mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Parametrize script extension, default to 'tscript'
This commit is contained in:
parent
b8b62292bd
commit
099dd4f1f3
542 changed files with 774 additions and 783 deletions
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@ -2630,7 +2630,7 @@ Torque::Path AssetImporter::importMaterialAsset(AssetImportObject* assetItem)
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StringTableEntry assetName = StringTable->insert(assetItem->assetName.c_str());
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String tamlPath = targetPath + "/" + assetName + ".asset.taml";
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String scriptName = assetItem->assetName + ".cs";
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String scriptName = assetItem->assetName + "." TORQUE_SCRIPT_EXTENSION;
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String scriptPath = targetPath + "/" + scriptName;
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String originalPath = assetItem->filePath.getFullPath().c_str();
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@ -2717,7 +2717,7 @@ Torque::Path AssetImporter::importMaterialAsset(AssetImportObject* assetItem)
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//Now write the script file containing our material out
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//There's 2 ways to do this. If we're in-place importing an existing asset, we can see if the definition existed already, like in an old
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//materials.cs file. if it does, we can just find the object by name, and save it out to our new file
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//materials.tscript file. if it does, we can just find the object by name, and save it out to our new file
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//If not, we'll just generate one
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Material* existingMat = MATMGR->getMaterialDefinitionByName(assetName);
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@ -2878,10 +2878,10 @@ Torque::Path AssetImporter::importShapeAsset(AssetImportObject* assetItem)
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String shapeFileName = assetItem->filePath.getFileName() + "." + assetItem->filePath.getExtension();
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String assetPath = targetPath + "/" + shapeFileName;
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String constructorPath = targetPath + "/" + assetItem->filePath.getFileName() + ".cs";
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String constructorPath = targetPath + "/" + assetItem->filePath.getFileName() + "." TORQUE_SCRIPT_EXTENSION;
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String tamlPath = targetPath + "/" + assetName + ".asset.taml";
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String originalPath = assetItem->filePath.getFullPath().c_str();
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String originalConstructorPath = assetItem->filePath.getPath() + "/" + assetItem->filePath.getFileName() + ".cs";
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String originalConstructorPath = assetItem->filePath.getPath() + "/" + assetItem->filePath.getFileName() + "." TORQUE_SCRIPT_EXTENSION;
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char qualifiedFromFile[2048];
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char qualifiedToFile[2048];
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@ -87,13 +87,13 @@ GFXImplementVertexFormat( GFXVertexFoliage )
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /example/common/editor/EditorGui.cs in [function Creator::init( %this )]
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// Put this in /example/common/editor/EditorGui.tscript in [function Creator::init( %this )]
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//
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// %Environment_Item[8] = "fxFoliageReplicator"; <-- ADD THIS.
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /example/common/client/missionDownload.cs in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
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// Put this in /example/common/client/missionDownload.tscript in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
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// after codeline 'onPhase2Complete();'.
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//
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// StartFoliageReplication();
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@ -37,14 +37,14 @@
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//------------------------------------------------------------------------------
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//
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// Put this in /example/common/editor/editor.cs in function [Editor::create()] (around line 66).
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// Put this in /example/common/editor/editor.tscript in function [Editor::create()] (around line 66).
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//
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// // Ignore Replicated fxStatic Instances.
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// EWorldEditor.ignoreObjClass("fxShapeReplicatedStatic");
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /example/common/editor/EditorGui.cs in [function Creator::init( %this )]
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// Put this in /example/common/editor/EditorGui.tscript in [function Creator::init( %this )]
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//
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// %Environment_Item[8] = "fxShapeReplicator"; <-- ADD THIS.
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//
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@ -60,7 +60,7 @@
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /example/common/client/missionDownload.cs in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
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// Put this in /example/common/client/missionDownload.tscript in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
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// after codeline 'onPhase2Complete();'.
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//
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// StartClientReplication();
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@ -62,8 +62,8 @@ struct AuthInfo;
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// To disable datablock caching, remove or comment out the AFX_CAP_DATABLOCK_CACHE define below.
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// Also, at a minimum, the following script preferences should be set to false:
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// $pref::Client::EnableDatablockCache = false; (in arcane.fx/client/defaults.cs)
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// $Pref::Server::EnableDatablockCache = false; (in arcane.fx/server/defaults.cs)
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// $pref::Client::EnableDatablockCache = false; (in arcane.fx/client/defaults.tscript)
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// $Pref::Server::EnableDatablockCache = false; (in arcane.fx/server/defaults.tscript)
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// Alternatively, all script code marked with "DATABLOCK CACHE CODE" can be removed or
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// commented out.
