return StringTable - > EmptyString ( ) ;
StringTableEntry shapeAssetId = StringTable - > EmptyString ( ) ;
AssetQuery query ;
S32 foundAssetcount = AssetDatabase . findAssetLooseFile ( & query , fileName ) ;
if ( foundAssetcount = = 0 )
{
//Didn't find any assets
//If possible, see if we can run an in-place import and the get the asset from that
# if TORQUE_DEBUG
Con : : warnf ( " TerrainAsset::getAssetByFilename - Attempted to in-place import a terrainFile(%s) that had no associated asset " , fileName ) ;
# endif
Torque : : Path terrFilePath = fileName ;
TerrainAsset * newTerrainAsset = new TerrainAsset ( ) ;
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String assetName = terrFilePath . getFileName ( ) ;
assetName . replace ( " " , " _ " ) ;
newTerrainAsset - > setAssetName ( assetName . c_str ( ) ) ;
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String terrainPathBind = terrFilePath . getFileName ( ) + " . " + terrFilePath . getExtension ( ) ;
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newTerrainAsset - > mTerrainFilePath = StringTable - > insert ( terrainPathBind . c_str ( ) ) ;
newTerrainAsset - > saveAsset ( ) ;
Taml taml ;
// Yes, so set it.
taml . setFormatMode ( Taml : : getFormatModeEnum ( " xml " ) ) ;
// Turn-off auto-formatting.
taml . setAutoFormat ( false ) ;
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String tamlPath = terrFilePath . getPath ( ) + " / " + assetName + " .asset.taml " ;
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// Read object.
bool success = taml . write ( newTerrainAsset , tamlPath . c_str ( ) ) ;
if ( ! success )
{
Con : : printf ( " TerrainAsset::getAssetIdByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset " , fileName ) ;
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return StringTable - > EmptyString ( ) ;
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}
ModuleDefinition * targetModuleDef = AssetImporter : : getModuleFromPath ( fileName ) ;
if ( ! targetModuleDef )
{
Con : : printf ( " TerrainAsset::getAssetIdByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a valid Module for the filePath " , fileName ) ;
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return StringTable - > EmptyString ( ) ;
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}
success = AssetDatabase . addDeclaredAsset ( targetModuleDef , tamlPath . c_str ( ) ) ;
if ( ! success )
{
Con : : printf ( " TerrainAsset::getAssetIdByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a register asset with path " , tamlPath . c_str ( ) ) ;
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return StringTable - > EmptyString ( ) ;
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}
String assetId = targetModuleDef - > getModuleId ( ) ;
assetId + = " : " ;
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assetId + = assetName . c_str ( ) ;
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StringTableEntry resultingAssetId = StringTable - > insert ( assetId . c_str ( ) ) ;
if ( resultingAssetId ! = StringTable - > EmptyString ( ) )
{
shapeAssetId = resultingAssetId ;
return shapeAssetId ;
}
}
else
{
//acquire and bind the asset, and return it out
shapeAssetId = query . mAssetList [ 0 ] ;
}
return shapeAssetId ;
}
bool TerrainAsset : : getAssetById ( StringTableEntry assetId , AssetPtr < TerrainAsset > * shapeAsset )
{
( * shapeAsset ) = assetId ;
if ( ! shapeAsset - > isNull ( ) )
return true ;
return false ;
}
//------------------------------------------------------------------------------
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void TerrainAsset : : copyTo ( SimObject * object )
{
// Call to parent.
