mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization Adjusted various behaviors to work with the address-driven navigation/organization of the AB Expanded visibility options for the AB and integrated them into editor settings so they are retained Added Search field for searching the folder structure, in addition to the existing preview tiles search Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders Added ability to dump active PostEffects list to see what is currently running Added ability to mark specific items in GuiTreeViewCtrl as hidden Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout. Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
99 lines
3.9 KiB
C++
99 lines
3.9 KiB
C++
#pragma once
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//-----------------------------------------------------------------------------
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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 LEVEL_ASSET_H
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#define LEVEL_ASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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//-----------------------------------------------------------------------------
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class LevelAsset : public AssetBase
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{
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typedef AssetBase Parent;
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StringTableEntry mLevelName;
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StringTableEntry mLevelFile;
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StringTableEntry mPostFXPresetFile;
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StringTableEntry mDecalsFile;
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StringTableEntry mForestFile;
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StringTableEntry mNavmeshFile;
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StringTableEntry mPreviewImage;
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bool mIsSubLevel;
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StringTableEntry mMainLevelAsset;
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StringTableEntry mGamemodeName;
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public:
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LevelAsset();
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virtual ~LevelAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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/// Declare Console Object.
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DECLARE_CONOBJECT(LevelAsset);
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void setLevelFile(const char* pImageFile);
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inline StringTableEntry getLevelFile(void) const { return mLevelFile; };
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void setPostFXPresetFile(const char* pPostFXPresetFile);
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inline StringTableEntry getPostFXPresetFile(void) const { return mPostFXPresetFile; };
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void setDecalsFile(const char* pDecalsFile);
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inline StringTableEntry getDecalsFile(void) const { return mDecalsFile; };
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void setForestFile(const char* pForestFile);
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inline StringTableEntry getForestFile(void) const { return mForestFile; };
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void setNavmeshFile(const char* pNavmeshFile);
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inline StringTableEntry getNavmeshFile(void) const { return mNavmeshFile; };
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void setImageFile(const char* pImageFile);
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inline StringTableEntry getImageFile(void) const { return mPreviewImage; };
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SimObjectId load();
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protected:
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static bool setLevelFile(void *obj, const char *index, const char *data) { static_cast<LevelAsset*>(obj)->setLevelFile(data); return false; }
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static const char* getLevelFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getLevelFile(); }
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static bool setPreviewImageFile(void *obj, const char *index, const char *data) { static_cast<LevelAsset*>(obj)->setImageFile(data); return false; }
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static const char* getPreviewImageFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getImageFile(); }
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void) {}
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};
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DefineConsoleType(TypeLevelAssetPtr, LevelAsset)
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#endif // _ASSET_BASE_H_
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