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https://github.com/TorqueGameEngines/Torque3D.git
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Change GuiProfile to use Sound Asset
-Added SoundAssetInspector to bypass circular issue -Added SoundAsset to GuiTypes
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commit
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10 changed files with 91 additions and 106 deletions
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@ -39,7 +39,6 @@
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#include "assets/assetFieldTypes.h"
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#endif
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#include "gui/editor/guiInspectorTypes.h"
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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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@ -145,33 +144,7 @@ protected:
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DefineConsoleType(TypeSoundAssetPtr, SoundAsset)
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DefineConsoleType(TypeSoundAssetId, String)
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#ifdef TORQUE_TOOLS
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeSoundAssetPtr : public GuiInspectorTypeFileName
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{
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typedef GuiInspectorTypeFileName Parent;
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public:
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GuiBitmapButtonCtrl* mEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeSoundAssetPtr);
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static void consoleInit();
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virtual GuiControl* constructEditControl();
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virtual bool updateRects();
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};
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class GuiInspectorTypeSoundAssetId : public GuiInspectorTypeSoundAssetPtr
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{
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typedef GuiInspectorTypeSoundAssetPtr Parent;
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public:
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DECLARE_CONOBJECT(GuiInspectorTypeSoundAssetId);
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static void consoleInit();
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};
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#endif
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#pragma region Singular Asset Macros
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//Singular assets
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