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Merge pull request #361 from Areloch/LevelAssetLoadConsistency
Updates some level asset functions and script handling
This commit is contained in:
commit
3851612b91
2 changed files with 24 additions and 29 deletions
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@ -362,22 +362,29 @@ void LevelAsset::unloadDependencies()
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}
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DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
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"Creates a new script asset using the targetFilePath.\n"
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"@return The bool result of calling exec")
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"Gets the full path of the asset's defined level file.\n"
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"@return The string result of the level path")
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{
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return object->getLevelPath();
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}
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DefineEngineMethod(LevelAsset, getPreviewImagePath, const char*, (), ,
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"Gets the full path of the asset's defined preview image file.\n"
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"@return The string result of the level preview image path")
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{
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return object->getImagePath();
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}
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DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), ,
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"Creates a new script asset using the targetFilePath.\n"
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"@return The bool result of calling exec")
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"Gets the full path of the asset's defined postFX preset file.\n"
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"@return The string result of the postFX preset path")
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{
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return object->getPostFXPresetPath();
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}
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DefineEngineMethod(LevelAsset, getDecalsPath, const char*, (), ,
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"Creates a new script asset using the targetFilePath.\n"
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"@return The bool result of calling exec")
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"Gets the full path of the asset's defined decal file.\n"
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"@return The string result of the decal path")
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{
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return object->getDecalsPath();
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}
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@ -83,9 +83,9 @@ function ChooseLevelDlg::onWake( %this )
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for(%i=0; %i < LevelListEntries.count(); %i++)
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{
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%levelEntry = LevelListEntries.getKey(%i);
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%levelAsset = LevelListEntries.getKey(%i);
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LevelList.addRow(getField(%levelEntry, 0), "", -1, -30);
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LevelList.addRow(%levelAsset.LevelName, "", -1, -30);
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}
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LevelList.setSelected(0);
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@ -140,45 +140,33 @@ function ChooseLevelDlg::addMissionFile( %this, %file )
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function ChooseLevelDlg::addLevelAsset( %this, %levelAsset )
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{
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%file = %levelAsset.getAssetId();
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%levelName = %levelAsset.LevelName;
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%levelDesc = %levelAsset.description;
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%levelPreview = %levelAsset.levelPreviewImage;
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LevelListEntries.add( %levelName TAB %file TAB %levelDesc TAB %levelPreview );
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LevelListEntries.add( %levelAsset );
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}
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function LevelList::onChange(%this)
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{
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%index = %this.getSelectedRow();
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%levelEntry = LevelListEntries.getKey(%index);
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%levelAsset = LevelListEntries.getKey(%index);
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// Get the name
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ChooseLevelWindow->LevelName.text = getField(%levelEntry, 0);
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ChooseLevelWindow->LevelName.text = %levelAsset.LevelName;
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// Get the level file
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$selectedLevelAsset = getField(%levelEntry, 1);
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// Get the level id
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$selectedLevelAsset = %levelAsset.getAssetId();
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// Find the preview image
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%levelPreview = getField(%levelEntry, 3);
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%levelPreview = %levelAsset.getPreviewImagePath();
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// Test against all of the different image formats
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// This should probably be moved into an engine function
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if (isFile(%levelPreview @ ".png") ||
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isFile(%levelPreview @ ".jpg") ||
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isFile(%levelPreview @ ".bmp") ||
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isFile(%levelPreview @ ".gif") ||
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isFile(%levelPreview @ ".jng") ||
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isFile(%levelPreview @ ".mng") ||
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isFile(%levelPreview @ ".tga"))
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ChooseLevelWindow->CurrentPreview.setBitmap(%previewFile);
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if (isFile(%levelPreview))
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ChooseLevelWindow->CurrentPreview.setBitmap(%levelPreview);
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else
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ChooseLevelWindow->CurrentPreview.setBitmap("data/ui/images/no-preview");
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// Get the description
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%levelDesc = getField(%levelEntry, 2);
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%levelDesc = %levelAsset.description;
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if(%levelDesc !$= "")
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{
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