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//
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@ -85,7 +85,7 @@ ConsoleDocClass( LightFlareData,
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"as a 2D sprite in screenspace.\n\n"
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"@tsexample\n"
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"// example from Full Template, core/art/datablocks/lights.cs\n"
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"// example from Full Template, core/art/datablocks/lights." TORQUE_SCRIPT_EXTENSION "\n"
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"datablock LightFlareData( LightFlareExample0 )\n"
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"{\n"
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" overallScale = 2.0;\n"
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@ -676,4 +676,4 @@ DefineEngineMethod( LightFlareData, apply, void, (),,
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)
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{
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object->inspectPostApply();
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}
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}
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@ -294,7 +294,7 @@ DefineEngineStaticMethod( BanList, export, void, ( const char* filename ),,
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"Dump the banlist to a file.\n\n"
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"@param filename Path of the file to write the list to.\n\n"
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"@tsexample\n"
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"BanList::Export(\"./server/banlist.cs\");\n"
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"BanList::Export(\"./server/banlist." TORQUE_SCRIPT_EXTENSION "\");\n"
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"@endtsexample\n\n")
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{
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BanList::instance()->exportToFile( filename );
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@ -436,7 +436,7 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
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}
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#endif
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// Executes an entry script file. This is "main.cs"
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// Executes an entry script file. This is "main.tscript"
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// by default, but any file name (with no whitespace
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// in it) may be run if it is specified as the first
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// command-line parameter. The script used, default
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@ -459,7 +459,7 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
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// The working filestream.
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FileStream str;
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const char *defaultScriptName = "main.cs";
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const char *defaultScriptName = "main." TORQUE_SCRIPT_EXTENSION;
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bool useDefaultScript = true;
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// Check if any command-line parameters were passed (the first is just the app name).
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@ -493,14 +493,14 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
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{
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OpenFileDialog ofd;
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FileDialogData &fdd = ofd.getData();
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fdd.mFilters = StringTable->insert("Main Entry Script (main.cs)|main.cs|");
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fdd.mFilters = StringTable->insert("Main Entry Script (main." TORQUE_SCRIPT_EXTENSION ")|main." TORQUE_SCRIPT_EXTENSION "|");
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fdd.mTitle = StringTable->insert("Locate Game Entry Script");
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// Get the user's selection
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if( !ofd.Execute() )
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return false;
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// Process and update CWD so we can run the selected main.cs
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// Process and update CWD so we can run the selected main.tscript
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S32 pathLen = dStrlen( fdd.mFile );
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FrameTemp<char> szPathCopy( pathLen + 1);
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@ -32,7 +32,7 @@ public:
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/// Initialize core libraries and call registered init functions
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static void init();
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/// Pass command line arguments to registered functions and main.cs
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/// Pass command line arguments to registered functions and main.tscript
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static bool handleCommandLine(S32 argc, const char **argv);
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/// A standard mainloop implementation.
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@ -53,4 +53,4 @@ private:
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static void preShutdown();
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};
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#endif
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#endif
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@ -220,7 +220,7 @@ DefineEngineStringlyVariadicFunction( commandToServer, void, 2, RemoteCommandEve
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"@tsexample\n"
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"// Create a standard function. Needs to be executed on the client, such \n"
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"// as within scripts/client/default.bind.cs\n"
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"// as within scripts/client/default.bind." TORQUE_SCRIPT_EXTENSION "\n"
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"function toggleCamera(%val)\n"
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"{\n"
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" // If key was down, call a server command named 'ToggleCamera'\n"
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@ -228,7 +228,7 @@ DefineEngineStringlyVariadicFunction( commandToServer, void, 2, RemoteCommandEve
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" commandToServer('ToggleCamera');\n"
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"}\n\n"
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"// Server command being called from above. Needs to be executed on the \n"
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"// server, such as within scripts/server/commands.cs\n"
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"// server, such as within scripts/server/commands." TORQUE_SCRIPT_EXTENSION "\n"
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"function serverCmdToggleCamera(%client)\n"
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"{\n"
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" if (%client.getControlObject() == %client.player)\n"
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@ -264,7 +264,7 @@ DefineEngineStringlyVariadicFunction( commandToClient, void, 3, RemoteCommandEve
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"@tsexample\n"
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"// Set up the client command. Needs to be executed on the client, such as\n"
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"// within scripts/client/client.cs\n"
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"// within scripts/client/client." TORQUE_SCRIPT_EXTENSION "\n"
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"// Update the Ammo Counter with current ammo, if not any then hide the counter.\n"
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"function clientCmdSetAmmoAmountHud(%amount)\n"
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"{\n"
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@ -277,7 +277,7 @@ DefineEngineStringlyVariadicFunction( commandToClient, void, 3, RemoteCommandEve
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" }\n"
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"}\n\n"
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"// Call it from a server function. Needs to be executed on the server, \n"
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"//such as within scripts/server/game.cs\n"
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"//such as within scripts/server/game." TORQUE_SCRIPT_EXTENSION "\n"
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"function GameConnection::setAmmoAmountHud(%client, %amount)\n"
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"{\n"
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" commandToClient(%client, 'SetAmmoAmountHud', %amount);\n"
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@ -323,7 +323,7 @@ void init()
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ConsoleConstructor::setup();
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// Set up the parser(s)
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CON_ADD_PARSER(CMD, "cs", true); // TorqueScript
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CON_ADD_PARSER(CMD, TORQUE_SCRIPT_EXTENSION, true); // TorqueScript
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// Setup the console types.
