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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Adds some in-progress gameObject recreation of various legacy game classes, such as PlayerObject, AIPlayerObject, Sound Emitter and Static Shape.
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parent
775ca57047
commit
23182eb2a1
23 changed files with 792 additions and 35 deletions
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@ -139,6 +139,44 @@ void GameObjectAsset::onAssetRefresh()
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Con::executeFile(mScriptFilePath, false, false);
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}
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const char* GameObjectAsset::create()
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{
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if (!Platform::isFile(mTAMLFilePath))
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return "";
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// Set the format mode.
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Taml taml;
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// Yes, so set it.
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taml.setFormatMode(Taml::getFormatModeEnum("xml"));
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// Turn-off auto-formatting.
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taml.setAutoFormat(false);
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// Read object.
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SimObject* pSimObject = taml.read(mTAMLFilePath);
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// Did we find the object?
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if (pSimObject == NULL)
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{
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// No, so warn.
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Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFilePath);
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return "";
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}
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//Flag it so we know where it came from
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pSimObject->setDataField("GameObject", nullptr, getAssetId());
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return pSimObject->getIdString();
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}
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DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
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"Creates an instance of the given GameObject given the asset definition.\n"
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"@return The GameObject entity created from the asset.")
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{
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return object->create();
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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@ -161,34 +199,50 @@ void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
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GuiControl* GuiInspectorTypeGameObjectAssetPtr::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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// Create "Open in ShapeEditor" button
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mGameObjectEditButton = new GuiButtonCtrl();
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"GameObjectAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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mInspector->getComponentGroupTargetId(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
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mGameObjectEditButton->setField("Command", szBuffer);
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// Create "Open in ShapeEditor" button
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mSMEdButton = new GuiBitmapButtonCtrl();
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mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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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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const char* assetId = getData();
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char bitmapName[512] = "tools/worldEditor/images/toolbar/shape-editor";
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mSMEdButton->setBitmap(bitmapName);
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if (assetId == "")
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{
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mGameObjectEditButton->setText("Create Game Object");
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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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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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else
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{
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GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
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mSMEdButton->registerObject();
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addObject(mSMEdButton);
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if (goAsset)
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{
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mGameObjectEditButton->setText("Edit Game Object");
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return retCtrl;
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
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}
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else
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{
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mGameObjectEditButton->setText("Create Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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}
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//mGameObjectEditButton->registerObject();
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_registerEditControl(mGameObjectEditButton);
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addObject(mGameObjectEditButton);
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return mGameObjectEditButton;
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}
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bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
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@ -199,19 +253,12 @@ bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
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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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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, 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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if (mGameObjectEditButton != 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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resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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}
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return resized;
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