mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-05 20:41:00 +00:00
Added new inspector type TypeShapeAssetId which is processed as a assetId string instead of an AssetPtr. Added utility function to ShapeAsset to getAssetIdByFilename, which lets you find - if any exist - the asset that utilizes a given loose file. If it doesn't find one, it can attempt to run an auto-import if the editor settings allow, then proceed. Fixed callback of the shapeAsset inspector fields so the Open in Shape Editor correctly binds the asset's shape to the editor for modification. Added function to open a shapeAssetId in the shape editor to facilitate the above. Added additional check to findShapeConstructor to look up the full path of the shape in the cases where a full path is provided instead of a local path. This prevents the shapeConstructor from not finding shapes that absolutely exist. Added beginnings of Datablock representation in Asset Browser. Fixed a few minor issues with asset auto import causing false positive errors, preventing Import or erroneous logging. Fixed issue where editing of asset import configs didn't save. Fixed logic of materials in asset browser so they will open in the material editor as expected. Re-enabled AutoImport of assets editor setting by default.
122 lines
3.5 KiB
C++
122 lines
3.5 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 IMAGE_ASSET_H
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#define IMAGE_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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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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#include "gfx/bitmap/gBitmap.h"
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#include "gfx/gfxTextureHandle.h"
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//-----------------------------------------------------------------------------
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class ImageAsset : public AssetBase
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{
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typedef AssetBase Parent;
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public:
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/// The different types of image use cases
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enum ImageTypes
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{
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Albedo = 0,
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Normal = 1,
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Composite = 2,
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GUI = 3,
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Roughness = 4,
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AO = 5,
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Metalness = 6,
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Glow = 7,
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Particle = 8,
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Decal = 9,
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Cubemap = 10,
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};
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protected:
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StringTableEntry mImageFileName;
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GFXTexHandle mImage;
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bool mIsValidImage;
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bool mUseMips;
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bool mIsHDRImage;
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ImageTypes mImageType;
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Map<GFXTextureProfile, GFXTexHandle> mResourceMap;
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public:
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ImageAsset();
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virtual ~ImageAsset();
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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(ImageAsset);
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void setImageFileName(const char* pScriptFile);
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inline StringTableEntry getImageFileName(void) const { return mImageFileName; };
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bool isValid() { return mIsValidImage; }
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GFXTexHandle getImage(GFXTextureProfile requestedProfile);
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const char* getImageInfo();
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protected:
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void);
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static bool setImageFileName(void *obj, const char *index, const char *data) { static_cast<ImageAsset*>(obj)->setImageFileName(data); return false; }
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static const char* getImageFileName(void* obj, const char* data) { return static_cast<ImageAsset*>(obj)->getImageFileName(); }
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void loadImage();
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bool getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset);
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};
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DefineConsoleType(TypeImageAssetPtr, ImageAsset)
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typedef ImageAsset::ImageTypes ImageAssetType;
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DefineEnumType(ImageAssetType);
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#endif
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