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ConsoleBaseType::initialize();
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@ -1184,7 +1184,7 @@ bool executeFile(const char* fileName, bool noCalls, bool journalScript)
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Con::expandScriptFilename(scriptFilenameBuffer, sizeof(scriptFilenameBuffer), fileName);
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// since this function expects a script file reference, if it's a .dso
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// lets terminate the string before the dso so it will act like a .cs
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// lets terminate the string before the dso so it will act like a .tscript
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if (dStrEndsWith(scriptFilenameBuffer, ".dso"))
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{
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scriptFilenameBuffer[dStrlen(scriptFilenameBuffer) - dStrlen(".dso")] = '\0';
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@ -1206,11 +1206,11 @@ bool executeFile(const char* fileName, bool noCalls, bool journalScript)
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// Check Editor Extensions
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bool isEditorScript = false;
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// If the script file extension is '.ed.cs' then compile it to a different compiled extension
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if (dStricmp(ext, ".cs") == 0)
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// If the script file extension is '.ed.tscript' then compile it to a different compiled extension
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if (dStricmp(ext, "." TORQUE_SCRIPT_EXTENSION) == 0)
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{
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const char* ext2 = ext - 3;
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if (dStricmp(ext2, ".ed.cs") == 0)
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if (dStricmp(ext2, ".ed." TORQUE_SCRIPT_EXTENSION) == 0)
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isEditorScript = true;
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}
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else if (dStricmp(ext, ".gui") == 0)
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@ -468,11 +468,11 @@ namespace Con
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/// This is used in (among other places) the exec() script function, which
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/// takes a parameter indicating a script file and executes it. Script paths
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/// can be one of:
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/// - <b>Absolute:</b> <i>fps/foo/bar.cs</i> Paths of this sort are passed
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/// - <b>Absolute:</b> <i>fps/foo/bar.tscript</i> Paths of this sort are passed
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/// through.
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/// - <b>Mod-relative:</b> <i>~/foo/bar.cs</i> Paths of this sort have their
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/// - <b>Mod-relative:</b> <i>~/foo/bar.tscript</i> Paths of this sort have their
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/// replaced with the name of the current mod.
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/// - <b>File-relative:</b> <i>./baz/blip.cs</i> Paths of this sort are
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/// - <b>File-relative:</b> <i>./baz/blip.tscript</i> Paths of this sort are
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/// calculated relative to the path of the current scripting file.
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///
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/// @note This function determines paths relative to the currently executing
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@ -75,7 +75,7 @@
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/// setName() - obj.setName(newName)
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/// @endcode
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///
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/// In the Torque example app, there are two functions defined in common\\client\\scriptDoc.cs
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/// In the Torque example app, there are two functions defined in common\\client\\scriptDoc.tscript
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/// which automate the process of dumping the documentation. They make use of the ConsoleLogger
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/// object to output the documentation to a file, and look like this:
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///
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@ -787,7 +787,7 @@ DefineEngineFunction( strIsMatchMultipleExpr, bool, ( const char* patterns, cons
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"this string. If false, differences in casing are ignored.\n"
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"@return True if @a str matches any of the given @a patterns.\n\n"
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"@tsexample\n"
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"strIsMatchMultipleExpr( \"*.cs *.gui *.mis\", \"mymission.mis\" ) // Returns true.\n"
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"strIsMatchMultipleExpr( \"*." TORQUE_SCRIPT_EXTENSION " *.gui *.mis\", \"mymission.mis\" ) // Returns true.\n"
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"@endtsexample\n"
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"@see strIsMatchExpr\n"
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"@ingroup Strings" )
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@ -1200,7 +1200,7 @@ DefineEngineFunction( isValidIP, bool, ( const char* str),,
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//----------------------------------------------------------------
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// Torque won't normally add another string if it already exists with another casing,
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// so this forces the addition. It should be called once near the start, such as in main.cs.
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// so this forces the addition. It should be called once near the start, such as in main.tscript.
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DefineEngineStringlyVariadicFunction(addCaseSensitiveStrings,void,2,0,"[string1, string2, ...]"
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"Adds case sensitive strings to the StringTable.")
