mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Script execution on certain existing assets, new asset types and some tweaks to the managers.
218 lines
7.1 KiB
C++
218 lines
7.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef GAME_OBJECT_ASSET_H
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#include "GameObjectAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.h"
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#endif
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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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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GameObjectAsset);
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ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeGameObjectAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeGameObjectAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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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<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((AssetPtrBase*)(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("(TypeGameObjectAssetPtr) - 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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return;
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}
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// Warn.
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Con::warnf("(TypeGameObjectAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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GameObjectAsset::GameObjectAsset()
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{
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mGameObjectName = StringTable->lookup("");
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mScriptFilePath = StringTable->lookup("");
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mTAMLFilePath = StringTable->lookup("");
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}
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//-----------------------------------------------------------------------------
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GameObjectAsset::~GameObjectAsset()
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{
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// If the asset manager does not own the asset then we own the
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// asset definition so delete it.
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if (!getOwned())
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delete mpAssetDefinition;
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}
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//-----------------------------------------------------------------------------
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void GameObjectAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
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addField("scriptFilePath", TypeString, Offset(mScriptFilePath, GameObjectAsset), "Path to the script file for the GameObject's script code.");
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addField("TAMLFilePath", TypeString, Offset(mTAMLFilePath, GameObjectAsset), "Path to the taml file for the GameObject's heirarchy.");
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}
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//------------------------------------------------------------------------------
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void GameObjectAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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void GameObjectAsset::initializeAsset()
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{
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if (Platform::isFile(mScriptFilePath))
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Con::executeFile(mScriptFilePath, false, false);
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}
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void GameObjectAsset::onAssetRefresh()
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{
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if (Platform::isFile(mScriptFilePath))
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Con::executeFile(mScriptFilePath, false, false);
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
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ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
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"@brief Inspector field type for Game Objects\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
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}
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GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl *retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"GameObjectAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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mInspector->getComponentGroupTargetId(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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// Create "Open in ShapeEditor" button
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mSMEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "echo(\"Game Object Editor not implemented yet!\");", retCtrl->getId());
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mSMEdButton->setField("Command", szBuffer);
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char bitmapName[512] = "tools/worldEditor/images/toolbar/shape-editor";
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mSMEdButton->setBitmap(bitmapName);
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mSMEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mSMEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mSMEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mSMEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the State Machine Editor");
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mSMEdButton->registerObject();
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addObject(mSMEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
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{
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S32 dividerPos, dividerMargin;
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mInspector->getDivider(dividerPos, dividerMargin);
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Point2I fieldExtent = getExtent();
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mBrowseButton != NULL)
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{
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mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mSMEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mSMEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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}
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return resized;
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} |