Torque3D/Templates/BaseGame/game/tools/main.cs
Areloch e621e362f4 Corrected the logic for the GenerateComposite import config rule so it only applies if there's any of the ORM maps detected
Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found
Disabled a number of inactive popup menu items
Added Create New Module to normal add asset popup for more obvious/simplified use-flow
Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging
Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
2019-10-06 01:29:12 -05:00

364 lines
10 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
// Path to the folder that contains the editors we will load.
//---------------------------------------------------------------------------------------------
$Tools::resourcePath = "tools/";
// These must be loaded first, in this order, before anything else is loaded
$Tools::loadFirst = "editorClasses base worldEditor";
//---------------------------------------------------------------------------------------------
// Object that holds the simObject id that the materialEditor uses to interpret its material list
//---------------------------------------------------------------------------------------------
$Tools::materialEditorList = "";
if(!$Tools::loaded)
{
new Settings(EditorSettings) { file = "tools/settings.xml"; };
EditorSettings.read();
exec( "tools/gui/profiles.ed.cs" );
exec("tools/gui/EditorLoadingGui.gui");
}
function EditorIsActive()
{
return ( isObject(EditorGui) && Canvas.getContent() == EditorGui.getId() );
}
function GuiEditorIsActive()
{
return ( isObject(GuiEditorGui) && Canvas.getContent() == GuiEditorGui.getId() );
}
function loadKeybindings()
{
Parent::loadKeybindings();
}
// Start-up.
function onStart()
{
//First, we want to ensure we don't inadvertently clean up our editor objects by leaving them in the MissionCleanup group, so lets change that real fast
$instantGroup = "";
pushInstantGroup();
echo( " % - Initializing Tools" );
// Default file path when saving from the editor (such as prefabs)
if ($Pref::WorldEditor::LastPath $= "")
{
$Pref::WorldEditor::LastPath = getMainDotCsDir();
}
// Common GUI stuff.
exec( "./gui/cursors.ed.cs" );
exec( "./gui/messageBoxes/messageBox.ed.cs" );
exec( "./editorClasses/gui/panels/navPanelProfiles.ed.cs" );
// Make sure we get editor profiles before any GUI's
// BUG: these dialogs are needed earlier in the init sequence, and should be moved to
// common, along with the guiProfiles they depend on.
exec( "./gui/guiDialogs.ed.cs" );
//%toggle = $Scripts::ignoreDSOs;
//$Scripts::ignoreDSOs = true;
$ignoredDatablockSet = new SimSet();
// fill the list of editors
$editors[count] = getWordCount( $Tools::loadFirst );
for ( %i = 0; %i < $editors[count]; %i++ )
{
$editors[%i] = getWord( $Tools::loadFirst, %i );
}
%pattern = $Tools::resourcePath @ "/*/main.cs";
%folder = findFirstFile( %pattern );
if ( %folder $= "")
{
// if we have absolutely no matches for main.cs, we look for main.cs.dso
%pattern = $Tools::resourcePath @ "/*/main.cs.dso";
%folder = findFirstFile( %pattern );
}
while ( %folder !$= "" )
{
if( filePath( %folder ) !$= "tools" ) // Skip the actual 'tools' folder...we want the children
{
%folder = filePath( %folder );
%editor = fileName( %folder );
if ( IsDirectory( %folder ) )
{
// Yes, this sucks and should be done better
if ( strstr( $Tools::loadFirst, %editor ) == -1 )
{
$editors[$editors[count]] = %editor;
$editors[count]++;
}
}
}
%folder = findNextFile( %pattern );
}
// initialize every editor
new SimSet( EditorPluginSet );
%count = $editors[count];
for ( %i = 0; %i < %count; %i++ )
{
exec( "./" @ $editors[%i] @ "/main.cs" );
%initializeFunction = "initialize" @ $editors[%i];
if( isFunction( %initializeFunction ) )
call( %initializeFunction );
}
// Popuplate the default SimObject icons that
// are used by the various editors.
EditorIconRegistry::loadFromPath( "tools/classIcons/" );
// Load up the tools resources. All the editors are initialized at this point, so
// resources can override, redefine, or add functionality.
