mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs. this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
323 lines
9.6 KiB
C++
323 lines
9.6 KiB
C++
//-----------------------------------------------------------------------------
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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 GAME_OBJECT_ASSET_H
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#include "GameObjectAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.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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// Debug Profiling.
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#include "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GameObjectAsset);
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ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeGameObjectAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeGameObjectAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeGameObjectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeGameObjectAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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GameObjectAsset::GameObjectAsset()
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{
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mGameObjectName = StringTable->EmptyString();
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mScriptFile = StringTable->EmptyString();
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mTAMLFile = StringTable->EmptyString();
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mScriptPath = StringTable->EmptyString();
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mTAMLPath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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GameObjectAsset::~GameObjectAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void GameObjectAsset::initPersistFields()
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{
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docsURL;
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// Call parent.
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Parent::initPersistFields();
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addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset),
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&setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code.");
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addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset),
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&setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy.");
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}
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//------------------------------------------------------------------------------
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void GameObjectAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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void GameObjectAsset::initializeAsset()
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{
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//Ensure we have an expanded filepath
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
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}
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void GameObjectAsset::onAssetRefresh()
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{
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//Ensure we have an expanded filepath
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
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}
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void GameObjectAsset::setScriptFile(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
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// Fetch image file.
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mTAMLFile)
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return;
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// Update.
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mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
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// Refresh the asset.
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refreshAsset();
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}
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void GameObjectAsset::setTAMLFile(const char* pTAMLFile)
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{
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// Sanity!
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AssertFatal(pTAMLFile != NULL, "Cannot use a NULL TAML file.");
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// Fetch image file.
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pTAMLFile = StringTable->insert(pTAMLFile, true);
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// Ignore no change,
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if (pTAMLFile == mTAMLFile)
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return;
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// Update.
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mTAMLFile = getOwned() ? expandAssetFilePath(pTAMLFile) : pTAMLFile;
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// Refresh the asset.
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refreshAsset();
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}
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const char* GameObjectAsset::create()
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{
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if (!Torque::FS::IsFile(mTAMLFile))
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return "";
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// Set the format mode.
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Taml taml;
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// Yes, so set it.
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taml.setFormatMode(Taml::getFormatModeEnum("xml"));
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// Turn-off auto-formatting.
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taml.setAutoFormat(false);
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// Read object.
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SimObject* pSimObject = taml.read(mTAMLFile);
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// Did we find the object?
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if (pSimObject == NULL)
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{
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// No, so warn.
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Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFile);
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return "";
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}
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//Flag it so we know where it came from
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//Entity* e = dynamic_cast<Entity*>(pSimObject);
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//e->_setGameObject(getAssetId());
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pSimObject->setDataField(StringTable->insert("GameObject"), NULL, getAssetId());
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return pSimObject->getIdString();
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}
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DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
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"Creates an instance of the given GameObject given the asset definition.\n"
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"@return The GameObject entity created from the asset.")
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{
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return object->create();
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}
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#ifdef TORQUE_TOOLS
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
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ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
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"@brief Inspector field type for Game Objects\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
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}
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GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
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{
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// Create "Open in ShapeEditor" button
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mGameObjectEditButton = new GuiButtonCtrl();
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
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mGameObjectEditButton->setField("Command", szBuffer);
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mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "ToolsGuiButtonProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "ToolsGuiToolTipProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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const char* assetId = getData();
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if (dStrEqual(assetId, ""))
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{
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mGameObjectEditButton->setText("Create Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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else
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{
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GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
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if (goAsset)
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{
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mGameObjectEditButton->setText("Edit Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
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}
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else
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{
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mGameObjectEditButton->setText("Create Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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}
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//mGameObjectEditButton->registerObject();
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_registerEditControl(mGameObjectEditButton);
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addObject(mGameObjectEditButton);
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return mGameObjectEditButton;
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}
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bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
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{
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S32 dividerPos, dividerMargin;
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mInspector->getDivider(dividerPos, dividerMargin);
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Point2I fieldExtent = getExtent();
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mGameObjectEditButton != NULL)
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{
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resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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}
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return resized;
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}
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#endif
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