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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 MATERIALASSET_H
# include "MaterialAsset.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/assetImporter.h"
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StringTableEntry MaterialAsset : : smNoMaterialAssetFallback = NULL ;
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//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT ( MaterialAsset ) ;
ConsoleType ( MaterialAssetPtr , TypeMaterialAssetPtr , MaterialAsset , ASSET_ID_FIELD_PREFIX )
//-----------------------------------------------------------------------------
ConsoleGetType ( TypeMaterialAssetPtr )
{
// Fetch asset Id.
return ( * ( ( AssetPtr < MaterialAsset > * ) dptr ) ) . getAssetId ( ) ;
}
//-----------------------------------------------------------------------------
ConsoleSetType ( TypeMaterialAssetPtr )
{
// Was a single argument specified?
if ( argc = = 1 )
{
// Yes, so fetch field value.
const char * pFieldValue = argv [ 0 ] ;
// Fetch asset pointer.
AssetPtr < MaterialAsset > * pAssetPtr = dynamic_cast < AssetPtr < MaterialAsset > * > ( ( 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 ( " (TypeMaterialAssetPtr) - Cannot set multiple args to a single asset. " ) ;
}
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ConsoleType ( assetIdString , TypeMaterialAssetId , const char * , ASSET_ID_FIELD_PREFIX )
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ConsoleGetType ( TypeMaterialAssetId )
{
// Fetch asset Id.
return * ( ( const char * * ) ( dptr ) ) ;
}
ConsoleSetType ( TypeMaterialAssetId )
{
// 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 ( " (TypeMaterialAssetId) - Cannot set multiple args to a single asset. " ) ;
}
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//-----------------------------------------------------------------------------
MaterialAsset : : MaterialAsset ( )
{
mShaderGraphFile = " " ;
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mScriptFile = StringTable - > EmptyString ( ) ;
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mScriptPath = StringTable - > EmptyString ( ) ;
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mMatDefinitionName = StringTable - > EmptyString ( ) ;
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mMaterialDefinition = nullptr ;
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}
//-----------------------------------------------------------------------------
MaterialAsset : : ~ MaterialAsset ( )
{
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//SAFE_DELETE(mMaterialDefinition);
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}
//-----------------------------------------------------------------------------
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void MaterialAsset : : consoleInit ( )
{
Parent : : consoleInit ( ) ;
Con : : addVariable ( " $Core::NoMaterialAssetFallback " , TypeString , & smNoMaterialAssetFallback ,
" The assetId of the material to display when the requested material asset is missing. \n "
" @ingroup GFX \n " ) ;
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smNoMaterialAssetFallback = StringTable - > insert ( Con : : getVariable ( " $Core::NoMaterialAssetFallback " ) ) ;
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}
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void MaterialAsset : : initPersistFields ( )
{
// Call parent.
Parent : : initPersistFields ( ) ;
//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, MaterialAsset), "");
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addProtectedField ( " scriptFile " , TypeAssetLooseFilePath , Offset ( mScriptFile , MaterialAsset ) ,
& setScriptFile , & getScriptFile , " Path to the file containing the material definition. " ) ;
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addField ( " materialDefinitionName " , TypeString , Offset ( mMatDefinitionName , MaterialAsset ) , " Name of the material definition this asset is for. " ) ;
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}
void MaterialAsset : : initializeAsset ( )
{
// Call parent.
Parent : : initializeAsset ( ) ;
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mScriptPath = getOwned ( ) ? expandAssetFilePath ( mScriptFile ) : mScriptPath ;
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if ( mMatDefinitionName = = StringTable - > EmptyString ( ) )
{
mLoadedState = Failed ;
return ;
}
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if ( Torque : : FS : : IsScriptFile ( mScriptPath ) )
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{
if ( ! Sim : : findObject ( mMatDefinitionName ) )
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{
if ( Con : : executeFile ( mScriptPath , false , false ) )
{
mLoadedState = ScriptLoaded ;
}
else
{
mLoadedState = Failed ;
}
}
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else
{
mLoadedState = DefinitionAlreadyExists ;
}
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}
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loadMaterial ( ) ;
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}
void MaterialAsset : : onAssetRefresh ( )
{
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mScriptPath = getOwned ( ) ? expandAssetFilePath ( mScriptFile ) : mScriptPath ;
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if ( mMatDefinitionName = = StringTable - > EmptyString ( ) )
{
mLoadedState = Failed ;
return ;
}
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if ( Torque : : FS : : IsScriptFile ( mScriptPath ) )
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{
//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior
//when the engine encounters a named object conflict.
