Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types

This commit is contained in:
JeffR 2025-03-30 16:36:15 -05:00
parent c2af4e578b
commit 5566f8a396
9 changed files with 469 additions and 47 deletions

View file

@ -101,7 +101,7 @@ ConsoleSetType(TypeLevelAssetId)
}
//-----------------------------------------------------------------------------
LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
LevelAsset::LevelAsset() : AssetBase()
{
mLevelName = StringTable->EmptyString();
mLevelFile = StringTable->EmptyString();
@ -117,7 +117,6 @@ LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
mNavmeshPath = StringTable->EmptyString();
mGameModesNames = StringTable->EmptyString();
mMainLevelAsset = StringTable->EmptyString();
mEditorFile = StringTable->EmptyString();
mBakedSceneFile = StringTable->EmptyString();
@ -158,7 +157,6 @@ void LevelAsset::initPersistFields()
addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
addField("gameModesNames", TypeString, Offset(mGameModesNames, LevelAsset), "Name of the Game Mode to be used with this level");
}
@ -480,15 +478,8 @@ GuiControl* GuiInspectorTypeLevelAssetPtr::constructEditControl()
// Create "Open in Editor" button
mEditButton = new GuiBitmapButtonCtrl();
String setSubSceneValue = "$createLevelAssetIsSubScene = \"\";";
if(dynamic_cast<SubScene*>(mInspector->getInspectObject()) != NULL)
{
setSubSceneValue = "$createLevelAssetIsSubScene = true;";
}
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; %s AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
getIdString(),
setSubSceneValue.c_str());
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
getIdString());
mEditButton->setField("Command", szBuffer);
char bitmapName[512] = "ToolsModule:iconAdd_image";

View file

@ -66,9 +66,6 @@ class LevelAsset : public AssetBase
StringTableEntry mEditorFile;
StringTableEntry mBakedSceneFile;
bool mIsSubLevel;
StringTableEntry mMainLevelAsset;
StringTableEntry mGameModesNames;
Vector<AssetBase*> mAssetDependencies;

View file

@ -0,0 +1,166 @@
#include "SubSceneAsset.h"
#include "T3D/SubScene.h"
IMPLEMENT_CONOBJECT(SubSceneAsset);
ConsoleType(SubSceneAssetPtr, TypeSubSceneAssetPtr, const char*, "")
//-----------------------------------------------------------------------------
ConsoleGetType(TypeSubSceneAssetPtr)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeSubSceneAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
// Warn.
Con::warnf("(TypeSubSceneAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
ConsoleType(assetIdString, TypeSubSceneAssetId, const char*, "")
ConsoleGetType(TypeSubSceneAssetId)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
ConsoleSetType(TypeSubSceneAssetId)
{
// Was a single argument specified?
if (argc == 1)
{
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
// Warn.
Con::warnf("(TypeSubSceneAssetId) - Cannot set multiple args to a single asset.");
}
SubSceneAsset::SubSceneAsset() : LevelAsset()
{
}
SubSceneAsset::~SubSceneAsset()
{
}
void SubSceneAsset::initPersistFields()
{
docsURL;
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeSubSceneAssetPtr);
ConsoleDocClass(GuiInspectorTypeSubSceneAssetPtr,
"@brief Inspector field type for Shapes\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeSubSceneAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeSubSceneAssetPtr)->setInspectorFieldType("GuiInspectorTypeSubSceneAssetPtr");
}
GuiControl* GuiInspectorTypeSubSceneAssetPtr::constructEditControl()
{
// Create base filename edit controls
GuiControl* retCtrl = Parent::constructEditControl();
if (retCtrl == NULL)
return retCtrl;
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"SubSceneAsset\", \"AssetBrowser.changeAsset\", %s, \"\");",
getIdString());
mBrowseButton->setField("Command", szBuffer);
setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
// Create "Open in Editor" button
mEditButton = new GuiBitmapButtonCtrl();
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; AssetBrowser.setupCreateNewAsset(\"SubSceneAsset\", AssetBrowser.selectedModule);",
getIdString());
mEditButton->setField("Command", szBuffer);
char bitmapName[512] = "ToolsModule:iconAdd_image";
mEditButton->setBitmap(StringTable->insert(bitmapName));
mEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
mEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
mEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
mEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Test play this sound");
mEditButton->registerObject();
addObject(mEditButton);
return retCtrl;
}
bool GuiInspectorTypeSubSceneAssetPtr::updateRects()
{
S32 dividerPos, dividerMargin;
mInspector->getDivider(dividerPos, dividerMargin);
Point2I fieldExtent = getExtent();
Point2I fieldPos = getPosition();
mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
if (mBrowseButton != NULL)
{
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
}
if (mEditButton != NULL)
{
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
resized |= mEditButton->resize(shapeEdRect.point, shapeEdRect.extent);
}
return resized;
}
IMPLEMENT_CONOBJECT(GuiInspectorTypeSubSceneAssetId);
ConsoleDocClass(GuiInspectorTypeSubSceneAssetId,
"@brief Inspector field type for SubScene\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeSubSceneAssetId::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeSubSceneAssetId)->setInspectorFieldType("GuiInspectorTypeSubSceneAssetId");
}

