Commit graph

207 commits

Author SHA1 Message Date
Brian Roberts d3babcdbda
Merge pull request #1177 from Areloch/SearchFilterPopupCtrl
Search filter popup ctrl
2024-01-09 11:28:08 -06:00
Areloch 192862ba6d Cleans up removal/deletion logic 2024-01-09 04:00:51 -06:00
Areloch 829cc2b24a Adjusts some of the loading logic, for guiBitmapCtrl mostly, to not try and load ALL image content upfront during client init, improving load times 2024-01-07 23:09:41 -06:00
Areloch 4f399eb87f Expanded functionality of the guiPopupCtrlEx to support search filtering 2023-12-25 17:00:51 -06:00
AzaezelX b710a309bd asset load flow work
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
2023-10-08 13:19:43 -05:00
Lukas Aldershaab 89b0c7f73b Console Refactor 2023-09-13 10:33:20 +02:00
Areloch d0f914b3e6 From Nils' UI work
Adds ability to control button margin of IconButtons
Adds ability to define button offset of window controls
Add mouse drag callback for window controls
Tweaks colors of gui slider control
Tweak to line split for text edit slider bitmap control
Tweaks to colors for text edit slider control
Tweaks to colors for Edit control
Tweaks to default menubar height
2023-09-04 22:50:45 -05:00
AzaezelX b1f118898e add TypeHints for inspector viewing
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
2023-05-23 12:35:07 -05:00
AzaezelX 0d4221fa59 uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
bank 93cea86312
Fix buffer overflow in GuiTreeViewCtrl class.
When calculating test length (in method `GuiTreeViewCtrl::Item::getDisplayTextLength()`)
the code doesn't take into account the `ItemState::Marked`, which
adds additional char in `GuiTreeViewCtrl::Item::getDisplayText()` method.

This commit fixes warning printed into console when calling `dSprintf()`
as the buffer is now enough to fit all data.
2023-04-24 13:41:19 +03:00
AzaezelX d6480cb63c check wether or not mBitmapArrayRects.empty(). not simply if size()
(cherry picked from commit fea81a4d57edff9c05bf397a5b21d8422838cc1c)
2023-03-06 15:29:40 -06:00
AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
Areloch f2585fea4d Fixes handling of click/activation events on keybind options ctrls so clicking on it at all activates it, instead of needing to click on the button image specifically
Adjust the scaling of the options rows to be a consistent 50/50 divide between the options name and the actual options values to make the layout and scaling consistent
Fixes key remapping behavior to work properly
Added SubHeader text gui profile that is centered
Made the remapping gui control be stylistically consistent to messageboxes
2022-12-16 00:35:16 -06:00
Areloch 6162c5da05 Updates the behavior and layout of the ImageAsset, MaterialAsset and ShapeAsset inspector field types to be clearer, with previews and obvious edit buttons
Also fixes drag-n-drop behavior from the AB into the image and shape fields to ensure they update as expected.
2022-12-08 20:00:55 -06:00
Jeff Hutchinson 1940becb2d Compilation fixes for C++20 2022-11-28 21:39:06 -05:00
Areloch fb5ad738e0
Merge branch 'development' into MiscFixes20220829 2022-08-30 01:31:42 -05:00
Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo)
Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency
Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency
Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage
Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems
Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
2022-08-30 01:29:39 -05:00
AzaezelX 65275a8a35 leftover profile reference flaw 2022-08-29 21:18:20 -05:00
Areloch ded99cd8cb * Fixes handling for Image, Material and Shape Assets' inspector fields so they properly work with non-object targeted inspectors, such as the PostFXEditor
* Updated PostFXEditor scripts to handle refreshing properly when certainl field types(assetId fields) are changed
* Adjusted display handling of slider values on guiGameSettingsCtrl to show 0.x decimal format instead of 0.xxxxx
* Fixed pad length of item names in guiTreeView for items that are marked to avoid console spam
* Fixed local offseting for popupMenus so scaled/offset window position doesn't cause the popup menu to offset from mouse click position(courtesy OTHG_Mars)
* Fix issue with terrain where, due to default value save validation, the global scope for the terrain collision list would be whiped when saving, causing players to fall through terrain. Moved to per-terrain convexLists
* Fixed issue with the core camera model mesh and updated references so camera bookmarks display properly
* Fixed console spam during asset browser initialization where it would try and expand the directory tree even though the dir tree isn't populated yet