String redefineBehaviorPrev = Con : : getVariable ( " $Con::redefineBehavior " ) ;
Con : : setVariable ( " $Con::redefineBehavior " , " replaceExisting " ) ;
if ( Con : : executeFile ( mScriptPath , false , false ) )
mLoadedState = ScriptLoaded ;
else
mLoadedState = Failed ;
//And now that we've executed, switch back to the prior behavior
Con : : setVariable ( " $Con::redefineBehavior " , redefineBehaviorPrev . c_str ( ) ) ;
}
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loadMaterial ( ) ;
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}
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void MaterialAsset : : setScriptFile ( const char * pScriptFile )
{
// Sanity!
AssertFatal ( pScriptFile ! = NULL , " Cannot use a NULL script file. " ) ;
// Fetch image file.
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pScriptFile = StringTable - > insert ( pScriptFile , true ) ;
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// Update.
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mScriptFile = getOwned ( ) ? expandAssetFilePath ( pScriptFile ) : pScriptFile ;
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// Refresh the asset.
refreshAsset ( ) ;
}
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//------------------------------------------------------------------------------
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void MaterialAsset : : loadMaterial ( )
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{
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if ( mMaterialDefinition )
SAFE_DELETE ( mMaterialDefinition ) ;
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if ( ( mLoadedState = = ScriptLoaded | | mLoadedState = = DefinitionAlreadyExists ) & & mMatDefinitionName ! = StringTable - > EmptyString ( ) )
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{
Material * matDef ;
if ( ! Sim : : findObject ( mMatDefinitionName , matDef ) )
{
Con : : errorf ( " MaterialAsset: Unable to find the Material %s " , mMatDefinitionName ) ;
mLoadedState = BadFileReference ;
return ;
}
mMaterialDefinition = matDef ;
mLoadedState = Ok ;
mMaterialDefinition - > reload ( ) ;
return ;
}
mLoadedState = Failed ;
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}
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//------------------------------------------------------------------------------
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void MaterialAsset : : copyTo ( SimObject * object )
{
// Call to parent.
Parent : : copyTo ( object ) ;
}
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//------------------------------------------------------------------------------
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U32 MaterialAsset : : getAssetByMaterialName ( StringTableEntry matName , AssetPtr < MaterialAsset > * matAsset )
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{
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AssetQuery query ;
U32 foundAssetcount = AssetDatabase . findAssetType ( & query , " MaterialAsset " ) ;
if ( foundAssetcount = = 0 )
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{
//Didn't work, so have us fall back to a placeholder asset
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matAsset - > setAssetId ( MaterialAsset : : smNoMaterialAssetFallback ) ;
if ( matAsset - > isNull ( ) )
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{
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//Well that's bad, loading the fallback failed.