Tools::LoadResources( $Tools::resourcePath );
//Now, go through and load any tool-group modules
ModuleDatabase.setModuleExtension("module");
//Any common tool modules
ModuleDatabase.scanModules( "tools", false );
ModuleDatabase.LoadGroup( "Tools" );
//Now that we're done loading, we can set the instant group back
popInstantGroup();
$instantGroup = MissionCleanup;
pushInstantGroup();
$Tools::loaded = true;
}
function startToolTime(%tool)
{
if($toolDataToolCount $= "")
$toolDataToolCount = 0;
if($toolDataToolEntry[%tool] !$= "true")
{
$toolDataToolEntry[%tool] = "true";
$toolDataToolList[$toolDataToolCount] = %tool;
$toolDataToolCount++;
$toolDataClickCount[%tool] = 0;
}
$toolDataStartTime[%tool] = getSimTime();
$toolDataClickCount[%tool]++;
}
function endToolTime(%tool)
{
%startTime = 0;
if($toolDataStartTime[%tool] !$= "")
%startTime = $toolDataStartTime[%tool];
if($toolDataTotalTime[%tool] $= "")
$toolDataTotalTime[%tool] = 0;
$toolDataTotalTime[%tool] += getSimTime() - %startTime;
}
function dumpToolData()
{
%count = $toolDataToolCount;
for(%i=0; %i<%count; %i++)
{
%tool = $toolDataToolList[%i];
%totalTime = $toolDataTotalTime[%tool];
if(%totalTime $= "")
%totalTime = 0;
%clickCount = $toolDataClickCount[%tool];
echo("---");
echo("Tool: " @ %tool);
echo("Time (seconds): " @ %totalTime / 1000);
echo("Activated: " @ %clickCount);
echo("---");
}
}
// Shutdown.
function onExit()
{
if( EditorGui.isInitialized )
EditorGui.shutdown();
// Free all the icon images in the registry.
EditorIconRegistry::clear();
// Save any Layouts we might be using
//GuiFormManager::SaveLayout(LevelBuilder, Default, User);
%count = $editors[count];
for (%i = 0; %i < %count; %i++)
{
%destroyFunction = "destroy" @ $editors[%i];
if( isFunction( %destroyFunction ) )
call( %destroyFunction );
}
// write out our settings xml file
EditorSettings.write();
}
function EditorCreateFakeGameSession(%fileName)
{
// Create a local game server and connect to it.
if(isObject(ServerGroup))
ServerGroup.delete();
new SimGroup(ServerGroup);
if(isObject(ServerConnection))
ServerConnection.delete();
new GameConnection(ServerConnection);
// This calls GameConnection::onConnect.
ServerConnection.connectLocal();
$instantGroup = ServerGroup;
$Game::MissionGroup = "MissionGroup";
exec(%file);
}
function fastLoadWorldEdit(%val)
{
if(%val)
{
if(!$Tools::loaded)
{
canvas.pushDialog( EditorLoadingGui );
canvas.repaint();
onStart();
canvas.popDialog(EditorLoadingGui);
}
%timerId = startPrecisionTimer();
if( GuiEditorIsActive() )
toggleGuiEditor(1);
if( !$missionRunning )
{
// Flag saying, when level is chosen, launch it with the editor open.
ChooseLevelDlg.launchInEditor = true;
Canvas.pushDialog( ChooseLevelDlg );
}
else
{
pushInstantGroup();
if ( !isObject( Editor ) )
{
Editor::create();
MissionCleanup.add( Editor );
MissionCleanup.add( Editor.getUndoManager() );
}
if( EditorIsActive() )
{
if (theLevelInfo.type $= "DemoScene")
{
commandToServer('dropPlayerAtCamera');
Editor.close("SceneGui");
}
else
{
%playGUIName = ProjectSettings.value("UI/playGUIName");
Editor.close(%playGUIName);
}
}
else
{
canvas.pushDialog( EditorLoadingGui );
canvas.repaint();
Editor.open();
// Cancel the scheduled event to prevent
// the level from cycling after it's duration
// has elapsed.
cancel($Game::Schedule);
if (theLevelInfo.type $= "DemoScene")
commandToServer('dropCameraAtPlayer', true);
canvas.popDialog(EditorLoadingGui);
}
popInstantGroup();
}
%elapsed = stopPrecisionTimer( %timerId );
warn( "Time spent in toggleEditor() : " @ %elapsed / 1000.0 @ " s" );
}
}
function fastLoadGUIEdit(%val)
{
if(%val)
{
if(!$Tools::loaded)
{
canvas.pushDialog( EditorLoadingGui );
canvas.repaint();
onStart();
canvas.popDialog(EditorLoadingGui);
}
toggleGuiEditor(true);
}
}
function Tools::LoadResources( %path )
{
%resourcesPath = %path @ "resources/";
%resourcesList = getDirectoryList( %resourcesPath );
%wordCount = getFieldCount( %resourcesList );
for( %i = 0; %i < %wordCount; %i++ )
{
%resource = GetField( %resourcesList, %i );
if( isFile( %resourcesPath @ %resource @ "/resourceDatabase.cs") )
ResourceObject::load( %path, %resource );
}
}
//This lets us fast-load the editor from the menu
GlobalActionMap.bind(keyboard, "F11", fastLoadWorldEdit);
GlobalActionMap.bind(keyboard, "F10", fastLoadGUIEdit);