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Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
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41 changed files with 3173 additions and 96 deletions
137
Engine/source/T3D/assets/ScriptAsset.cpp
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137
Engine/source/T3D/assets/ScriptAsset.cpp
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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 SCRIPT_ASSET_H
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#include "ScriptAsset.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(ScriptAsset);
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ConsoleType(ScriptAssetPtr, TypeScriptAssetPtr, ScriptAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeScriptAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<ScriptAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeScriptAssetPtr)
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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<ScriptAsset>* pAssetPtr = dynamic_cast<AssetPtr<ScriptAsset>*>((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("(TypeScriptAssetPtr) - 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("(TypeScriptAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ScriptAsset::ScriptAsset()
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{
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mScriptFilePath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ScriptAsset::~ScriptAsset()
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{
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// If the asset manager does not own the asset then we own the
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// asset definition so delete it.
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if (!getOwned())
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delete mpAssetDefinition;
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}
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//-----------------------------------------------------------------------------
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void ScriptAsset::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, ScriptAsset), "Path to the script file.");
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addField("isServerSide", TypeBool, Offset(mIsServerSide, ScriptAsset), "Is this script file to be run on the server side?");
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}
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//------------------------------------------------------------------------------
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void ScriptAsset::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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void ScriptAsset::initializeAsset()
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{
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if (Platform::isFile(mScriptFilePath))
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Con::executeFile(mScriptFilePath, false, false);
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}
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void ScriptAsset::onAssetRefresh()
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{
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if (Platform::isFile(mScriptFilePath))
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Con::executeFile(mScriptFilePath, false, false);
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}
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