mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-28 15:55:39 +00:00
more torquescript template fixes.
This commit is contained in:
parent
6f7fdca87d
commit
b2bbd771f6
54 changed files with 122 additions and 99 deletions
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@ -242,6 +242,8 @@ function AssetBrowser::selectAsset( %this, %asset )
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//eval("materialEd_previewMaterial." @ %propertyField @ " = " @ %value @ ";");
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if( AssetBrowser.returnType $= "name" )
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{
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// TODO!
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%name = "";
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eval( "" @ AssetBrowser.selectCallback @ "(" @ %name @ ");");
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}
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else
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@ -663,6 +665,7 @@ function AssetBrowser::loadDirectories( %this )
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//Remove any modules that have no assets if we have that filter on
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if(%this.onlyShowModulesWithAssets)
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{
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%modulesList = ModuleDatabase.findModules();
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for(%i=0; %i < getWordCount(%modulesList); %i++)
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{
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%moduleName = getWord(%modulesList, %i).ModuleId;
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@ -905,6 +908,8 @@ function AssetBrowser::addCreatorClass(%this, %class, %name, %buildfunc)
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if ( %name $= "" )
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%name = %class;
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// TODO
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%group = "";
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if ( %this.currentCreatorGroup !$= "" && %group $= "" )
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%group = %this.currentCreatorGroup;
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@ -1048,6 +1053,13 @@ function AssetBrowser::toggleTagFilterPopup(%this)
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//now, add the asset's category
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%assetType = AssetDatabase.getAssetCategory(%assetId);
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// TODO?
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%text = "";
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%var = "";
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%cmd = "";
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%textLength = strlen(%text);
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// end todo
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%checkBox = new GuiCheckBoxCtrl()
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{
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canSaveDynamicFields = "0";
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@ -1108,6 +1120,9 @@ function AssetBrowser::reImportAsset(%this)
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//if(%assetType $= "ImageAsset")
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// %filters = "";
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//TODO
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%currentFile = "";
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%dlg = new OpenFileDialog()
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{
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Filters = "(All Files (*.*)|*.*|";
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@ -1412,10 +1427,13 @@ function AssetBrowser::doRebuildAssetArray(%this)
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AssetBrowser-->assetList.deleteAllObjects();
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AssetPreviewArray.empty();
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// uhh?? I just added global schenanagins here to make this work
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%assetArray = $AssetBrowser::AssetArray;
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if(isObject(%assetArray))
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%assetArray.delete();
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%assetArray = new ArrayObject();
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$AssetBrowser::AssetArray = %assetArray;
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//First, Query for our assets
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%assetQuery = new AssetQuery();
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@ -277,6 +277,9 @@ function AssetBrowser::onDropFolder(%this, %filePath)
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//First, we wanna scan to see if we have modules to contend with. If we do, we'll just plunk them in wholesale
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//and not process their contents.
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// TODO
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%fileExt = "";
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//If not modules, it's likely an art pack or other mixed files, so we'll import them as normal
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if( (%fileExt $= ".png") || (%fileExt $= ".jpg") || (%fileExt $= ".bmp") || (%fileExt $= ".dds") )
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%this.importAssetListArray.add("ImageAsset", %filePath);
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@ -142,6 +142,7 @@ function ImportAssetOptionsWindow::editImportSettings(%this, %assetItem)
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%filePath = %assetItem.filePath;
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%assetName = %assetItem.assetName;
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%assetConfigObj = %assetItem.importConfig;
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%optionsObj = %assetItem.optionsObj; // TODO IS THIS RIGHT
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ImportOptionsList.startGroup("Asset");
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ImportOptionsList.addField("AssetName", "Asset Name", "string", "", "NewAsset", "", %assetItem);
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@ -405,6 +406,7 @@ function ImportAssetConfigEditorWindow::editConfig(%this)
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function ImportAssetConfigEditorWindow::deleteConfig(%this)
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{
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%configList = ImportAssetConfigSettingsList;
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for(%i=0; %i < %configList.count(); %i++)
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{
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@ -110,7 +110,7 @@ function AssetBrowser::renameComponentAsset(%this, %assetDef, %newAssetId, %orig
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%line = %file.readLine();
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%line = trim( %line );
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%editedFileContents = %editedFileContents @ strreplace(%line, %originalAssetName, %newName) @ "\n";
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%editedFileContents = %editedFileContents @ strreplace(%line, %originalName, %newName) @ "\n";
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}
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%file.close();
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@ -37,6 +37,8 @@ function AssetBrowser::createCpp(%this)
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TamlWrite(%asset, %tamlpath);*/
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%tamlpath = %assetPath @ %assetName @ ".asset.taml";
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%moduleDef = ModuleDatabase.findModule(%moduleName, 1);
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AssetDatabase.addDeclaredAsset(%moduleDef, %tamlpath);
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@ -137,7 +137,7 @@ function AssetBrowser::buildLevelAssetPreview(%this, %assetDef, %previewData)
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%previewData.assetPath = %assetDef.getLevelPath();
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%previewData.doubleClickCommand = "schedule( 1, 0, \"EditorOpenMission\", "@%assetDef@");";
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%levelPreviewImage = %assetDesc.PreviewImage;
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%levelPreviewImage = %assetDef.PreviewImage;
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if(isFile(%levelPreviewImage))
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%previewData.previewImage = %levelPreviewImage;
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@ -49,8 +49,7 @@ function AssetBrowser::importScriptAsset(%this, %assetId)
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function AssetBrowser::onScriptAssetEditorDropped(%this, %assetDef, %position)
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{
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if(!isObject(%dropTarget))
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return;
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}
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//Renames the asset
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@ -86,6 +86,9 @@ function AssetBrowser::editStateMachineAsset(%this, %assetDef)
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function AssetBrowser::duplicateStateMachineAsset(%this, %assetDef)
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{
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// TODO:
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%targetModule = "";
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//Check if we have a target module, if not we need to select one
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if(%targetModule $= "")
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{
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@ -325,7 +325,7 @@ function directoryHandler::copyFolder(%this, %fromFolder, %toFolder)
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if(!%success)
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error("copyProjectFolder() - failed to copy file: " @ %file);
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%file = findNextFileMultiExpr( %fullPath @ "/*.*" );
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%file = findNextFileMultiExpr( %fromFolder @ "/*.*" );
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}
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//do sub directories
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@ -143,6 +143,10 @@ function AssetBrowser::performRenameAsset(%this, %originalAssetName, %newName)
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//Update the selection to immediately jump to the new asset
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AssetBrowser-->filterTree.clearSelection();
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%ModuleItem = AssetBrowser-->filterTree.findItemByName(%moduleName);
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// TODO is this correct?
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%assetType = %ModuleItem.getClassName();
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%assetTypeId = AssetBrowser-->filterTree.findChildItemByName(%ModuleItem, %assetType);
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AssetBrowser-->filterTree.selectItem(%assetTypeId);
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@ -236,9 +240,9 @@ function moveAssetFile(%assetDef, %destinationPath)
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%assetPath = makeFullPath(AssetDatabase.getAssetFilePath(%assetDef.getAssetId()));
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%assetFilename = fileName(%assetPath);
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%newAssetPath = %destination @ "/" @ %assetFilename;
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%newAssetPath = %destinationPath @ "/" @ %assetFilename;
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%copiedSuccess = pathCopy(%assetPath, %destination @ "/" @ %assetFilename);
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%copiedSuccess = pathCopy(%assetPath, %destinationPath @ "/" @ %assetFilename);
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if(!%copiedSuccess)
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return "";
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