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{
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@ -1810,7 +1810,7 @@ DefineEngineFunction( detag, const char*, ( const char* str ),,
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"to convert a tagged string ID back into a regular string at any time.\n\n"
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"@tsexample\n"
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"// From scripts/client/message.cs\n"
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"// From scripts/client/message. " TORQUE_SCRIPT_EXTENSION "\n"
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"function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)\n"
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"{\n"
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" onChatMessage(detag(%msgString), %voice, %pitch);\n"
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@ -2262,7 +2262,7 @@ static U32 journalDepth = 1;
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DefineEngineFunction( getDSOPath, const char*, ( const char* scriptFileName ),,
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"Get the absolute path to the file in which the compiled code for the given script file will be stored.\n"
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"@param scriptFileName %Path to the .cs script file.\n"
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"@param scriptFileName %Path to the ." TORQUE_SCRIPT_EXTENSION " script file.\n"
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"@return The absolute path to the .dso file for the given script file.\n\n"
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"@note The compiler will store newly compiled DSOs in the prefs path but pre-existing DSOs will be loaded "
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"from the current paths.\n\n"
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@ -2303,13 +2303,13 @@ DefineEngineFunction( compile, bool, ( const char* fileName, bool overrideNoDSO
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if(dsoPath && *dsoPath == 0)
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return false;
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// If the script file extention is '.ed.cs' then compile it to a different compiled extention
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// If the script file extention is '.ed.tscript' then compile it to a different compiled extention
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bool isEditorScript = false;
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const char *ext = dStrrchr( scriptFilenameBuffer, '.' );
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if( ext && ( dStricmp( ext, ".cs" ) == 0 ) )
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if( ext && ( dStricmp( ext, "." TORQUE_SCRIPT_EXTENSION) == 0 ) )
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{
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const char* ext2 = ext - 3;
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if( dStricmp( ext2, ".ed.cs" ) == 0 )
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if( dStricmp( ext2, ".ed." TORQUE_SCRIPT_EXTENSION) == 0 )
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isEditorScript = true;
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}
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else if( ext && ( dStricmp( ext, ".gui" ) == 0 ) )
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@ -2364,8 +2364,8 @@ DefineEngineFunction( exec, bool, ( const char* fileName, bool noCalls, bool jou
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"@param journalScript Deprecated\n"
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"@return True if the script was successfully executed, false if not.\n\n"
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"@tsexample\n"
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"// Execute the init.cs script file found in the same directory as the current script file.\n"
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"exec( \"./init.cs\" );\n"
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"// Execute the init." TORQUE_SCRIPT_EXTENSION " script file found in the same directory as the current script file.\n"
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"exec( \"./init." TORQUE_SCRIPT_EXTENSION "\" );\n"
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"@endtsexample\n\n"
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"@see compile\n"
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"@see eval\n"
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@ -2684,8 +2684,8 @@ DefineEngineFunction( export, void, ( const char* pattern, const char* filename,
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"@param append If true and @a fileName is not \"\", then the definitions are appended to the specified file. "
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"Otherwise existing contents of the file (if any) will be overwritten.\n\n"
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"@tsexample\n"
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"// Write out all preference variables to a prefs.cs file.\n"
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"export( \"$prefs::*\", \"prefs.cs\" );\n"
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"// Write out all preference variables to a prefs." TORQUE_SCRIPT_EXTENSION " file.\n"
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"export( \"$prefs::*\", \"prefs." TORQUE_SCRIPT_EXTENSION "\" );\n"
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"@endtsexample\n\n"
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"@ingroup Scripting" )
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{
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@ -103,7 +103,7 @@ void freeConsoleParserList(void);
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/// \param p Parse function
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/// \param r Restart function
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/// \param ssb SetScanBuffer function
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/// \param def true if this is the default parser (<b>Note:</b> set this only on the .cs parser!)
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/// \param def true if this is the default parser (<b>Note:</b> set this only on the .tscript parser!)
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/// \return true for success, false for failure (out of memory)
|
||||
/// \sa FreeConsoleParserList(), ConsoleParser
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -156,8 +156,8 @@ DefineEngineFunction( findFirstFile, String, ( const char* pattern, bool recurse
