mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 20:10:32 +00:00
This streamlines much of the code and makes it easier to find and follow how different asset, object and file types are handled by the asset browser Also clears out various bits of cruft and old commented blocks of code
197 lines
8.1 KiB
Text
197 lines
8.1 KiB
Text
//-----------------------------------------------------------------------------
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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 initializeAssetBrowser()
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{
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echo(" % - Initializing Asset Browser");
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$AssetBrowser::importConfigsFile = "tools/assetBrowser/assetImportConfigs.xml";
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$AssetBrowser::collectionSetsFile = "tools/assetBrowser/searchCollectionSets.xml";
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$AssetBrowser::currentImportConfig = "";
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if(!isObject(ABAssetTypesList))
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new ArrayObject(ABAssetTypesList){};
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exec("./scripts/profiles." @ $TorqueScriptFileExtension);
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exec("./guis/assetBrowser.gui");
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exec("./guis/addModuleWindow.gui");
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exec("./guis/gameObjectCreator.gui");
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exec("./guis/newAsset.gui");
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exec("./guis/newComponentAsset.gui");
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exec("./guis/editAsset.gui");
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exec("./guis/assetImport.gui");
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exec("./guis/assetImportConfigEditor.gui");
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exec("./guis/selectModule.gui");
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exec("./guis/selectPath.gui");
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exec("./guis/editModule.gui");
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exec("./guis/newFolder.gui");
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exec("./guis/assetImportLog.gui");
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exec("./guis/looseFileAudit.gui");
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exec("./guis/assetNameEdit.gui");
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exec("./guis/createNewCollectionSet.gui");
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exec("./guis/setAssetTarget.gui");
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exec("./scripts/assetBrowser." @ $TorqueScriptFileExtension);
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exec("./scripts/popupMenus." @ $TorqueScriptFileExtension);
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exec("./scripts/addModuleWindow." @ $TorqueScriptFileExtension);
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exec("./scripts/assetImport." @ $TorqueScriptFileExtension);
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exec("./scripts/assetImportConfig." @ $TorqueScriptFileExtension);
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exec("./scripts/gameObjectCreator." @ $TorqueScriptFileExtension);
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exec("./scripts/newAsset." @ $TorqueScriptFileExtension);
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exec("./scripts/editAsset." @ $TorqueScriptFileExtension);
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exec("./scripts/editModule." @ $TorqueScriptFileExtension);
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exec("./scripts/selectModule." @ $TorqueScriptFileExtension);
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exec("./scripts/assetImportConfigEditor." @ $TorqueScriptFileExtension);
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exec("./scripts/directoryHandling." @ $TorqueScriptFileExtension);
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exec("./scripts/selectPath." @ $TorqueScriptFileExtension);
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exec("./scripts/looseFileAudit." @ $TorqueScriptFileExtension);
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exec("./scripts/creator." @ $TorqueScriptFileExtension);
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exec("./scripts/setAssetTarget." @ $TorqueScriptFileExtension);
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//Processing for the different asset types
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exec("./scripts/assetTypes/genericAsset." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/cpp." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/gui." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/image." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/level." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/material." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/postFX." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/script." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/shape." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/shapeAnimation." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/sound." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/cubemap." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/folder." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/terrain." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/terrainMaterial." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/datablockObjects." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/looseFiles." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/prefab." @ $TorqueScriptFileExtension);
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exec("./scripts/assetTypes/creatorObj." @ $TorqueScriptFileExtension);
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new ScriptObject( AssetBrowserPlugin )
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{
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superClass = "EditorPlugin";
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};
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Input::GetEventManager().subscribe( AssetBrowser, "BeginDropFiles" );
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Input::GetEventManager().subscribe( AssetBrowser, "DropFile" );
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Input::GetEventManager().subscribe( AssetBrowser, "EndDropFiles" );
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AssetBrowserPlugin.initSettings();
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if(!isObject(AssetImportSettings))
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{
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new Settings(AssetImportSettings)
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{
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file = $AssetBrowser::importConfigsFile;
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};
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}
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AssetImportSettings.read();
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ImportAssetWindow.reloadImportOptionConfigs();
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//CollectionSets
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if(!isObject(AssetBrowserCollectionSets))
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{
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new Settings(AssetBrowserCollectionSets)
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{
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file = $AssetBrowser::collectionSetsFile;
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};
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}
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AssetBrowserCollectionSets.read();
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if(!isObject(ImportAssetWindow.importTempDirHandler))
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ImportAssetWindow.importTempDirHandler = makedirectoryHandler(0, "", "");
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if(!isObject(ImportActivityLog))
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new ArrayObject(ImportActivityLog);
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if(!isObject(AssetSearchTerms))
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new ArrayObject(AssetSearchTerms);
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ImportAssetWindow.importingFilesArray = new ArrayObject();
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ImportAssetWindow.importer = new AssetImporter();
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if(!isObject(AssetBrowserCreatorGroupsList))
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new ArrayObject(AssetBrowserCreatorGroupsList);
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AssetBrowser.buildPopupMenus();
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//Force everything to initialize if other things need to reference it's behavior before we're displayed(usually other tools)
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AssetBrowser.initialize();
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}
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function AssetBrowserPlugin::onWorldEditorStartup( %this )
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{
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}
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function AssetBrowserPlugin::onWorldEditorShutdown( %this )
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{
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//force close us real fast to save off current settings/configs
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if(AssetBrowser.isAwake())
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{
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AssetBrowser.hideDialog();
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}
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}
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function AssetBrowserPlugin::initSettings( %this )
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{
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EditorSettings.beginGroup( "Assets", true );
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EditorSettings.setDefaultValue( "AssetImporDefaultConfig", "DefaultConfig" );
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EditorSettings.setDefaultValue( "AutoImport", 1 );
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EditorSettings.beginGroup( "New" );
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EditorSettings.setDefaultValue( "alwaysPromptModuleTarget", 0 );
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EditorSettings.endGroup();
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EditorSettings.beginGroup( "Browser" );
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EditorSettings.setDefaultValue( "showCoreModule", 0 );
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EditorSettings.setDefaultValue( "showToolsModule", 0 );
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EditorSettings.setDefaultValue( "showOnlyPopulatedModule", 0 );
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EditorSettings.setDefaultValue( "showFolders", 1 );
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EditorSettings.setDefaultValue( "showEmptyFolders", 1 );
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EditorSettings.setDefaultValue( "previewTileSize", 1.0 );
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EditorSettings.endGroup();
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EditorSettings.endGroup();
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EditorSettings.beginGroup( "AssetManagement", true );
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EditorSettings.beginGroup( "Assets" );
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EditorSettings.setDefaultValue( "promptOnRename", 1 );
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EditorSettings.endGroup();
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EditorSettings.endGroup();
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}
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function TSStatic::onConstructField(%this, %fieldName, %fieldLabel, %fieldTypeName, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %callbackName, %ownerObj)
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{
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%inspector = %this.getParent();
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%makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @
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%fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
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eval(%makeCommand);
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}
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