Converts all game, gui editor, and system classes to utilize assets

Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
This commit is contained in:
Areloch 2021-07-19 01:07:08 -05:00
parent 83b0432283
commit 5525f8ecdd
1708 changed files with 19619 additions and 4596 deletions

View file

@ -47,14 +47,14 @@
IMPLEMENT_CONOBJECT(LevelAsset);
ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeLevelAssetPtr)
{
// Fetch asset Id.
return *((StringTableEntry*)dptr);
return *((const char**)(dptr));
}
//-----------------------------------------------------------------------------
@ -65,13 +65,7 @@ ConsoleSetType(TypeLevelAssetPtr)
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset Id.
StringTableEntry* assetId = (StringTableEntry*)(dptr);
// Update asset value.
*assetId = StringTable->insert(pFieldValue);
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
@ -86,14 +80,12 @@ LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
{
mLevelName = StringTable->EmptyString();
mLevelFile = StringTable->EmptyString();
mPreviewImage = StringTable->EmptyString();
mPostFXPresetFile = StringTable->EmptyString();
mDecalsFile = StringTable->EmptyString();
mForestFile = StringTable->EmptyString();
mNavmeshFile = StringTable->EmptyString();
mLevelPath = StringTable->EmptyString();
mPreviewImagePath = StringTable->EmptyString();
mPostFXPresetPath = StringTable->EmptyString();
mDecalsPath = StringTable->EmptyString();
mForestPath = StringTable->EmptyString();
@ -104,6 +96,9 @@ LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
mEditorFile = StringTable->EmptyString();
mBakedSceneFile = StringTable->EmptyString();
mPreviewImageAssetId = StringTable->EmptyString();
mPreviewImageAsset = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
@ -122,8 +117,6 @@ void LevelAsset::initPersistFields()
addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the actual level file.");
addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
&setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
&setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
@ -157,24 +150,32 @@ void LevelAsset::initializeAsset()
// Call parent.
Parent::initializeAsset();
// Ensure the image-file is expanded.
mPreviewImagePath = expandAssetFilePath(mPreviewImage);
mLevelPath = expandAssetFilePath(mLevelFile);
mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
mDecalsPath = expandAssetFilePath(mDecalsFile);
mForestPath = expandAssetFilePath(mForestFile);
mNavmeshPath = expandAssetFilePath(mNavmeshFile);
loadAsset();
}
void LevelAsset::onAssetRefresh(void)
{
loadAsset();
}
void LevelAsset::loadAsset()
{
// Ensure the image-file is expanded.
mPreviewImagePath = expandAssetFilePath(mPreviewImage);
mLevelPath = expandAssetFilePath(mLevelFile);
mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
mDecalsPath = expandAssetFilePath(mDecalsFile);
mForestPath = expandAssetFilePath(mForestFile);
mNavmeshPath = expandAssetFilePath(mNavmeshFile);
StringTableEntry previewImageAssetId = getAssetDependencyField("previewImageAsset");
if (previewImageAssetId != StringTable->EmptyString())
{
mPreviewImageAssetId = previewImageAssetId;
AssetPtr<ImageAsset> previewImgAsset = mPreviewImageAssetId;
mPreviewImageAsset = previewImgAsset;
}
}
//
@ -197,23 +198,19 @@ void LevelAsset::setLevelFile(const char* pLevelFile)
refreshAsset();
}
void LevelAsset::setImageFile(const char* pImageFile)
StringTableEntry LevelAsset::getPreviewImageAsset() const
{
// Sanity!
AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
return mPreviewImageAssetId;
}
// Fetch image file.
pImageFile = StringTable->insert(pImageFile);
StringTableEntry LevelAsset::getPreviewImagePath(void) const
{
if (mPreviewImageAsset.notNull() && mPreviewImageAsset->isAssetValid())
{
return mPreviewImageAsset->getImagePath();
}
// Ignore no change,
if (pImageFile == mPreviewImage)
return;
// Update.
mPreviewImage = pImageFile;
// Refresh the asset.
refreshAsset();
return StringTable->EmptyString();
}
void LevelAsset::setEditorFile(const char* pEditorFile)
@ -368,11 +365,18 @@ DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
return object->getLevelPath();
}
DefineEngineMethod(LevelAsset, getPreviewImageAsset, const char*, (), ,
"Gets the full path of the asset's defined preview image file.\n"
"@return The string result of the level preview image path")
{
return object->getPreviewImageAsset();
}
DefineEngineMethod(LevelAsset, getPreviewImagePath, const char*, (), ,
"Gets the full path of the asset's defined preview image file.\n"
"@return The string result of the level preview image path")
{
return object->getImagePath();
return object->getPreviewImagePath();
}
DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), ,