|
|||
"@return The path of the first file matched by the search or an empty string if no matching file could be found.\n\n"
|
||||
|
||||
"@tsexample\n"
|
||||
"// Execute all .cs files in a subdirectory and its subdirectories.\n"
|
||||
"for( %file = findFirstFile( \"subdirectory/*.cs\" ); %file !$= \"\"; %file = findNextFile() )\n"
|
||||
"// Execute all ." TORQUE_SCRIPT_EXTENSION " files in a subdirectory and its subdirectories.\n"
|
||||
"for( %file = findFirstFile( \"subdirectory/*." TORQUE_SCRIPT_EXTENSION "\" ); %file !$= \"\"; %file = findNextFile() )\n"
|
||||
" exec( %file );\n"
|
||||
"@endtsexample\n\n"
|
||||
|
||||
|
|
@ -193,8 +193,8 @@ DefineEngineFunction( findNextFile, String, ( const char* pattern ), ( "" ),
|
|||
"@return The path of the next filename matched by the search or an empty string if no more files match.\n\n"
|
||||
|
||||
"@tsexample\n"
|
||||
"// Execute all .cs files in a subdirectory and its subdirectories.\n"
|
||||
"for( %file = findFirstFile( \"subdirectory/*.cs\" ); %file !$= \"\"; %file = findNextFile() )\n"
|
||||
"// Execute all ." TORQUE_SCRIPT_EXTENSION " files in a subdirectory and its subdirectories.\n"
|
||||
"for( %file = findFirstFile( \"subdirectory/*." TORQUE_SCRIPT_EXTENSION "\" ); %file !$= \"\"; %file = findNextFile() )\n"
|
||||
" exec( %file );\n"
|
||||
"@endtsexample\n\n"
|
||||
|
||||
|
|
@ -224,8 +224,8 @@ DefineEngineFunction( getFileCount, S32, ( const char* pattern, bool recurse ),
|
|||
"@return Number of files located using the pattern\n\n"
|
||||
|
||||
"@tsexample\n"
|
||||
"// Count the number of .cs files in a subdirectory and its subdirectories.\n"
|
||||
"getFileCount( \"subdirectory/*.cs\" );\n"
|
||||
"// Count the number of ." TORQUE_SCRIPT_EXTENSION " files in a subdirectory and its subdirectories.\n"
|
||||
"getFileCount( \"subdirectory/*." TORQUE_SCRIPT_EXTENSION "\" );\n"
|
||||
"@endtsexample\n\n"
|
||||
|
||||
"@see findFirstFile()"
|
||||
|
|
@ -259,8 +259,8 @@ DefineEngineFunction(findFirstFileMultiExpr, String, ( const char* pattern, bool
|
|||
"call to findFirstFile() and findFirstFileMultiExpr() initiates a new search and renders "
|
||||
"a previous search invalid.\n\n"
|
||||
|
||||
"@param pattern The path and file name pattern to match against, such as *.cs. Separate "
|
||||
"multiple patterns with TABs. For example: \"*.cs\" TAB \"*.dso\"\n"
|
||||
"@param pattern The path and file name pattern to match against, such as *." TORQUE_SCRIPT_EXTENSION ". Separate "
|
||||
"multiple patterns with TABs. For example: \"*." TORQUE_SCRIPT_EXTENSION "\" TAB \"*.dso\"\n"
|
||||
"@param recurse If true, the search will exhaustively recurse into subdirectories "
|
||||
"of the given path and match the given filename patterns.\n"
|
||||
"@return String of the first matching file path, or an empty string if no matching "
|
||||
|
|
@ -333,8 +333,8 @@ DefineEngineFunction(getFileCountMultiExpr, S32, ( const char* pattern, bool rec
|
|||
"If you're interested in a list of files that match the given patterns and not just "
|
||||
"the number of files, use findFirstFileMultiExpr() and findNextFileMultiExpr().\n\n"
|
||||
|
||||
"@param pattern The path and file name pattern to match against, such as *.cs. Separate "
|
||||
"multiple patterns with TABs. For example: \"*.cs\" TAB \"*.dso\"\n"
|
||||
"@param pattern The path and file name pattern to match against, such as *." TORQUE_SCRIPT_EXTENSION ". Separate "
|
||||
"multiple patterns with TABs. For example: \"*." TORQUE_SCRIPT_EXTENSION "\" TAB \"*.dso\"\n"
|
||||
"@param recurse If true, the search will exhaustively recurse into subdirectories "
|
||||
"of the given path and match the given filename pattern.\n"
|
||||
"@return Number of files located using the patterns\n\n"
|
||||
|
|
@ -589,7 +589,7 @@ DefineEngineFunction(fileExt, String, ( const char* fileName ),,
|
|||
"@brief Get the extension of a file\n\n"
|
||||
|
||||
"@param fileName Name and path of file\n"
|
||||
"@return String containing the extension, such as \".exe\" or \".cs\"\n"
|
||||
"@return String containing the extension, such as \".exe\" or \"." TORQUE_SCRIPT_EXTENSION "\"\n"
|
||||
"@ingroup FileSystem")
|
||||
{
|
||||
const char *ret = dStrrchr(fileName, '.');
|
||||
|
|
@ -744,7 +744,7 @@ DefineEngineFunction(getExecutableName, String, (),,
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
DefineEngineFunction( getMainDotCsDir, String, (),,
|
||||
"@brief Get the absolute path to the directory that contains the main.cs script from which the engine was started.\n\n"
|
||||
"@brief Get the absolute path to the directory that contains the main." TORQUE_SCRIPT_EXTENSION " script from which the engine was started.\n\n"
|
||||
|
||||
"This directory will usually contain all the game assets and, in a user-side game installation, will usually be "
|
||||
"read-only.\n\n"
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@ class CodeBlock;
|
|||
/// To use the debugger, use dbgSetParameters(port, password); in the console
|
||||
/// of the server to enable debugger connections. Then on some other system,
|
||||
/// start up the app (you don't have to start a game or connect to the
|
||||
/// server) and exec("common/debugger/debugger.cs"); in the console. Then use
|
||||
/// server) and exec("common/debugger/debugger.tscript"); in the console. Then use
|
||||
/// the debugger GUI to connect to the server with the right port and password.
|
||||
///
|
||||
/// @see http://www.planettribes.com/tribes2/editing.shtml for more thorough discussion.
|
||||
|
|
|
|||
|
|
@ -409,7 +409,7 @@ FileNodeRef ZipFileSystem::resolve(const Path& path)
|
|||
// If a zip file's name isn't the root of the path we're looking for
|
||||
// then do not continue. Otherwise, we'll continue to look for the
|
||||
// path's root within the zip file itself. i.e. we're looking for the
|
||||
// path "scripts/test.cs". If the zip file itself isn't called scripts.zip
|
||||
// path "scripts/test.tscript". If the zip file itself isn't called scripts.zip
|
||||
// then we won't look within the archive for a "scripts" directory.
|
||||
return NULL;
|
||||
#endif
|
||||
|
|
@ -472,4 +472,4 @@ void ZipFileSystem::_init()
|
|||
//mZipArchive->dumpCentralDirectory();
|
||||
}
|
||||
|
||||
};
|
||||
};
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ namespace FS
|
|||
/// 3) Nothing special is done for the WriteAppend case; that is, it follows the same logic as if you were
|
||||
/// just trying to Write the file.
|
||||
///
|
||||
/// Because of rule 1) above, you should take care that any files you need to write (such as prefs.cs), are not
|
||||
/// Because of rule 1) above, you should take care that any files you need to write (such as prefs.tscript), are not
|
||||
/// included in read-only zip archive files.