View file

@ -0,0 +1,113 @@
#pragma once
#ifndef SUBSCENE_ASSET_H
#define SUBSCENE_ASSET_H
#ifndef LEVEL_ASSET_H
#include "LevelAsset.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
class SubSceneAsset : public LevelAsset
{
typedef LevelAsset Parent;
public:
SubSceneAsset();
virtual ~SubSceneAsset();
/// Engine.
static void initPersistFields();
/// Declare Console Object.
DECLARE_CONOBJECT(SubSceneAsset);
};
#ifdef TORQUE_TOOLS
class GuiInspectorTypeSubSceneAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl* mEditButton;
DECLARE_CONOBJECT(GuiInspectorTypeSubSceneAssetPtr);
static void consoleInit();
GuiControl* constructEditControl() override;
bool updateRects() override;
};
class GuiInspectorTypeSubSceneAssetId : public GuiInspectorTypeSubSceneAssetPtr
{
typedef GuiInspectorTypeSubSceneAssetPtr Parent;
public:
DECLARE_CONOBJECT(GuiInspectorTypeSubSceneAssetId);
static void consoleInit();
};
#endif
DefineConsoleType(TypeSubSceneAssetPtr, SubSceneAsset)
DefineConsoleType(TypeSubSceneAssetId, String)
#pragma region Singular Asset Macros
//Singular assets
/// <Summary>
/// Declares an SubScene asset
/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
/// </Summary>
#define DECLARE_SUBSCENEASSET(className, name, changeFunc) public: \
StringTableEntry m##name##AssetId;\
AssetPtr<SubSceneAsset> m##name##Asset;\
public: \
const AssetPtr<SubSceneAsset> & get##name##Asset() const { return m##name##Asset; }\
void set##name##Asset(const AssetPtr<SubSceneAsset> &_in) { m##name##Asset = _in;}\
\
bool _set##name(StringTableEntry _in)\
{\
if(m##name##AssetId != _in)\
{\
if (m##name##Asset.notNull())\
{\
m##name##Asset->getChangedSignal().remove(this, &className::changeFunc);\
}\
if (_in == NULL || _in == StringTable->EmptyString())\
{\
m##name##AssetId = StringTable->EmptyString();\
m##name##Asset = NULL;\
return true;\
}\
if (AssetDatabase.isDeclaredAsset(_in))\
{\
m##name##AssetId = _in;\
m##name##Asset = _in;\
return true;\
}\
}\
\
if(get##name() == StringTable->EmptyString())\
return true;\
\
return false;\
}\
\
const StringTableEntry get##name() const\
{\
return m##name##AssetId;\
}\
bool name##Valid() {return (get##name() != StringTable->EmptyString() && m##name##Asset->getStatus() == AssetBase::Ok); }
#define INITPERSISTFIELD_SUBSCENEASSET(name, consoleClass, docs) \
addProtectedField(assetText(name, Asset), TypeSubSceneAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
#pragma endregion
#endif // SUBSCENE_ASSET_H