2018-01-28 20:48:02 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef PARTICLE_ASSET_H
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#include "ParticleAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ParticleAsset);
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ConsoleType(ParticleAssetPtr, TypeParticleAssetPtr, ParticleAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeParticleAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<ParticleAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeParticleAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<ParticleAsset>* pAssetPtr = dynamic_cast<AssetPtr<ParticleAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeParticleAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeParticleAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ParticleAsset::ParticleAsset()
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{
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mScriptFilePath = StringTable->EmptyString();
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mDatablockFilePath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ParticleAsset::~ParticleAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ParticleAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addField("scriptFilePath", TypeString, Offset(mScriptFilePath, ParticleAsset), "Path to the script file for the particle effect");
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addField("DatablockFilePath", TypeString, Offset(mDatablockFilePath, ParticleAsset), "Path to the datablock file");
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}
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//------------------------------------------------------------------------------
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void ParticleAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeParticleAssetPtr);
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ConsoleDocClass(GuiInspectorTypeParticleAssetPtr,
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2020-07-11 21:20:10 +00:00
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"@brief Inspector field type for Particle Asset Objects\n\n"
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2018-01-28 20:48:02 +00:00
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeParticleAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeParticleAssetPtr)->setInspectorFieldType("GuiInspectorTypeParticleAssetPtr");
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}
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GuiControl* GuiInspectorTypeParticleAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl *retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"ParticleAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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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
2021-11-26 22:40:15 +00:00
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mInspector->getIdString(), mCaption);
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2018-01-28 20:48:02 +00:00
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mBrowseButton->setField("Command", szBuffer);
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// Create "Open in ShapeEditor" button
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mSMEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "echo(\"Game Object Editor not implemented yet!\");", retCtrl->getId());
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mSMEdButton->setField("Command", szBuffer);
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2021-08-08 00:27:01 +00:00
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char bitmapName[512] = "ToolsModule:shape_editor_n_image";
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2021-07-19 06:07:08 +00:00
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mSMEdButton->setBitmap(StringTable->insert(bitmapName));
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2018-01-28 20:48:02 +00:00
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mSMEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mSMEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mSMEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mSMEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the State Machine Editor");
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mSMEdButton->registerObject();
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addObject(mSMEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeParticleAssetPtr::updateRects()
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{
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S32 dividerPos, dividerMargin;
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mInspector->getDivider(dividerPos, dividerMargin);
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Point2I fieldExtent = getExtent();
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
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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);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mSMEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mSMEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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}
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return resized;
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2019-12-03 06:09:18 +00:00
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}
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