|
||||
class VirtualMountSystem : public MountSystem
|
||||
{
|
||||
|
|
|
|||
|
|
@ -64,16 +64,16 @@ void GFXCardProfiler::loadProfileScript(const char* aScriptName)
|
|||
|
||||
void GFXCardProfiler::loadProfileScripts(const String& render, const String& vendor, const String& card, const String& version)
|
||||
{
|
||||
String script = render + ".cs";
|
||||
String script = render + "." TORQUE_SCRIPT_EXTENSION;
|
||||
loadProfileScript(script);
|
||||
|
||||
script = render + "." + vendor + ".cs";
|
||||
script = render + "." + vendor + "." TORQUE_SCRIPT_EXTENSION;
|
||||
loadProfileScript(script);
|
||||
|
||||
script = render + "." + vendor + "." + card + ".cs";
|
||||
script = render + "." + vendor + "." + card + "." TORQUE_SCRIPT_EXTENSION;
|
||||
loadProfileScript(script);
|
||||
|
||||
script = render + "." + vendor + "." + card + "." + version + ".cs";
|
||||
script = render + "." + vendor + "." + card + "." + version + "." TORQUE_SCRIPT_EXTENSION;
|
||||
loadProfileScript(script);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -67,7 +67,7 @@ GuiFileTreeCtrl::GuiFileTreeCtrl()
|
|||
mSupportMouseDragging = false;
|
||||
mMultipleSelections = false;
|
||||
|
||||
mFileFilter = "*.cs *.gui *.ed.cs";
|
||||
mFileFilter = "*." TORQUE_SCRIPT_EXTENSION " *.gui *.ed." TORQUE_SCRIPT_EXTENSION;
|
||||
_initFilters();
|
||||
}
|
||||
|
||||
|
|
@ -111,7 +111,7 @@ void GuiFileTreeCtrl::updateTree()
|
|||
if( !mRootPath.isEmpty() )
|
||||
rootPath = String::ToString( "%s/%s", rootPath.c_str(), mRootPath.c_str() );
|
||||
|
||||
// get the files in the main.cs dir
|
||||
// get the files in the main.tscript dir
|
||||
Vector<StringTableEntry> pathVec;
|
||||
Platform::dumpDirectories( rootPath, pathVec, 0, true);
|
||||
_dumpFiles( rootPath, pathVec, 0);
|
||||
|
|
|
|||
|
|
@ -510,7 +510,7 @@ bool compiledFileNeedsUpdate(UTF8* filename)
|
|||
|
||||
DefineEngineFunction(CompileLanguage, void, (const char* inputFile, bool createMap), (false),
|
||||
"@brief Compiles a LSO language file."
|
||||
" if createIndex is true, will also create languageMap.cs with"
|
||||
" if createIndex is true, will also create languageMap." TORQUE_SCRIPT_EXTENSION " with"
|
||||
" the global variables for each string index."
|
||||
" The input file must follow this example layout:"
|
||||
" TXT_HELLO_WORLD = Hello world in english!")
|
||||
|
|
@ -538,9 +538,9 @@ DefineEngineFunction(CompileLanguage, void, (const char* inputFile, bool createM
|
|||
{
|
||||
Torque::Path mapPath = scriptFilenameBuffer;
|
||||
mapPath.setFileName("languageMap");
|
||||
mapPath.setExtension("cs");
|
||||
mapPath.setExtension(TORQUE_SCRIPT_EXTENSION);
|
||||
if ((mapStream = FileStream::createAndOpen(mapPath, Torque::FS::File::Write)) == NULL)
|
||||
Con::errorf("CompileLanguage - failed creating languageMap.cs");
|
||||
Con::errorf("CompileLanguage - failed creating languageMap." TORQUE_SCRIPT_EXTENSION);
|
||||
}
|
||||
|
||||
LangFile langFile;
|
||||
|
|
|
|||
|
|
@ -532,7 +532,7 @@ bool Material::onAdd()
|
|||
matSet->addObject( (SimObject*)this );
|
||||
|
||||
// save the current script path for texture lookup later
|
||||
const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.cs
|
||||
const String scriptFile = Con::getVariable("$Con::File"); // current script file - local materials.tscript
|
||||
|
||||
String::SizeType slash = scriptFile.find( '/', scriptFile.length(), String::Right );
|
||||
if ( slash != String::NPos )
|
||||
|
|
|
|||
|
|
@ -267,12 +267,12 @@ namespace Platform
|
|||
/// Returns full pathname of the torque executable without filename
|
||||
StringTableEntry getExecutablePath();
|
||||
|
||||
/// Returns the full path to the directory that contains main.cs.
|
||||
/// Returns the full path to the directory that contains main.tscript.
|
||||
/// Tools scripts are validated as such if they are in this directory or a
|
||||
/// subdirectory of this directory.