Con : : warnf ( " MaterialAsset::getAssetByMaterialName - Finding of asset associated with material name %s failed with no fallback asset " , matName ) ;
return AssetErrCode : : Failed ;
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}
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//handle noshape not being loaded itself
if ( ( * matAsset ) - > mLoadedState = = BadFileReference )
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{
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Con : : warnf ( " ShapeAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, and fallback asset reported error of Bad File Reference. " , matName ) ;
return AssetErrCode : : BadFileReference ;
}
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Con : : warnf ( " ShapeAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, utilizing fallback asset " , matName ) ;
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( * matAsset ) - > mLoadedState = AssetErrCode : : UsingFallback ;
return AssetErrCode : : UsingFallback ;
}
else
{
for ( U32 i = 0 ; i < foundAssetcount ; i + + )
{
MaterialAsset * tMatAsset = AssetDatabase . acquireAsset < MaterialAsset > ( query . mAssetList [ i ] ) ;
if ( tMatAsset & & tMatAsset - > getMaterialDefinitionName ( ) = = matName )
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{
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matAsset - > setAssetId ( query . mAssetList [ i ] ) ;
AssetDatabase . releaseAsset ( query . mAssetList [ i ] ) ;
return ( * matAsset ) - > mLoadedState ;
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}
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AssetDatabase . releaseAsset ( query . mAssetList [ i ] ) ; //cleanup if that's not the one we needed
}
}
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//Somehow we failed to bind an asset, so just use the fallback and mark the failure
matAsset - > setAssetId ( MaterialAsset : : smNoMaterialAssetFallback ) ;
( * matAsset ) - > mLoadedState = AssetErrCode : : UsingFallback ;
return AssetErrCode : : UsingFallback ;
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}
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StringTableEntry MaterialAsset : : getAssetIdByMaterialName ( StringTableEntry matName )
{
if ( matName = = StringTable - > EmptyString ( ) )
return StringTable - > EmptyString ( ) ;
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StringTableEntry materialAssetId = MaterialAsset : : smNoMaterialAssetFallback ;
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AssetQuery query ;
U32 foundCount = AssetDatabase . findAssetType ( & query , " MaterialAsset " ) ;
if ( foundCount ! = 0 )
{
for ( U32 i = 0 ; i < foundCount ; i + + )
{
MaterialAsset * matAsset = AssetDatabase . acquireAsset < MaterialAsset > ( query . mAssetList [ i ] ) ;
if ( matAsset & & matAsset - > getMaterialDefinitionName ( ) = = matName )
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{
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materialAssetId = matAsset - > getAssetId ( ) ;
AssetDatabase . releaseAsset ( query . mAssetList [ i ] ) ;
break ;
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}
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AssetDatabase . releaseAsset ( query . mAssetList [ i ] ) ;
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}
}
return materialAssetId ;
}
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U32 MaterialAsset : : getAssetById ( StringTableEntry assetId , AssetPtr < MaterialAsset > * materialAsset )
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{
( * materialAsset ) = assetId ;
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if ( materialAsset - > notNull ( ) )
{
return ( * materialAsset ) - > mLoadedState ;
}
else
{
//Didn't work, so have us fall back to a placeholder asset
materialAsset - > setAssetId ( MaterialAsset : : smNoMaterialAssetFallback ) ;
if ( materialAsset - > isNull ( ) )
{
//Well that's bad, loading the fallback failed.
Con : : warnf ( " MaterialAsset::getAssetById - Finding of asset with id %s failed with no fallback asset " , assetId ) ;
return AssetErrCode : : Failed ;
}
//handle noshape not being loaded itself
if ( ( * materialAsset ) - > mLoadedState = = BadFileReference )
{
Con : : warnf ( " MaterialAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference. " , assetId ) ;
return AssetErrCode : : BadFileReference ;
}
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Con : : warnf ( " MaterialAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset " , assetId ) ;
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( * materialAsset ) - > mLoadedState = AssetErrCode : : UsingFallback ;
return AssetErrCode : : UsingFallback ;
}
}
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# ifdef TORQUE_TOOLS
DefineEngineStaticMethod ( MaterialAsset , getAssetIdByMaterialName , const char * , ( const char * materialName ) , ( " " ) ,
" Queries the Asset Database to see if any asset exists that is associated with the provided material name. \n "
" @return The AssetId of the associated asset, if any. " )
{
return MaterialAsset : : getAssetIdByMaterialName ( StringTable - > insert ( materialName ) ) ;
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}
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DefineEngineMethod ( MaterialAsset , getScriptPath , const char * , ( ) , ,
" Queries the Asset Database to see if any asset exists that is associated with the provided material name. \n "