Parent : : copyTo ( object ) ;
}
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT ( GuiInspectorTypeTerrainAssetPtr ) ;
ConsoleDocClass ( GuiInspectorTypeTerrainAssetPtr ,
" @brief Inspector field type for Material Asset Objects \n \n "
" Editor use only. \n \n "
" @internal "
) ;
void GuiInspectorTypeTerrainAssetPtr : : consoleInit ( )
{
Parent : : consoleInit ( ) ;
ConsoleBaseType : : getType ( TypeTerrainAssetPtr ) - > setInspectorFieldType ( " GuiInspectorTypeTerrainAssetPtr " ) ;
}
GuiControl * GuiInspectorTypeTerrainAssetPtr : : constructEditControl ( )
{
// Create base filename edit controls
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GuiControl * retCtrl = Parent : : constructEditControl ( ) ;
if ( retCtrl = = NULL )
return retCtrl ;
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// Change filespec
char szBuffer [ 512 ] ;
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dSprintf ( szBuffer , sizeof ( szBuffer ) , " AssetBrowser.showDialog( \" TerrainAsset \" , \" AssetBrowser.changeAsset \" , %s, %s); " ,
mInspector - > getInspectObject ( ) - > getIdString ( ) , mCaption ) ;
mBrowseButton - > setField ( " Command " , szBuffer ) ;
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const char * id = mInspector - > getInspectObject ( ) - > getIdString ( ) ;
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setDataField ( StringTable - > insert ( " targetObject " ) , NULL , mInspector - > getInspectObject ( ) - > getIdString ( ) ) ;
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// Create "Open in ShapeEditor" button
mShapeEdButton = new GuiBitmapButtonCtrl ( ) ;
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mShapeEdButton - > setField ( " Command " , " EditorGui.setEditor(TerrainEditorPlugin); " ) ;
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char bitmapName [ 512 ] = " tools/worldEditor/images/toolbar/shape-editor " ;
mShapeEdButton - > setBitmap ( bitmapName ) ;
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mShapeEdButton - > setDataField ( StringTable - > insert ( " Profile " ) , NULL , " GuiButtonProfile " ) ;
mShapeEdButton - > setDataField ( StringTable - > insert ( " tooltipprofile " ) , NULL , " GuiToolTipProfile " ) ;
mShapeEdButton - > setDataField ( StringTable - > insert ( " hovertime " ) , NULL , " 1000 " ) ;
mShapeEdButton - > setDataField ( StringTable - > insert ( " tooltip " ) , NULL , " Open this file in the Shape Editor " ) ;
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mShapeEdButton - > registerObject ( ) ;
addObject ( mShapeEdButton ) ;
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return retCtrl ;
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}
bool GuiInspectorTypeTerrainAssetPtr : : updateRects ( )
{
S32 dividerPos , dividerMargin ;
mInspector - > getDivider ( dividerPos , dividerMargin ) ;
Point2I fieldExtent = getExtent ( ) ;
Point2I fieldPos = getPosition ( ) ;
mCaptionRect . set ( 0 , 0 , fieldExtent . x - dividerPos - dividerMargin , fieldExtent . y ) ;
mEditCtrlRect . set ( fieldExtent . x - dividerPos + dividerMargin , 1 , dividerPos - dividerMargin - 34 , fieldExtent . y ) ;
bool resized = mEdit - > resize ( mEditCtrlRect . point , mEditCtrlRect . extent ) ;
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if ( mBrowseButton ! = NULL )
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{
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mBrowseRect . set ( fieldExtent . x - 32 , 2 , 14 , fieldExtent . y - 4 ) ;
resized | = mBrowseButton - > resize ( mBrowseRect . point , mBrowseRect . extent ) ;
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}
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if ( mShapeEdButton ! = NULL )
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{
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RectI shapeEdRect ( fieldExtent . x - 16 , 2 , 14 , fieldExtent . y - 4 ) ;
resized | = mShapeEdButton - > resize ( shapeEdRect . point , shapeEdRect . extent ) ;
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}
return resized ;
}
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IMPLEMENT_CONOBJECT ( GuiInspectorTypeTerrainAssetId ) ;
ConsoleDocClass ( GuiInspectorTypeTerrainAssetId ,
" @brief Inspector field type for Shapes \n \n "
" Editor use only. \n \n "
" @internal "
) ;
void GuiInspectorTypeTerrainAssetId : : consoleInit ( )
{
Parent : : consoleInit ( ) ;
ConsoleBaseType : : getType ( TypeTerrainAssetId ) - > setInspectorFieldType ( " GuiInspectorTypeTerrainAssetId " ) ;
}