|
||||
StringTableEntry getMainDotCsDir();
|
||||
|
||||
/// Set main.cs directory. Used in runEntryScript()
|
||||
/// Set main.tscript directory. Used in runEntryScript()
|
||||
void setMainDotCsDir(const char *dir);
|
||||
|
||||
StringTableEntry getPrefsPath(const char *file = NULL);
|
||||
|
|
|
|||
|
|
@ -67,7 +67,7 @@ ConsoleDocClass( RenderDeferredMgr,
|
|||
"and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"
|
||||
"PostEffect and other shaders can access the output of this bin by using the #deferred "
|
||||
"texture target name. See the edge anti-aliasing post effect for an example.\n\n"
|
||||
"@see game/core/scripts/client/postFx/edgeAA.cs\n"
|
||||
"@see game/core/scripts/client/postFx/edgeAA." TORQUE_SCRIPT_EXTENSION "\n"
|
||||
"@ingroup RenderBin\n" );
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -42,7 +42,7 @@ ConsoleDocClass( RenderFormatToken,
|
|||
|
||||
"The RenderPassStateBin manager changes the rendering state associated with "
|
||||
"this token. In stock Torque 3D, a single example exists in the "
|
||||
"way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
|
||||
"way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
|
||||
"render managers are intialized, and a single RenderFormatToken is used. This "
|
||||
"implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
|
||||
|
||||
|
|
@ -72,7 +72,7 @@ ConsoleDocClass( RenderFormatToken,
|
|||
|
||||
"@see RenderPassToken\n\n"
|
||||
"@see RenderPassStateBin\n"
|
||||
"@see game/core/scripts/client/renderManager.cs\n"
|
||||
"@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
|
||||
|
||||
"@ingroup GFX\n"
|
||||
);
|
||||
|
|
@ -381,4 +381,4 @@ void RenderFormatToken::onRemove()
|
|||
mTarget.release();
|
||||
|
||||
Parent::onRemove();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -110,7 +110,7 @@ ConsoleDocClass( RenderPassManager,
|
|||
"The render pass is used to order a set of RenderBinManager objects which are used "
|
||||
"when rendering a scene. This class does little work itself other than managing "
|
||||
"its list of render bins.\n\n"
|
||||
"In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager "
|
||||
"In 'core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "' you will find the DiffuseRenderPassManager "
|
||||
"which is used by the C++ engine to render the scene.\n\n"
|
||||
"@see RenderBinManager\n"
|
||||
"@ingroup RenderBin\n" );
|
||||
|
|
|
|||
|
|
@ -37,13 +37,13 @@ ConsoleDocClass( RenderPassStateToken,
|
|||
|
||||
"The RenderPassStateBin manager changes the rendering state associated with "
|
||||
"a token it is declared with. In stock Torque 3D, a single example exists in the "
|
||||
"way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
|
||||
"way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
|
||||
"render managers are intialized, and a single RenderFormatToken is used. This "
|
||||
"implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
|
||||
|
||||
"@see RenderFormatToken\n"
|
||||
"@see RenderPassStateBin\n"
|
||||
"@see game/core/scripts/client/renderManager.cs\n"
|
||||
"@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
|
||||
|
||||
"@ingroup RenderBin\n"
|
||||
);
|
||||
|
|
@ -160,4 +160,4 @@ DefineEngineMethod(RenderPassStateToken, toggle, void, (),,
|
|||
"@brief Toggles the token from enabled to disabled or vice versa." )
|
||||
{
|
||||
object->enable(!object->isEnabled());
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2218,8 +2218,8 @@ DefineEngineMethod( ActionMap, save, void, ( const char* fileName, bool append )
|
|||
" the ActionMap will be dumped to the console.\n"
|
||||
"@param append Whether to write the ActionMap at the end of the file or overwrite it.\n"
|
||||
"@tsexample\n"
|
||||
"// Write out the actionmap into the config.cs file\n"
|
||||
"moveMap.save( \"scripts/client/config.cs\" );"
|
||||
"// Write out the actionmap into the config." TORQUE_SCRIPT_EXTENSION " file\n"
|
||||
"moveMap.save( \"scripts/client/config." TORQUE_SCRIPT_EXTENSION "\" );"
|
||||
"@endtsexample\n\n")
|
||||
{
|
||||
char buffer[1024];
|
||||
|
|
|
|||
|
|
@ -150,7 +150,7 @@ void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) co
|
|||
else
|
||||
{ // OPAQUE
|
||||
translucent = false;
|
||||
blendOp = Material::LerpAlpha; // Make default so it doesn't get written to materials.cs
|
||||
blendOp = Material::LerpAlpha; // Make default so it doesn't get written to materials.tscript
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -296,7 +296,7 @@ String AssimpAppMaterial::cleanTextureName(String& texName, String& shapeName, c
|
|||
if (nameOnly)
|
||||
cleanStr = foundPath.getFullFileName();
|
||||
else
|
||||
{ // Unless the file is in the same directory as the materials.cs (covered above)
|
||||
{ // Unless the file is in the same directory as the materials.tscript (covered above)
|
||||
// we need to set the full path from the root directory. If we use "subdirectory/file.ext",
|
||||
// the material manager won't find the image file, but it will be found the next time the
|
||||
// material is loaded from file. If we use "./subdirectory/file.ext", the image will be found
|
||||
|
|
|
|||
|
|
@ -427,7 +427,7 @@ void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
|
|||
{
|
||||
Torque::Path scriptPath(path);
|
||||
scriptPath.setFileName("materials");
|
||||
scriptPath.setExtension("cs");
|
||||
scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
|
||||
|
||||
// First see what materials we need to update
|
||||
PersistenceManager persistMgr;
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ public:
|
|||
ColladaExtension_effect* effectExt; ///< effect extension
|
||||
String name; ///< Name of this material (cleaned)
|
||||
|
||||
// Settings extracted from the Collada file, and optionally saved to materials.cs
|
||||
// Settings extracted from the Collada file, and optionally saved to materials.tscript
|
||||
String diffuseMap;
|
||||
String normalMap;
|
||||
|
||||
|
|
|
|||
|
|
@ -453,7 +453,7 @@ void copySketchupTexture(const Torque::Path &path, String &textureFilename)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// Add collada materials to materials.cs
|
||||
/// Add collada materials to materials.tscript
|
||||
void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
|
||||
{
|
||||
#ifdef DAE2DTS_TOOL
|
||||
|
|
@ -463,7 +463,7 @@ void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
|
|||
|
||||
Torque::Path scriptPath(path);
|
||||
scriptPath.setFileName("materials");
|
||||
scriptPath.setExtension("cs");
|
||||
scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
|
||||
|
||||
// First see what materials we need to update
|
||||
PersistenceManager persistMgr;
|
||||
|
|
@ -731,7 +731,7 @@ TSShape* loadColladaShape(const Torque::Path &path)
|
|||
|
||||
#endif // DAE2DTS_TOOL
|
||||
|
||||
// Add collada materials to materials.cs
|
||||
// Add collada materials to materials.tscript
|
||||
updateMaterialsScript(path, isSketchup);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -181,7 +181,7 @@ String ColladaUtils::resolveImagePath(const domImage* image)
|
|||
// it is inside the Torque folder, otherwise force textures
|
||||
// to be in the same folder as the shape.
