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Added refactor of Editor Settings window
Various fixes for asset handling. WIP of crash tracking
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parent
691d3f501e
commit
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30 changed files with 662 additions and 273 deletions
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@ -47,14 +47,14 @@
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IMPLEMENT_CONOBJECT(LevelAsset);
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ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, LevelAsset, ASSET_ID_FIELD_PREFIX)
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ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeLevelAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<LevelAsset>*)dptr)).getAssetId();
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return *((StringTableEntry*)dptr);
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}
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//-----------------------------------------------------------------------------
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@ -67,19 +67,11 @@ ConsoleSetType(TypeLevelAssetPtr)
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<LevelAsset>* pAssetPtr = dynamic_cast<AssetPtr<LevelAsset>*>((AssetPtrBase*)(dptr));
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// Fetch asset Id.
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StringTableEntry* assetId = (StringTableEntry*)(dptr);
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeLevelAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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// Update asset value.
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*assetId = StringTable->insert(pFieldValue);
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return;
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}
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@ -121,6 +113,9 @@ void LevelAsset::initPersistFields()
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addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
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addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
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&setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
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addField("isSubScene", TypeString, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
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addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
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}
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//------------------------------------------------------------------------------
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