" @return The AssetId of the associated asset, if any. " )
{
return object - > getScriptPath ( ) ;
}
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# endif
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//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT ( GuiInspectorTypeMaterialAssetPtr ) ;
ConsoleDocClass ( GuiInspectorTypeMaterialAssetPtr ,
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" @brief Inspector field type for Shapes \n \n "
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" Editor use only. \n \n "
" @internal "
) ;
void GuiInspectorTypeMaterialAssetPtr : : consoleInit ( )
{
Parent : : consoleInit ( ) ;
ConsoleBaseType : : getType ( TypeMaterialAssetPtr ) - > setInspectorFieldType ( " GuiInspectorTypeMaterialAssetPtr " ) ;
}
GuiControl * GuiInspectorTypeMaterialAssetPtr : : 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 ] ;
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector
Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import
Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module
Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots
Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor
Updated image ref to the hudFill image asset for the console GUI
Cleaned up names for the default camera model/material
Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior
Added icons next to AB's preview slider bar for additional visual feedback of slider intent
Added missing checkbox to asset import window and cleaned up scaling behavior
Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction
Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image
Added handling for drag-n-drop import of folders of assets to AB/Asset Import
Added missing asset import config option to indicate if config supported import of sound assets
Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default
Hid the collision section of the import config editor, as those options are currently unutilized
Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name
Also added return and escape key accelerators to Create New Folder window for better UX
Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons
Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function
Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
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dSprintf ( szBuffer , sizeof ( szBuffer ) , " AssetBrowser.showDialog( \" MaterialAsset \" , \" AssetBrowser.changeAsset \" , %s, %s); " ,
mInspector - > getIdString ( ) , mCaption ) ;
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mBrowseButton - > setField ( " Command " , szBuffer ) ;
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setDataField ( StringTable - > insert ( " targetObject " ) , NULL , mInspector - > getInspectObject ( ) - > getIdString ( ) ) ;
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// Create "Open in Editor" button
mEditButton = new GuiBitmapButtonCtrl ( ) ;
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dSprintf ( szBuffer , sizeof ( szBuffer ) , " AssetBrowser.editAsset(%d.getText()); " , retCtrl - > getId ( ) ) ;
mEditButton - > setField ( " Command " , szBuffer ) ;
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char bitmapName [ 512 ] = " ToolsModule:material_editor_n_image " ;
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mEditButton - > setBitmap ( StringTable - > insert ( bitmapName ) ) ;
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mEditButton - > setDataField ( StringTable - > insert ( " Profile " ) , NULL , " GuiButtonProfile " ) ;
mEditButton - > setDataField ( StringTable - > insert ( " tooltipprofile " ) , NULL , " GuiToolTipProfile " ) ;
mEditButton - > setDataField ( StringTable - > insert ( " hovertime " ) , NULL , " 1000 " ) ;
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mEditButton - > setDataField ( StringTable - > insert ( " tooltip " ) , NULL , " Open this asset in the Material Editor " ) ;
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mEditButton - > registerObject ( ) ;
addObject ( mEditButton ) ;
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return retCtrl ;
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}
bool GuiInspectorTypeMaterialAssetPtr : : 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 ( mEditButton ! = NULL )
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{
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RectI shapeEdRect ( fieldExtent . x - 16 , 2 , 14 , fieldExtent . y - 4 ) ;
resized | = mEditButton - > resize ( shapeEdRect . point , shapeEdRect . extent ) ;
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}
return resized ;
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}
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IMPLEMENT_CONOBJECT ( GuiInspectorTypeMaterialAssetId ) ;
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ConsoleDocClass ( GuiInspectorTypeMaterialAssetId ,
" @brief Inspector field type for Material Assets \n \n "
" Editor use only. \n \n "
" @internal "
) ;
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void GuiInspectorTypeMaterialAssetId : : consoleInit ( )
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{
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Parent : : consoleInit ( ) ;
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ConsoleBaseType : : getType ( TypeMaterialAssetId ) - > setInspectorFieldType ( " GuiInspectorTypeMaterialAssetId " ) ;
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}