mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge pull request #1465 from Areloch/NoToolsBuildFix
Adds the necessary ifdef flags to re-enable the ability to build with tools disabled
This commit is contained in:
commit
70502d1b0f
|
|
@ -117,6 +117,8 @@ void SceneGroup::inspectPostApply()
|
|||
void SceneGroup::onInspect(GuiInspector* inspector)
|
||||
{
|
||||
Parent::onInspect(inspector);
|
||||
|
||||
#ifdef TORQUE_TOOLS
|
||||
|
||||
//Put the SubScene group before everything that'd be SubScene-effecting, for orginazational purposes
|
||||
GuiInspectorGroup* sceneGroupGrp = inspector->findExistentGroup(StringTable->insert("Editing"));
|
||||
|
|
@ -154,6 +156,7 @@ void SceneGroup::onInspect(GuiInspector* inspector)
|
|||
regenButton->setConsoleCommand(rgBuffer);
|
||||
|
||||
regenFieldGui->addObject(regenButton);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SceneGroup::setTransform(const MatrixF& mat)
|
||||
|
|
|
|||
|
|
@ -129,6 +129,8 @@ void SubScene::onInspect(GuiInspector* inspector)
|
|||
{
|
||||
Parent::onInspect(inspector);
|
||||
|
||||
#ifdef TORQUE_TOOLS
|
||||
|
||||
//Put the SubScene group before everything that'd be SubScene-effecting, for orginazational purposes
|
||||
GuiInspectorGroup* subsceneGrp = inspector->findExistentGroup(StringTable->insert("SubScene"));
|
||||
if (!subsceneGrp)
|
||||
|
|
@ -165,6 +167,7 @@ void SubScene::onInspect(GuiInspector* inspector)
|
|||
saveButton->setConsoleCommand(szBuffer);
|
||||
|
||||
saveFieldGui->addObject(saveButton);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SubScene::inspectPostApply()
|
||||
|
|
|
|||
|
|
@ -765,7 +765,7 @@ DefineEngineStaticMethod(ImageAsset, getAssetIdByFilename, const char*, (const c
|
|||
{
|
||||
return ImageAsset::getAssetIdByFilename(StringTable->insert(filePath));
|
||||
}
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// GuiInspectorTypeAssetId
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -1048,3 +1048,4 @@ void GuiInspectorTypeImageAssetPtr::setPreviewImage(StringTableEntry assetId)
|
|||
if (mPreviewImage->getBitmapAsset().isNull())
|
||||
mPreviewImage->_setBitmap(StringTable->insert("ToolsModule:genericAssetIcon_image"));
|
||||
}
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -72,7 +72,7 @@ void SubSceneAsset::initPersistFields()
|
|||
//-----------------------------------------------------------------------------
|
||||
// GuiInspectorTypeAssetId
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef TORQUE_TOOLS
|
||||
IMPLEMENT_CONOBJECT(GuiInspectorTypeSubSceneAssetPtr);
|
||||
|
||||
ConsoleDocClass(GuiInspectorTypeSubSceneAssetPtr,
|
||||
|
|
@ -164,3 +164,4 @@ void GuiInspectorTypeSubSceneAssetId::consoleInit()
|
|||
|
||||
ConsoleBaseType::getType(TypeSubSceneAssetId)->setInspectorFieldType("GuiInspectorTypeSubSceneAssetId");
|
||||
}
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -102,6 +102,7 @@ ConsoleSetType(TypeSoundControls)
|
|||
{
|
||||
}
|
||||
|
||||
#ifdef TORQUE_TOOLS
|
||||
IMPLEMENT_CONOBJECT(GuiInspectorTypeSoundControls);
|
||||
ConsoleDocClass(GuiInspectorTypeSoundControls,
|
||||
"@brief Inspector field type for Controlling playback of sounds\n\n"
|
||||
|
|
@ -201,7 +202,7 @@ bool GuiInspectorTypeSoundControls::updateRects()
|
|||
|
||||
return resized;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -42,6 +42,7 @@ class SFXSource;
|
|||
class SFXTrack;
|
||||
|
||||
DefineConsoleType(TypeSoundControls, bool)
|
||||
#ifdef TORQUE_TOOLS
|
||||
class GuiInspectorTypeSoundControls : public GuiInspectorField
|
||||
{
|
||||
typedef GuiInspectorField Parent;
|
||||
|
|
@ -56,6 +57,7 @@ public:
|
|||
GuiControl* constructEditControl() override;
|
||||
bool updateRects() override;
|
||||
};
|
||||
#endif
|
||||
//RDTODO: make 3D sound emitters yield their source when being culled
|
||||
|
||||
/// The SFXEmitter is used to place 2D or 3D sounds into a
|
||||
|
|
|
|||
Loading…
Reference in a new issue