* Fixed handling of Open File Location RMB menu action to properly deal with script and datablock types
* Removed unusuable "Create ___" asset type prompts from the RMB menus for the AB to avoid confusion
* Improved slider offset positioning for various popup sliders on editor toolbars
* Anchored the visibility popup menu to the button for more consistent formatting and better feel
* Shifted various visibility toggles from 'in place' on the menu buttons to functions, allowing it to also properly mark the menu entries as checked or not, improving usability
2022-08-26 15:25:17 -05:00
Areloch dbf60a95a2 Adds handling to winVolume's _BuildFileName so if it's a filename-less filename(has only extension but no name) then we process the filename string correctly
Adds logic so when trying to do a path copy, if it's not a valid source filename, we merely fail the copy, rather than crashing due to a nullref
Makes guiPopUpCtrlEx respect the mActive flag so the mouse cannot interact with it if it's inactive
2022-07-24 13:12:46 -05:00
JeffR 67d8448915 Fixes cleanup handling on guiBitmapButtonCtrl and guiGameSettingsCtrl to release the bound textures like other GUI controls when they sleep, avoiding a texture object leak.
Fixes a call for UINavigation to getPageCount that was erroneously referencing the pageStack
Fixes fetch and binding of the image for display when using the uvEditor
2022-06-09 16:29:32 -05:00
Robert MacGregor 3f944874f3 * BugFix: Correct MacOS not responding to Command+C, Command+X, Command+A and Command+V by removing a hack in guiTextEditCtrl and shifting the logic to sdlWindow. 2022-05-25 21:46:12 -04:00
JeffR 5c8d8fab00 Changes behavior with suffix appending of asset importer so it doesn't contaminate the original "clean" name, which is used for setting the mapTo value of material definitions
Also adds a sanity check when applying the type suffix to see if it's already there to avoid needless doubleups
Fixes offsetting/positioning behavior on icon buttons to actually respect the icon position variable
Adds sanity checks to ensure we're not trying to utilize a in-process-of-deleting decoy dummy
Fixes handling of sliders in option menus to properly store and test unapplied values
Fixes handling of display device setting to properly store and test unapplied values
Adds additional logic to creation of shape and material asset previews to attempt to force-load dependencies to improve likelihood that they'll actually be loaded when we go to generate the preview.
Temp disables creating cubemap 'assets' via the RMB context menu in the AB
2022-04-10 01:40:15 -05:00
JeffR 69d547fd72 Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field
Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed
Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side
Corrected some of the console method documentation strings in GuiGameSettingsCtrl
Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable
Fixed canvas mode update text typo: FSAA -> FXAA
Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling.
Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load
Fixed multiple issues with options menu:
 When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal
 Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu
 Added proper handling for adjusting settings with gamepad with left/right inputs
 Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue.
 Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list
 Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution
 Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility.
 Cleaned up old, unused, commented out functions
Added ability on OKCancel message boxes to override the button text if needed
Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly.
Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values
Added sorting to Modules List dropdown for the AssetBrowser
Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal
Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam
Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior
Removed old file refs from Load Recent list in the default settings
2022-03-26 22:36:37 -05:00
JeffR 938e4930ae Git didn't properly actually commit new files. 2022-02-22 23:28:28 -06:00
JeffR 6a357d8dfb Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0 2022-02-17 18:30:23 -06:00
JeffR ed36cf2c5c Changes for BaseUI Update 2022-02-17 18:04:31 -06:00
OTHGMars bed3be278c GuiBitmapCtrl named texture fixes.
Adds StringTableEntry when bitmap is set via setBitmapHandle.
Prevents existing bitmap handles from being dropped in onWake (they are preserved in onSleep).
