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Initial implementation of the Asset Browser tool.
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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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function AssetBrowser_addModuleWindow::onGainFirstResponder(%this)
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{
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%this-->moduleName.setFirstResponder();
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}
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function AssetBrowser_addModuleWindow::close()
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{
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Canvas.popDialog(AssetBrowser_addModule);
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eval(AssetBrowser_addModuleWindow.callbackFunction);
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}
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function AssetBrowser_addModuleWindow::CreateNewModule(%this)
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{
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%newModuleName = %this-->moduleName.getText();
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if(%newModuleName $= "")
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return;
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echo("Creating a new Module named: " @ %newModuleName);
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%moduleFilePath = "data/" @ %newModuleName;
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%moduleDefinitionFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".module";
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%moduleScriptFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".cs";
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%newModule = new ModuleDefinition()
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{
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ModuleId = %newModuleName;
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versionId = 1;
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ScriptFile = %newModuleName @ ".cs";
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CreateFunction="onCreate";
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DestroyFunction="onDestroy";
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Group = "Game";
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new DeclaredAssets()
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{
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Extension = "asset.taml";
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Recurse = true;
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};
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};
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TAMLWrite(%newModule, %moduleDefinitionFilePath);
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//Now generate the script file for it
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%file = new FileObject();
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if(%file.openForWrite(%moduleScriptFilePath))
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{
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%file.writeline("function " @ %newModuleName @ "::onCreate(%this)\n{\n\n}\n");
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%file.writeline("function " @ %newModuleName @ "::onDestroy(%this)\n{\n\n}\n");
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//todo, pre-write any event functions of interest
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%file.close();
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}
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//force a refresh of our modules list
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ModuleDatabase.ignoreLoadedGroups(true);
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ModuleDatabase.scanModules();
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%success = ModuleDatabase.loadExplicit(%newModuleName, 1);
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ModuleDatabase.ignoreLoadedGroups(false);
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//force a reload of the Module lists
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NewAssetModuleList.refresh();
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GameObjectModuleList.refresh();
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ImportAssetModuleList.refresh();
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AssetBrowser.newModuleId = %newModuleName;
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Canvas.popDialog(AssetBrowser_addModule);
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eval(AssetBrowser_addModuleWindow.callbackFunction);
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}
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function AssetBrowserModuleList::onWake(%this)
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{
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%this.refresh();
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}
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function AssetBrowserModuleList::refresh(%this)
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{
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%this.clear();
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//First, get our list of modules
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%moduleList = ModuleDatabase.findModules();
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%count = getWordCount(%moduleList);
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for(%i=0; %i < %count; %i++)
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{
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%moduleName = getWord(%moduleList, %i);
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%this.add(%moduleName.ModuleId, %i);
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}
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}
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