mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Cleaned up commented lines from drag-and-drop functions. Fixed issue where material icon on buttons in the object creator windows wouldn't display. Fixed issue where it wasn't correctly binding cloud textures for BasicClouds object or ripple/foam/depth textures for water objects when newly created Fixed issue where when double-clicking on a datablock type in the datablock editor, wasn't correctly going through the module selection process, making an invalid destination. Added handling for Trigger object creation via TriggerData class Standardized double-click handling of datablock entries in AB to respect double click action mode, and properly either open the datablock editor to the given datablock, or spawn it. Made Create New Datablock prompt window indicate the destination module to be clearer where it's going if force-prompt of module setting is off.
135 lines
4.3 KiB
Plaintext
135 lines
4.3 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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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function AssetBrowser_addModuleWindow::onWake(%this)
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{
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%this-->ModuleName.setText("");
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}
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function AssetBrowser_addModuleWindow::onGainFirstResponder(%this)
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{
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%this-->moduleName.setFirstResponder();
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}
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function AssetBrowser_addModuleWindow::close()
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{
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Canvas.popDialog(AssetBrowser_addModule);
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}
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function AssetBrowser_addModuleWindow::CreateNewModule(%this)
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{
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%newModuleName = %this-->moduleName.getText();
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if(%newModuleName $= "")
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return;
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echo("Creating a new Module named: " @ %newModuleName);
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%moduleFilePath = "data/" @ %newModuleName;
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%moduleDefinitionFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".module";
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%moduleScriptFilePath = %moduleFilePath @ "/" @ %newModuleName @ "." @ $TorqueScriptFileExtension;
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%newModule = new ModuleDefinition()
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{
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ModuleId = %newModuleName;
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versionId = 1;
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ScriptFile = %newModuleName @ "." @ $TorqueScriptFileExtension;
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CreateFunction="onCreate";
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DestroyFunction="onDestroy";
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Group = "Game";
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new DeclaredAssets()
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{
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Extension = "asset.taml";
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Recurse = true;
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};
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};
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TAMLWrite(%newModule, %moduleDefinitionFilePath);
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//Now generate the script file for it
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%file = new FileObject();
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%templateFile = new FileObject();
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%moduleTemplateCodeFilePath = AssetBrowser.templateFilesPath @ "module." @ $TorqueScriptFileExtension @ ".template";
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if(%file.openForWrite(%moduleScriptFilePath) && %templateFile.openForRead(%moduleTemplateCodeFilePath))
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{
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while( !%templateFile.isEOF() )
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{
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%line = %templateFile.readline();
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%line = strreplace( %line, "@@", %newModuleName );
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%file.writeline(%line);
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echo(%line);
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}
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%file.close();
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%templateFile.close();
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}
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else
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{
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%file.close();
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%templateFile.close();
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warnf("CreateNewModule - Something went wrong and we couldn't write the script file!");
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}
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//force a refresh of our modules list
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ModuleDatabase.ignoreLoadedGroups(true);
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ModuleDatabase.registerModule(%moduleFilePath, %newModuleName @ ".module");
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%success = ModuleDatabase.loadExplicit(%newModuleName, 1);
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ModuleDatabase.ignoreLoadedGroups(false);
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//force a reload of the Module lists
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AssetBrowser.refresh();
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AssetBrowser.newModuleId = %newModuleName;
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Canvas.popDialog(AssetBrowser_addModule);
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eval(AssetBrowser_addModuleWindow.callbackFunction);
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}
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function AssetBrowserModuleList::onWake(%this)
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{
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%this.refresh();
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}
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function AssetBrowserModuleList::refresh(%this)
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{
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%this.clear();
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//First, get our list of modules
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%moduleList = ModuleDatabase.findModules();
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%count = getWordCount(%moduleList);
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for(%i=0; %i < %count; %i++)
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{
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%moduleDef = getWord(%moduleList, %i);
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%moduleName = %moduleDef.ModuleId;
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%this.add(%moduleName, %i);
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}
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}
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function AssetBrowserSelModuleAddBtn::onClick(%this)
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{
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AssetBrowser.CreateNewModule("AssetBrowser_selectModule.newModuleAdded();");
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} |