2022-01-21 19:47:41 -05:00
Brian Roberts e0e3ebc69d
Merge pull request #637 from Azaezel/alpha40/guiRotation
blatantly ganked from T2D; adds rotation as an option for drawbitmap
2021-11-08 16:08:17 -06:00
AzaezelX 8fa652a327 by request, changed fspin and the new "rotation" for bitmap gui elements to a more generic "angle" to preserve thedistinction between rotating a gui and rotating a 3d object. 2021-11-08 16:07:44 -06:00
Brian Roberts efed9358f7
Merge pull request #649 from Ragora/bugfix-asan-guigamelistmenuctrl
BugFix: Correct an ASAN reported memory access error in GuiGameListMenuCtrl
2021-11-03 21:16:47 -05:00
AzaezelX 69afd3d370 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into alpha40/imageArrayProfileFixes 2021-11-03 12:48:47 -05:00
AzaezelX e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per.
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
Robert MacGregor 724e4f423c * BugFix: Correct an ASAN reported memory access error when calling updateHeight on GuiGameListMenuCtrl when an invalid profile is initially set. 2021-11-02 08:21:22 -04:00
AzaezelX 0dcd272b87 clean up more texture profile refs to kill spam 2021-10-31 14:38:02 -05:00
AzaezelX d07d113246 blatantly ganked from T2D; adds rotation as an option for drawbitmap
demonstrates a bit of usage in guibitmapctrl. (do note, gui elements may need followup via altering thier clip rect depending on how folks want to end up using this)
2021-10-25 23:16:41 -05:00
AzaezelX 00515fffa8 sound asset conversions - afxmagicmissile for a datablock case and guimltextcrtl for an object-instance case 2021-10-14 15:06:49 -05:00
AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
Jeff Hutchinson 9c243bc5e2
Merge pull request #596 from OTHGMars/menuControl
GuiGameListMenuCtrl Update
2021-09-25 20:42:10 -04:00
OTHGMars 666065ce6c GuiGameListMenuCtrl Update
Methods to simplify managing localized option lists.
Adds a text key to each option in an option row.
Adds methods for getting the current selections index or key value.
Adds methods for setting the current selection by index or key value.
This change is backward compatible. If the new methods are not called, the control behavior is unaffected.
2021-09-25 02:48:30 -04:00
Jeff Hutchinson 755bbacaa0 Fix specific usage of Con::executef where it was not being assigned to a ConsoleValue before getting it's data out of it. 2021-09-24 19:32:57 -04:00
Jeff Hutchinson 17231ca9fb Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Engine/source/platform/types.visualc.h
#	Templates/BaseGame/game/tools/assetBrowser/scripts/assetBrowser.tscript
#	Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrain.tscript
#	Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.tscript
#	Templates/BaseGame/game/tools/gui/scriptEditorDlg.ed.gui
2021-09-01 22:26:23 -04:00
Areloch 683c438b09 Improves handling of rendering guiPopupCtrls where if the height extent is taller than the bitmap array height, it'll adjust the height to recenter the displayed bitmap elements.
Streamlined the toolbar for the gui and world editors to utilize a stack, making the behavior and manipulation of toolbar elements significantly more consistent.
Added Settings and Asset Browser buttons to both gui and world editor toolbars for easier access.
Moved all tool toolbars over to work with the stack system to make them more consistent and better formatting
Added saving of asset browser's last position and extent so it remembers it on load.
Added editor setting to close the asset browser after completing a drag-n-drop action.
Added keybind to editor keybind list, making space toggle the asset browser
2021-09-01 01:12:16 -05:00
Jeff Hutchinson 717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX 1037b5d718 extraneous entry 2021-08-09 22:24:03 -05:00
Areloch 555c563b39 More updating of editor icons to assets
Fixed handling of convex shape editor's active and default materials
Fixed assignment of material for convex shapes via editor
Fixed material editor map assignment logic
Added utility function to detect possible duplicate files in project to ProjectImporter
Added conversion of legacy sky and water classes to importer
Fixed bufferLen issue with guiTreeViewCtrl
2021-08-07 19:27:01 -05:00
AzaezelX b73353a446 we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid. 2021-07-29 11:12:07 -05:00
Areloch abf5a09bc3 Removed duplicate checkbox image
Added asset import conflict resolution option to prepend folder name
Cleanups of Project Importer and fixed importing of material and terrain materials, specifically, fallbacks in the event they are unnamed to utilize the mapTo and internalName fields, respectively
Fixed typos in guiTerrainMaterialDlg
Added AssetBrowser button to GuiEditor
Improved FileObject's PeekLine function to be able to peek forward further via an optional lineOffset argument
2021-07-28 09:26:13 -05:00