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

@ -119,8 +119,6 @@ void TerrainMaterialAsset::initializeAsset()
// Call parent.
Parent::initializeAsset();
compileShader();
mScriptPath = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptPath))
@ -164,21 +162,49 @@ void TerrainMaterialAsset::setScriptFile(const char* pScriptFile)
//------------------------------------------------------------------------------
void TerrainMaterialAsset::compileShader()
{
}
void TerrainMaterialAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
DefineEngineMethod(TerrainMaterialAsset, compileShader, void, (), , "Compiles the material's generated shader, if any. Not yet implemented\n")
StringTableEntry TerrainMaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)
{
object->compileShader();
StringTableEntry materialAssetId = StringTable->EmptyString();
AssetQuery* query = new AssetQuery();
U32 foundCount = AssetDatabase.findAssetType(query, "TerrainMaterialAsset");
if (foundCount == 0)
{
//Didn't work, so have us fall back to a placeholder asset
materialAssetId = StringTable->insert("Core_Rendering:noMaterial");
}
else
{
for (U32 i = 0; i < foundCount; i++)
{
TerrainMaterialAsset* matAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(query->mAssetList[i]);
if (matAsset && matAsset->getMaterialDefinitionName() == matName)
{
materialAssetId = matAsset->getAssetId();
AssetDatabase.releaseAsset(query->mAssetList[i]);
break;
}
AssetDatabase.releaseAsset(query->mAssetList[i]);
}
}
return materialAssetId;
}
#ifdef TORQUE_TOOLS
DefineEngineStaticMethod(TerrainMaterialAsset, getAssetIdByMaterialName, const char*, (const char* materialName), (""),
"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
"@return The AssetId of the associated asset, if any.")
{
return TerrainMaterialAsset::getAssetIdByMaterialName(StringTable->insert(materialName));
}
#endif
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------