Torque3D/Templates/BaseGame/game/tools/assetBrowser/main.tscript

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//-----------------------------------------------------------------------------
// 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 initializeAssetBrowser()
{
echo(" % - Initializing Asset Browser");
$AssetBrowser::importConfigsFile = "tools/assetBrowser/assetImportConfigs.xml";
$AssetBrowser::collectionSetsFile = "tools/assetBrowser/searchCollectionSets.xml";
$AssetBrowser::currentImportConfig = "";
if(!isObject(ABAssetTypesList))
new ArrayObject(ABAssetTypesList){};
exec("./scripts/profiles." @ $TorqueScriptFileExtension);
exec("./guis/assetBrowser.gui");
exec("./guis/addModuleWindow.gui");
exec("./guis/gameObjectCreator.gui");
exec("./guis/newAsset.gui");
exec("./guis/newComponentAsset.gui");
exec("./guis/editAsset.gui");
exec("./guis/assetImport.gui");
exec("./guis/assetImportConfigEditor.gui");
exec("./guis/selectModule.gui");
exec("./guis/selectPath.gui");
exec("./guis/editModule.gui");
exec("./guis/newFolder.gui");
exec("./guis/assetImportLog.gui");
exec("./guis/looseFileAudit.gui");
exec("./guis/assetNameEdit.gui");
exec("./guis/createNewCollectionSet.gui");
exec("./guis/setAssetTarget.gui");
exec("./scripts/assetBrowser." @ $TorqueScriptFileExtension);
exec("./scripts/popupMenus." @ $TorqueScriptFileExtension);
exec("./scripts/addModuleWindow." @ $TorqueScriptFileExtension);
exec("./scripts/assetImport." @ $TorqueScriptFileExtension);
exec("./scripts/assetImportConfig." @ $TorqueScriptFileExtension);
exec("./scripts/gameObjectCreator." @ $TorqueScriptFileExtension);
exec("./scripts/newAsset." @ $TorqueScriptFileExtension);
exec("./scripts/editAsset." @ $TorqueScriptFileExtension);
exec("./scripts/editModule." @ $TorqueScriptFileExtension);
exec("./scripts/selectModule." @ $TorqueScriptFileExtension);
exec("./scripts/assetImportConfigEditor." @ $TorqueScriptFileExtension);
exec("./scripts/directoryHandling." @ $TorqueScriptFileExtension);
exec("./scripts/selectPath." @ $TorqueScriptFileExtension);
exec("./scripts/looseFileAudit." @ $TorqueScriptFileExtension);
exec("./scripts/creator." @ $TorqueScriptFileExtension);
exec("./scripts/setAssetTarget." @ $TorqueScriptFileExtension);
exec("./scripts/utils." @ $TorqueScriptFileExtension);
//Processing for the different asset types
exec("./scripts/assetTypes/genericAsset." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/cpp." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/gui." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/image." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/level." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/subScene." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/material." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/postFX." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/script." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/shape." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/shapeAnimation." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/sound." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/cubemap." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/folder." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/terrain." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/terrainMaterial." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/datablockObjects." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/looseFiles." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/prefab." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/creatorObj." @ $TorqueScriptFileExtension);
exec("./scripts/assetTypes/gameMode." @ $TorqueScriptFileExtension);
new ScriptObject( AssetBrowserPlugin )
{
superClass = "EditorPlugin";
};
Input::GetEventManager().subscribe( AssetBrowser, "BeginDropFiles" );
Input::GetEventManager().subscribe( AssetBrowser, "DropFile" );
Input::GetEventManager().subscribe( AssetBrowser, "EndDropFiles" );
AssetBrowserPlugin.initSettings();
if(!isObject(AssetImportSettings))
{
new Settings(AssetImportSettings)
{
file = $AssetBrowser::importConfigsFile;
};
}
AssetImportSettings.read();
ImportAssetWindow.reloadImportOptionConfigs();
//CollectionSets
if(!isObject(AssetBrowserCollectionSets))
{
new Settings(AssetBrowserCollectionSets)
{
file = $AssetBrowser::collectionSetsFile;
};
}
AssetBrowserCollectionSets.read();
if(!isObject(ImportAssetWindow.importTempDirHandler))
ImportAssetWindow.importTempDirHandler = makedirectoryHandler(0, "", "");
if(!isObject(ImportActivityLog))
new ArrayObject(ImportActivityLog);
if(!isObject(AssetSearchTerms))
new ArrayObject(AssetSearchTerms);
ImportAssetWindow.importingFilesArray = new ArrayObject();
ImportAssetWindow.importer = new AssetImporter();
if(!isObject(AssetBrowserCreatorGroupsList))
new ArrayObject(AssetBrowserCreatorGroupsList);
AssetBrowser.buildPopupMenus();
//Force everything to initialize if other things need to reference it's behavior before we're displayed(usually other tools)
AssetBrowser.initialize();
}
function AssetBrowserPlugin::onWorldEditorStartup( %this )
{
}
function AssetBrowserPlugin::onWorldEditorShutdown( %this )
{
//force close us real fast to save off current settings/configs
if(AssetBrowser.isAwake())
{
AssetBrowser.hideDialog();
}
}
function AssetBrowserPlugin::initSettings( %this )
{
EditorSettings.beginGroup( "Assets", true );
EditorSettings.setDefaultValue( "AssetImporDefaultConfig", "DefaultConfig" );
EditorSettings.setDefaultValue( "AutoImport", 1 );
EditorSettings.beginGroup( "New" );
EditorSettings.setDefaultValue( "alwaysPromptModuleTarget", 0 );
EditorSettings.endGroup();
EditorSettings.beginGroup( "Browser" );
EditorSettings.setDefaultValue( "showCoreModule", 0 );
EditorSettings.setDefaultValue( "showToolsModule", 0 );
EditorSettings.setDefaultValue( "showOnlyPopulatedModule", 0 );
EditorSettings.setDefaultValue( "showFolders", 1 );
EditorSettings.setDefaultValue( "showEmptyFolders", 1 );
EditorSettings.setDefaultValue( "previewTileSize", 1.0 );
EditorSettings.endGroup();
EditorSettings.endGroup();
EditorSettings.beginGroup( "AssetManagement", true );
EditorSettings.beginGroup( "Assets" );
EditorSettings.setDefaultValue( "promptOnRename", 1 );
EditorSettings.endGroup();
EditorSettings.endGroup();
}
function TSStatic::onConstructField(%this, %fieldName, %fieldLabel, %fieldTypeName, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %callbackName, %ownerObj)
{
%inspector = %this.getParent();
%makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @
%fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
eval(%makeCommand);
}