|
||||
// 2. If the URI string contains a relative path, append it
|
||||
// to the shape path (since materials.cs cannot handle
|
||||
// to the shape path (since materials.tscript cannot handle
|
||||
// relative paths).
|
||||
|
||||
Torque::Path imagePath;
|
||||
|
|
|
|||
|
|
@ -101,7 +101,7 @@ namespace ColladaUtils
|
|||
bool ignoreNodeScale; // Ignore <scale> elements in <node>s
|
||||
bool adjustCenter; // Translate model so origin is at the center
|
||||
bool adjustFloor; // Translate model so origin is at the bottom
|
||||
bool forceUpdateMaterials; // Force update of materials.cs
|
||||
bool forceUpdateMaterials; // Force update of materials.tscript
|
||||
bool useDiffuseNames; // Use diffuse texture as the material name
|
||||
|
||||
// Assimp specific preprocess import options
|
||||
|
|
|
|||
|
|
@ -2112,14 +2112,14 @@ template<> void *Resource<TSShape>::create(const Torque::Path &path)
|
|||
{
|
||||
// Execute the shape script if it exists
|
||||
Torque::Path scriptPath(path);
|
||||
scriptPath.setExtension("cs");
|
||||
scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
|
||||
|
||||
// Don't execute the script if we're already doing so!
|
||||
StringTableEntry currentScript = Platform::stripBasePath(CodeBlock::getCurrentCodeBlockFullPath());
|
||||
if (!scriptPath.getFullPath().equal(currentScript))
|
||||
{
|
||||
Torque::Path scriptPathDSO(scriptPath);
|
||||
scriptPathDSO.setExtension("cs.dso");
|
||||
scriptPathDSO.setExtension(TORQUE_SCRIPT_EXTENSION ".dso");
|
||||
|
||||
if (Torque::FS::IsFile(scriptPathDSO) || Torque::FS::IsFile(scriptPath))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -313,9 +313,9 @@ void TSShapeConstructor::initPersistFields()
|
|||
"@see adjustCenter" );
|
||||
|
||||
addField( "forceUpdateMaterials", TypeBool, Offset(mOptions.forceUpdateMaterials, TSShapeConstructor),
|
||||
"Forces update of the materials.cs file in the same folder as the COLLADA "
|
||||
"Forces update of the materials." TORQUE_SCRIPT_EXTENSION " file in the same folder as the COLLADA "
|
||||
"(.dae) file, even if Materials already exist. No effect for DTS files.\n"
|
||||
"Normally only Materials that are not already defined are written to materials.cs." );
|
||||
"Normally only Materials that are not already defined are written to materials." TORQUE_SCRIPT_EXTENSION "." );
|
||||
|
||||
// Fields added for assimp options
|
||||
addField( "convertLeftHanded", TypeBool, Offset(mOptions.convertLeftHanded, TSShapeConstructor),
|
||||
|
|
@ -710,11 +710,11 @@ DefineTSShapeConstructorMethod( saveShape, void, ( const char* filename ),,
|
|||
DefineTSShapeConstructorMethod( writeChangeSet, void, (),,
|
||||
(),,
|
||||
"Write the current change set to a TSShapeConstructor script file. The "
|
||||
"name of the script file is the same as the model, but with .cs extension. "
|
||||
"eg. myShape.cs for myShape.dts or myShape.dae.\n" )
|
||||
"name of the script file is the same as the model, but with ." TORQUE_SCRIPT_EXTENSION " extension. "
|
||||
"eg. myShape." TORQUE_SCRIPT_EXTENSION " for myShape.dts or myShape.dae.\n" )
|
||||
{
|
||||
Torque::Path scriptPath( mShapePath );
|
||||
scriptPath.setExtension( "cs" );
|
||||
scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
|
||||
|
||||
// Read current file contents
|
||||
FileObject f;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue