mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added handling for if preview images on image assets fails to generate, will fallback to using the full image Added handling for double clicking or drag-n-dropping terrain assets to create them Improved handling of field labels in variable inspector by making the stringtable be case sensitive. Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent. Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets. Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module. Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made. Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear. Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image. Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default. Fixed issue where canceling out of creating a module would still prompt to create the common default folders. Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons. Based on feedback, reduced default size of the Text Pad window. Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed. Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is. Improved themeing of regular bitmap buttons in the editor. Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window. Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
624 lines
18 KiB
C++
624 lines
18 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 IMAGE_ASSET_H
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#include "ImageAsset.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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#include "gfx/gfxStringEnumTranslate.h"
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#include "ImageAssetInspectors.h"
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// Debug Profiling.
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#include "platform/profiler.h"
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#include "T3D/assets/assetImporter.h"
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#include "gfx/gfxDrawUtil.h"
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//-----------------------------------------------------------------------------
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StringTableEntry ImageAsset::smNoImageAssetFallback = NULL;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ImageAsset);
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ConsoleType(ImageAssetPtr, TypeImageAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeImageAssetPtr)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeImageAssetPtr)
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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**)dptr) = StringTable->insert(argv[0]);
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return;
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}
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// Warn.
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Con::warnf("(TypeImageAssetPtr) - Cannot set multiple args to a single asset.");
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}
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ConsoleType(assetIdString, TypeImageAssetId, const char*, ASSET_ID_FIELD_PREFIX)
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ConsoleGetType(TypeImageAssetId)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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ConsoleSetType(TypeImageAssetId)
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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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*((const char**)dptr) = StringTable->insert(argv[0]);
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return;
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}
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// Warn.
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Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ImplementEnumType(ImageAssetType,
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"Type of mesh data available in a shape.\n"
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"@ingroup gameObjects")
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{ ImageAsset::Albedo, "Albedo", "" },
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{ ImageAsset::Normal, "Normal", "" },
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{ ImageAsset::ORMConfig, "ORMConfig", "" },
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{ ImageAsset::GUI, "GUI", "" },
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{ ImageAsset::Roughness, "Roughness", "" },
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{ ImageAsset::AO, "AO", "" },
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{ ImageAsset::Metalness, "Metalness", "" },
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{ ImageAsset::Glow, "Glow", "" },
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{ ImageAsset::Particle, "Particle", "" },
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{ ImageAsset::Decal, "Decal", "" },
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{ ImageAsset::Cubemap, "Cubemap", "" },
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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ImageAsset::ImageAsset() : AssetBase(), mUseMips(true), mIsHDRImage(false), mIsValidImage(false), mImageType(Albedo)
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{
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mImageFileName = StringTable->EmptyString();
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mImagePath = StringTable->EmptyString();
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mLoadedState = AssetErrCode::NotLoaded;
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}
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//-----------------------------------------------------------------------------
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ImageAsset::~ImageAsset()
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{
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}
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void ImageAsset::consoleInit()
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{
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Parent::consoleInit();
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Con::addVariable("$Core::NoImageAssetFallback", TypeString, &smNoImageAssetFallback,
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"The assetId of the texture to display when the requested image asset is missing.\n"
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"@ingroup GFX\n");
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smNoImageAssetFallback = StringTable->insert(Con::getVariable("$Core::NoImageAssetFallback"));
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}
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//-----------------------------------------------------------------------------
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void ImageAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("imageFile", TypeAssetLooseFilePath, Offset(mImageFileName, ImageAsset),
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&setImageFileName, &getImageFileName, "Path to the image file.");
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addField("useMips", TypeBool, Offset(mUseMips, ImageAsset), "Should the image use mips? (Currently unused).");
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addField("isHDRImage", TypeBool, Offset(mIsHDRImage, ImageAsset), "Is the image in an HDR format? (Currently unused)");
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addField("imageType", TypeImageAssetType, Offset(mImageType, ImageAsset), "What the main use-case for the image is for.");
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}
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//------------------------------------------------------------------------------
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//Utility function to 'fill out' bindings and resources with a matching asset if one exists
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U32 ImageAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset)
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{
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount == 0)
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{
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//Didn't work, so have us fall back to a placeholder asset
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imageAsset->setAssetId(ImageAsset::smNoImageAssetFallback);
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if (imageAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("ImageAsset::getAssetByFilename - Finding of asset associated with file %s failed with no fallback asset", fileName);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*imageAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("ImageAsset::getAssetByFilename - Finding of associated with file %s failed, and fallback asset reported error of Bad File Reference.", fileName);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("ImageAsset::getAssetByFilename - Finding of associated with file %s failed, utilizing fallback asset", fileName);
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(*imageAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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else
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{
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//acquire and bind the asset, and return it out
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imageAsset->setAssetId(query.mAssetList[0]);
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return (*imageAsset)->mLoadedState;
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}
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}
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StringTableEntry ImageAsset::getAssetIdByFilename(StringTableEntry fileName)
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{
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if (fileName == StringTable->EmptyString())
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return StringTable->EmptyString();
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StringTableEntry imageAssetId = ImageAsset::smNoImageAssetFallback;
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount != 0)
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{
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//acquire and bind the asset, and return it out
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imageAssetId = query.mAssetList[0];
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}
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return imageAssetId;
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}
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U32 ImageAsset::getAssetById(StringTableEntry assetId, AssetPtr<ImageAsset>* imageAsset)
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{
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(*imageAsset) = assetId;
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if (imageAsset->notNull())
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{
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return (*imageAsset)->mLoadedState;
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}
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else
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{
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if (imageAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("ImageAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*imageAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("ImageAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("ImageAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId);
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(*imageAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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}
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//------------------------------------------------------------------------------
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void ImageAsset::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 ImageAsset::loadImage()
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{
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if (mImagePath)
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{
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if (!Torque::FS::IsFile(mImagePath))
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{
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Con::errorf("ImageAsset::initializeAsset: Attempted to load file %s but it was not valid!", mImageFileName);
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mLoadedState = BadFileReference;
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return;
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}
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mLoadedState = Ok;
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mIsValidImage = true;
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return;
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//GFXTexHandle texture = getTexture(&GFXStaticTextureSRGBProfile);
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//mTexture.set(mImagePath, &GFXStaticTextureSRGBProfile, avar("%s() - mImage (line %d)", __FUNCTION__, __LINE__));
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/*if (texture.isValid())
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{
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mIsValidImage = true;
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//mBitmap = texture.getBitmap();
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return;
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}*/
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mChangeSignal.trigger();
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}
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mLoadedState = BadFileReference;
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mIsValidImage = false;
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}
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void ImageAsset::initializeAsset()
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{
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ResourceManager::get().getChangedSignal().notify(this, &ImageAsset::_onResourceChanged);
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mImagePath = getOwned() ? expandAssetFilePath(mImageFileName) : mImagePath;
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loadImage();
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}
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void ImageAsset::onAssetRefresh()
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{
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mImagePath = getOwned() ? expandAssetFilePath(mImageFileName) : mImagePath;
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loadImage();
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}
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void ImageAsset::_onResourceChanged(const Torque::Path& path)
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{
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if (path != Torque::Path(mImagePath))
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return;
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refreshAsset();
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//loadImage();
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}
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void ImageAsset::setImageFileName(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL image file.");
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// Update.
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mImageFileName = StringTable->insert(pScriptFile, true);
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// Refresh the asset.
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refreshAsset();
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}
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const GBitmap& ImageAsset::getImage()
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{
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return GBitmap(); //TODO fix this
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}
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GFXTexHandle ImageAsset::getTexture(GFXTextureProfile* requestedProfile)
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{
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if (mResourceMap.contains(requestedProfile))
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{
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mLoadedState = Ok;
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return mResourceMap.find(requestedProfile)->value;
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}
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else
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{
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//If we don't have an existing map case to the requested format, we'll just create it and insert it in
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GFXTexHandle newTex = TEXMGR->createTexture(mImagePath, requestedProfile);
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if (newTex)
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{
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mResourceMap.insert(requestedProfile, newTex);
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mLoadedState = Ok;
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return newTex;
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}
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else
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mLoadedState = BadFileReference;
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}
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//if (mTexture.isValid())
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// return mTexture;
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return nullptr;
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}
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const char* ImageAsset::getImageInfo()
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{
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if (mIsValidImage)
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{
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static const U32 bufSize = 2048;
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char* returnBuffer = Con::getReturnBuffer(bufSize);
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GFXTexHandle newTex = TEXMGR->createTexture(mImagePath, &GFXStaticTextureSRGBProfile);
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if (newTex)
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{
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dSprintf(returnBuffer, bufSize, "%s %d %d %d", GFXStringTextureFormat[newTex->getFormat()], newTex->getHeight(), newTex->getWidth(), newTex->getDepth());
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newTex = nullptr;
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}
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else
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{
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dSprintf(returnBuffer, bufSize, "ImageAsset::getImageInfo() - Failed to get image info for %s", getAssetId());
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}
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return returnBuffer;
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}
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return "";
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}
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const char* ImageAsset::getImageTypeNameFromType(ImageAsset::ImageTypes type)
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{
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// must match ImageTypes order
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static const char* _names[] = {
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"Albedo",
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"Normal",
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"ORMConfig",
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"GUI",
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"Roughness",
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"AO",
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"Metalness",
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"Glow",
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"Particle",
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"Decal",
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"Cubemap"
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};
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if (type < 0 || type >= ImageTypeCount)
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{
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Con::errorf("ImageAsset::getAdapterNameFromType - Invalid ImageType, defaulting to Albedo");
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return _names[Albedo];
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}
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return _names[type];
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}
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ImageAsset::ImageTypes ImageAsset::getImageTypeFromName(const char* name)
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{
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if (dStrIsEmpty(name))
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{
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return (ImageTypes)Albedo;
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}
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S32 ret = -1;
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for (S32 i = 0; i < ImageTypeCount; i++)
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{
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if (!dStricmp(getImageTypeNameFromType((ImageTypes)i), name))
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ret = i;
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}
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if (ret == -1)
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{
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Con::errorf("ImageAsset::getImageTypeFromName - Invalid ImageType name, defaulting to Albedo");
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ret = Albedo;
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}
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return (ImageTypes)ret;
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}
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DefineEngineMethod(ImageAsset, getImagePath, const char*, (), ,
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"Gets the image filepath of this asset.\n"
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"@return File path of the image file.")
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{
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return object->getImagePath();
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}
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DefineEngineMethod(ImageAsset, getImageInfo, const char*, (), ,
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"Gets the info and properties of the image.\n"
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"@return The info/properties of the image.")
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{
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return object->getImageInfo();
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}
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#ifdef TORQUE_TOOLS
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DefineEngineStaticMethod(ImageAsset, getAssetIdByFilename, const char*, (const char* filePath), (""),
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"Queries the Asset Database to see if any asset exists that is associated with the provided file path.\n"
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"@return The AssetId of the associated asset, if any.")
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{
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return ImageAsset::getAssetIdByFilename(StringTable->insert(filePath));
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}
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#endif
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeImageAssetPtr);
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ConsoleDocClass(GuiInspectorTypeImageAssetPtr,
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"@brief Inspector field type for Shapes\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 GuiInspectorTypeImageAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeImageAssetPtr)->setInspectorFieldType("GuiInspectorTypeImageAssetPtr");
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}
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GuiControl* GuiInspectorTypeImageAssetPtr::constructEditControl()
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{
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if (mInspector->getInspectObject() == nullptr)
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return nullptr;
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// Create base filename edit controls
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GuiControl* retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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retCtrl->getRenderTooltipDelegate().bind(this, &GuiInspectorTypeImageAssetPtr::renderTooltip);
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"ImageAsset\", \"AssetBrowser.changeAsset\", %s, %s);",
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mInspector->getInspectObject()->getIdString(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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const char* id = mInspector->getInspectObject()->getIdString();
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setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
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// Create "Open in ShapeEditor" button
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mImageEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "ShapeEditorPlugin.openShapeAssetId(%d.getText());", retCtrl->getId());
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mImageEdButton->setField("Command", szBuffer);
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char bitmapName[512] = "ToolsModule:GameTSCtrl_image";
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mImageEdButton->setBitmap(StringTable->insert(bitmapName));
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mImageEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mImageEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mImageEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mImageEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the Shape Editor");
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mImageEdButton->registerObject();
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addObject(mImageEdButton);
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return retCtrl;
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}
|
|
|
|
bool GuiInspectorTypeImageAssetPtr::updateRects()
|
|
{
|
|
S32 dividerPos, dividerMargin;
|
|
mInspector->getDivider(dividerPos, dividerMargin);
|
|
Point2I fieldExtent = getExtent();
|
|
Point2I fieldPos = getPosition();
|
|
|
|
mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
|
|
mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
|
|
|
|
bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
|
|
if (mBrowseButton != NULL)
|
|
{
|
|
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
|
|
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
|
|
}
|
|
|
|
if (mImageEdButton != NULL)
|
|
{
|
|
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
|
|
resized |= mImageEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
|
|
}
|
|
|
|
return resized;
|
|
}
|
|
|
|
bool GuiInspectorTypeImageAssetPtr::renderTooltip(const Point2I& hoverPos, const Point2I& cursorPos, const char* tipText)
|
|
{
|
|
if (!mAwake)
|
|
return false;
|
|
|
|
GuiCanvas* root = getRoot();
|
|
if (!root)
|
|
return false;
|
|
|
|
AssetPtr<ImageAsset> imgAsset;
|
|
U32 assetState = ImageAsset::getAssetById(getData(), &imgAsset);
|
|
if (imgAsset == NULL || assetState == ImageAsset::Failed)
|
|
return false;
|
|
|
|
StringTableEntry filename = imgAsset->getImagePath();
|
|
if (!filename || !filename[0])
|
|
return false;
|
|
|
|
GFXTexHandle texture(filename, &GFXStaticTextureSRGBProfile, avar("%s() - tooltip texture (line %d)", __FUNCTION__, __LINE__));
|
|
if (texture.isNull())
|
|
return false;
|
|
|
|
// Render image at a reasonable screen size while
|
|
// keeping its aspect ratio...
|
|
Point2I screensize = getRoot()->getWindowSize();
|
|
Point2I offset = hoverPos;
|
|
Point2I tipBounds;
|
|
|
|
U32 texWidth = texture.getWidth();
|
|
U32 texHeight = texture.getHeight();
|
|
F32 aspect = (F32)texHeight / (F32)texWidth;
|
|
|
|
const F32 newWidth = 150.0f;
|
|
F32 newHeight = aspect * newWidth;
|
|
|
|
// Offset below cursor image
|
|
offset.y += 20; // TODO: Attempt to fix?: root->getCursorExtent().y;
|
|
tipBounds.x = newWidth;
|
|
tipBounds.y = newHeight;
|
|
|
|
// Make sure all of the tooltip will be rendered width the app window,
|
|
// 5 is given as a buffer against the edge
|
|
if (screensize.x < offset.x + tipBounds.x + 5)
|
|
offset.x = screensize.x - tipBounds.x - 5;
|
|
if (screensize.y < offset.y + tipBounds.y + 5)
|
|
offset.y = hoverPos.y - tipBounds.y - 5;
|
|
|
|
RectI oldClip = GFX->getClipRect();
|
|
RectI rect(offset, tipBounds);
|
|
GFX->setClipRect(rect);
|
|
|
|
GFXDrawUtil* drawer = GFX->getDrawUtil();
|
|
drawer->clearBitmapModulation();
|
|
GFX->getDrawUtil()->drawBitmapStretch(texture, rect);
|
|
|
|
GFX->setClipRect(oldClip);
|
|
|
|
return true;
|
|
}
|
|
|
|
IMPLEMENT_CONOBJECT(GuiInspectorTypeImageAssetId);
|
|
|
|
ConsoleDocClass(GuiInspectorTypeImageAssetId,
|
|
"@brief Inspector field type for Shapes\n\n"
|
|
"Editor use only.\n\n"
|
|
"@internal"
|
|
);
|
|
|
|
void GuiInspectorTypeImageAssetId::consoleInit()
|
|
{
|
|
Parent::consoleInit();
|
|
|
|
ConsoleBaseType::getType(TypeImageAssetId)->setInspectorFieldType("GuiInspectorTypeImageAssetId");
|
|
}
|