Torque3D/Templates/BaseGame/game/data/ui/guis/chooseLevelDlg.cs
Areloch 69bfbb0978 Adds functions to get the full path for level and shape asset files
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
2020-08-12 13:11:13 -05:00

288 lines
9.2 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.
//-----------------------------------------------------------------------------
//----------------------------------------
function ChooseLevelDlg::onWake( %this )
{
if(!isObject(LevelListEntries))
new ArrayObject(LevelListEntries){};
LevelList.clearRows();
LevelListEntries.empty();
ChooseLevelWindow->CurrentPreview.setBitmap("data/ui/images/no-preview");
ChooseLevelWindow->LevelDescriptionLabel.visible = false;
ChooseLevelWindow->LevelDescription.visible = false;
%assetQuery = new AssetQuery();
AssetDatabase.findAssetType(%assetQuery, "LevelAsset");
%count = %assetQuery.getCount();
if(%count == 0 && !IsDirectory("tools"))
{
//We have no levels found. Prompt the user to open the editor to the default level if the tools are present
MessageBoxOK("Error", "No levels were found in any modules. Please ensure you have modules loaded that contain gameplay code and level files.",
"Canvas.popDialog(ChooseLevelDlg); if(isObject(ChooseLevelDlg.returnGui) && ChooseLevelDlg.returnGui.isMethod(\"onReturnTo\")) ChooseLevelDlg.returnGui.onReturnTo();");
%assetQuery.delete();
return;
}
for(%i=0; %i < %count; %i++)
{
%assetId = %assetQuery.getAsset(%i);
%levelAsset = AssetDatabase.acquireAsset(%assetId);
%file = %levelAsset.getLevelFile();
if ( !isFile(%file @ ".mis") && !isFile(%file @ ".mis.dso") &&!isFile(%file) )
continue;
// Skip our new level/mission if we arent choosing a level
// to launch in the editor.
if ( !%this.launchInEditor )
{
%fileName = fileName(%file);
if (strstr(%fileName, "newMission.mis") > -1 || strstr(%fileName, "newLevel.mis") > -1)
continue;
}
%this.addLevelAsset( %levelAsset );
}
// Also add the new level mission as defined in the world editor settings
// if we are choosing a level to launch in the editor.
if ( %this.launchInEditor )
{
%this.addMissionFile( "tools/levels/DefaultEditorLevel.mis" );
}
for(%i=0; %i < LevelListEntries.count(); %i++)
{
%levelEntry = LevelListEntries.getKey(%i);
LevelList.addRow(getField(%levelEntry, 0), "", -1, -30);
}
LevelList.setSelected(0);
LevelList.onChange();
if(!$pref::HostMultiPlayer)
LevelSelectTitle.setText("SINGLE PLAYER");
else
LevelSelectTitle.setText("CREATE SERVER");
/*for (%i = 0; %i < LevelList.rowCount(); %i++)
{
%preview = new GuiButtonCtrl() {
profile = "GuiMenuButtonProfile";
internalName = "SmallPreview" @ %i;
Extent = "368 35";
text = getField(CL_levelList.getRowText(%i), 0);
command = "ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews->SmallPreview" @ %i @ ");";
buttonType = "RadioButton";
};
ChooseLevelWindow->SmallPreviews.add(%preview);
%rowText = CL_levelList.getRowText(%i);
// Set the level index
%preview.levelIndex = %i;
// Get the name
%name = getField(CL_levelList.getRowText(%i), 0);
%preview.levelName = %name;
%file = getField(CL_levelList.getRowText(%i), 1);
// Find the preview image
%levelPreview = getField(CL_levelList.getRowText(%i), 3);
// Test against all of the different image formats
// This should probably be moved into an engine function
if (isFile(%levelPreview @ ".png") ||
isFile(%levelPreview @ ".jpg") ||
isFile(%levelPreview @ ".bmp") ||
isFile(%levelPreview @ ".gif") ||
isFile(%levelPreview @ ".jng") ||
isFile(%levelPreview @ ".mng") ||
isFile(%levelPreview @ ".tga"))
{
%preview.bitmap = %levelPreview;
}
// Get the description
%desc = getField(CL_levelList.getRowText(%i), 2);
%preview.levelDesc = %desc;
}*/
ChooseLevelButtonHolder.setActive();
}
function ChooseLevelButtonHolder::onWake(%this)
{
%this-->goButton.set("btn_a", "Return", "Start Level", "ChooseLevelDlg.beginLevel();");
%this-->backButton.set("btn_b", "Escape", "Back", "ChooseLevelDlg.backOut();");
}
function ChooseLevelDlg::onSleep( %this )
{
// This is set from the outside, only stays true for a single wake/sleep
// cycle.
%this.launchInEditor = false;
}
function ChooseLevelDlg::addMissionFile( %this, %file )
{
%levelName = fileBase(%file);
%levelDesc = "A Torque level";
%LevelInfoObject = getLevelInfo(%file);
if (%LevelInfoObject != 0)
{
if(%LevelInfoObject.levelName !$= "")
%levelName = %LevelInfoObject.levelName;
else if(%LevelInfoObject.name !$= "")
%levelName = %LevelInfoObject.name;
if (%LevelInfoObject.desc0 !$= "")
%levelDesc = %LevelInfoObject.desc0;
if (%LevelInfoObject.preview !$= "")
%levelPreview = %LevelInfoObject.preview;
%LevelInfoObject.delete();
}
LevelListEntries.add( %levelName TAB %file TAB %levelDesc TAB %levelPreview );
}
function ChooseLevelDlg::addLevelAsset( %this, %levelAsset )
{
%file = %levelAsset.getLevelFile();
/*%levelName = fileBase(%file);
%levelDesc = "A Torque level";
%LevelInfoObject = getLevelInfo(%file);
if (%LevelInfoObject != 0)
{
if(%LevelInfoObject.levelName !$= "")
%levelName = %LevelInfoObject.levelName;
else if(%LevelInfoObject.name !$= "")
%levelName = %LevelInfoObject.name;
if (%LevelInfoObject.desc0 !$= "")
%levelDesc = %LevelInfoObject.desc0;
if (%LevelInfoObject.preview !$= "")
%levelPreview = %LevelInfoObject.preview;
%LevelInfoObject.delete();
}*/
%levelName = %levelAsset.LevelName;
%levelDesc = %levelAsset.description;
%levelPreview = %levelAsset.levelPreviewImage;
LevelListEntries.add( %levelName TAB %file TAB %levelDesc TAB %levelPreview );
}
function LevelList::onChange(%this)
{
%index = %this.getSelectedRow();
%levelEntry = LevelListEntries.getKey(%index);
// Get the name
ChooseLevelWindow->LevelName.text = getField(%levelEntry, 0);
// Get the level file
$selectedLevelFile = getField(%levelEntry, 1);
// Find the preview image
%levelPreview = getField(%levelEntry, 3);
// Test against all of the different image formats
// This should probably be moved into an engine function
if (isFile(%levelPreview @ ".png") ||
isFile(%levelPreview @ ".jpg") ||
isFile(%levelPreview @ ".bmp") ||
isFile(%levelPreview @ ".gif") ||
isFile(%levelPreview @ ".jng") ||
isFile(%levelPreview @ ".mng") ||
isFile(%levelPreview @ ".tga"))
ChooseLevelWindow->CurrentPreview.setBitmap(%previewFile);
else
ChooseLevelWindow->CurrentPreview.setBitmap("data/ui/images/no-preview");
// Get the description
%levelDesc = getField(%levelEntry, 2);
if(%levelDesc !$= "")
{
ChooseLevelWindow->LevelDescriptionLabel.setVisible(true);
ChooseLevelWindow->LevelDescription.setVisible(true);
ChooseLevelWindow->LevelDescription.setText(%levelDesc);
}
else
{
ChooseLevelWindow->LevelDescriptionLabel.setVisible(false);
ChooseLevelWindow->LevelDescription.setVisible(false);
}
}
// Do this onMouseUp not via Command which occurs onMouseDown so we do
// not have a lingering mouseUp event lingering in the ether.
function ChooseLevelDlg::beginLevel(%this)
{
// So we can't fire the button when loading is in progress.
if ( isObject( ServerGroup ) )
return;
// Launch the chosen level with the editor open?
if ( ChooseLevelDlg.launchInEditor )
{
activatePackage( "BootEditor" );
ChooseLevelDlg.launchInEditor = false;
StartGame("", "SinglePlayer");
}
else
{
StartGame();
}
}
function ChooseLevelDlg::backOut(%this)
{
Canvas.popDialog(ChooseLevelDlg);
if(isObject(ChooseLevelDlg.returnGui) && ChooseLevelDlg.returnGui.isMethod("onReturnTo"))
ChooseLevelDlg.returnGui.onReturnTo();
}