Torque3D/Engine/source/T3D/assets/GUIAsset.cpp

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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 GUI_ASSET_H
#include "GUIAsset.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
// Debug Profiling.
#include "platform/profiler.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GUIAsset);
ConsoleType(GUIAssetPtr, TypeGUIAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeGUIAssetPtr)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeGUIAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
// Warn.
Con::warnf("(TypeGUIAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
GUIAsset::GUIAsset()
{
mScriptFile = StringTable->EmptyString();
mGUIFile = StringTable->EmptyString();
mScriptPath = StringTable->EmptyString();
mGUIPath = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
GUIAsset::~GUIAsset()
{
}
//-----------------------------------------------------------------------------
void GUIAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GUIAsset),
&setScriptFile, &getScriptFile, "Path to the script file for the gui");
addProtectedField("GUIFile", TypeAssetLooseFilePath, Offset(mGUIFile, GUIAsset),
&setScriptFile, &getScriptFile, "Path to the gui file");
}
//------------------------------------------------------------------------------
void GUIAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
void GUIAsset::initializeAsset()
{
mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
if (Torque::FS::IsScriptFile(mGUIPath))
Con::executeFile(mGUIPath, false, false);
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
}
void GUIAsset::onAssetRefresh()
{
mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
if (Torque::FS::IsScriptFile(mGUIPath))
Con::executeFile(mGUIPath, false, false);
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
}
void GUIAsset::setGUIFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL gui file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile, true);
// Ignore no change,
if (pScriptFile == mGUIFile)
return;
// Update.
mGUIFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
// Refresh the asset.
refreshAsset();
}
void GUIAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile, true);
// Ignore no change,
if (pScriptFile == mScriptFile)
return;
// Update.
mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
// Refresh the asset.
refreshAsset();
}
StringTableEntry GUIAsset::getAssetIdByGUIName(StringTableEntry guiName)
{
StringTableEntry assetId = StringTable->EmptyString();
AssetQuery* query = new AssetQuery();
U32 foundCount = AssetDatabase.findAssetType(query, "GUIAsset");
if (foundCount == 0)
{
//Didn't work, so have us fall back to a placeholder asset
assetId = StringTable->insert("Core_Rendering:noMaterial");
}
else
{
GuiControl* guiObject;
if (!Sim::findObject(guiName, guiObject))
return "";
StringTableEntry guiFile = guiObject->getFilename();
for (U32 i = 0; i < foundCount; i++)
{
GUIAsset* guiAsset = AssetDatabase.acquireAsset<GUIAsset>(query->mAssetList[i]);
if (guiAsset && guiAsset->getGUIPath() == guiFile)
{
assetId = guiAsset->getAssetId();
AssetDatabase.releaseAsset(query->mAssetList[i]);
break;
}
AssetDatabase.releaseAsset(query->mAssetList[i]);
}
}
return assetId;
}
#ifdef TORQUE_TOOLS
DefineEngineStaticMethod(GUIAsset, getAssetIdByGUIName, const char*, (const char* guiName), (""),
"Queries the Asset Database to see if any asset exists that is associated with the provided GUI Name.\n"
"@return The AssetId of the associated asset, if any.")
{
return GUIAsset::getAssetIdByGUIName(StringTable->insert(guiName));
}
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
DefineEngineMethod(GUIAsset, getScriptPath, const char*, (), ,
"Gets the script file path associated to this asset.\n"
"@return The full script file path.")
{
return object->getScriptPath();
}
#endif
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeGUIAssetPtr);
ConsoleDocClass(GuiInspectorTypeGUIAssetPtr,
"@brief Inspector field type for GUI Asset Objects\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeGUIAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeGUIAssetPtr)->setInspectorFieldType("GuiInspectorTypeGUIAssetPtr");
}
GuiControl* GuiInspectorTypeGUIAssetPtr::constructEditControl()
{
// Create base filename edit controls
GuiControl *retCtrl = Parent::constructEditControl();
if (retCtrl == NULL)
return retCtrl;
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"GUIAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
mInspector->getComponentGroupTargetId(), mCaption);
mBrowseButton->setField("Command", szBuffer);
// Create "Open in ShapeEditor" button
mSMEdButton = new GuiBitmapButtonCtrl();
dSprintf(szBuffer, sizeof(szBuffer), "echo(\"Game Object Editor not implemented yet!\");", retCtrl->getId());
mSMEdButton->setField("Command", szBuffer);
char bitmapName[512] = "ToolsModule:GameTSCtrl_image";
mSMEdButton->setBitmap(StringTable->insert(bitmapName));
mSMEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
mSMEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
mSMEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
mSMEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the GUI Editor");
mSMEdButton->registerObject();
addObject(mSMEdButton);
return retCtrl;
}
bool GuiInspectorTypeGUIAssetPtr::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);
if (mBrowseButton != NULL)
{
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
}
if (mSMEdButton != NULL)
{
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
resized |= mSMEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
}
return resized;
}