mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
added dynamic reload on editor profiles when the theme is changed via editor Adjusted direct filename fields to just be hidden, not disabled(avoids breaking legacy content) Added ability to update asset references in a given folder path Added WIP ability to scan for and update module dependencies
295 lines
No EOL
9.7 KiB
C#
295 lines
No EOL
9.7 KiB
C#
function AssetBrowser_editAsset::saveAsset(%this)
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{
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%file = AssetDatabase.getAssetFilePath(%this.editedAssetId);
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%success = TamlWrite(AssetBrowser_editAsset.editedAsset, %file);
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AssetBrowser.loadFilters();
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Canvas.popDialog(AssetBrowser_editAsset);
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}
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function AssetBrowser::editAsset(%this, %assetDef)
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{
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//Find out what type it is
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//If the passed-in definition param is blank, then we're likely called via a popup
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if(%assetDef $= "")
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = %assetDef.getClassName();
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//Build out the edit command
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%buildCommand = %this @ ".edit" @ %assetType @ "(" @ %assetDef @ ");";
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eval(%buildCommand);
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}
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function AssetBrowser::appendSubLevel(%this)
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{
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = %assetDef.getClassName();
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schedule( 1, 0, "EditorOpenSceneAppend", %assetDef);
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}
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function AssetBrowser::editAssetInfo(%this)
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{
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Canvas.pushDialog(AssetBrowser_editAsset);
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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eval("AssetBrowser.tempAsset = new " @ %assetDef.getClassName() @ "();");
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AssetBrowser.tempAsset.assignFieldsFrom(%assetDef);
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AssetEditInspector.inspect(AssetBrowser.tempAsset);
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AssetBrowser_editAsset.editedAssetId = EditAssetPopup.assetId;
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AssetBrowser_editAsset.editedAsset = AssetBrowser.tempAsset;
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//remove some of the groups we don't need:
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for(%i=0; %i < AssetEditInspector.getCount(); %i++)
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{
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%caption = AssetEditInspector.getObject(%i).caption;
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if(%caption $= "Ungrouped" || %caption $= "Object" || %caption $= "Editing"
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|| %caption $= "Persistence" || %caption $= "Dynamic Fields")
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{
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AssetEditInspector.remove(AssetEditInspector.getObject(%i));
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%i--;
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}
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}
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}
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//------------------------------------------------------------
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function AssetBrowser::refreshAsset(%this, %assetId)
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{
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if(%assetId $= "")
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{
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//if we have no passed-in asset ID, we're probably going through the popup menu, so get our edit popup id
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%assetId = EditAssetPopup.assetId;
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}
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AssetDatabase.refreshAsset(%assetId);
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%this.refresh();
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}
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//------------------------------------------------------------
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function AssetBrowser::renameAsset(%this)
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{
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//Find out what type it is
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//%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%curFirstResponder = AssetBrowser.getFirstResponder();
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if(%curFirstResponder != 0)
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%curFirstResponder.clearFirstResponder();
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AssetBrowser.selectedAssetPreview-->AssetNameLabel.setActive(true);
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AssetBrowser.selectedAssetPreview-->AssetNameLabel.setFirstResponder();
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}
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function AssetBrowser::performRenameAsset(%this, %originalAssetName, %newName)
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{
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//if the name is different to the asset's original name, rename it!
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if(%originalAssetName !$= %newName)
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{
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if(EditAssetPopup.assetType !$= "Folder")
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{
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%moduleName = AssetBrowser.selectedModule;
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//do a rename!
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%success = AssetDatabase.renameDeclaredAsset(%moduleName @ ":" @ %originalAssetName, %moduleName @ ":" @ %newName);
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if(%success)
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echo("AssetBrowser - renaming of asset " @ %moduleName @ ":" @ %originalAssetName @ " to " @ %moduleName @ ":" @ %newName @ " was a success.");
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else
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echo("AssetBrowser - renaming of asset " @ %moduleName @ ":" @ %originalAssetName @ " to " @ %moduleName @ ":" @ %newName @ " was a failure.");
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if(%success)
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{
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%newAssetId = %moduleName @ ":" @ %newName;
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%assetPath = AssetDatabase.getAssetFilePath(%newAssetId);
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//Rename any associated files as well
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%assetDef = AssetDatabase.acquireAsset(%newAssetId);
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%assetType = %assetDef.getClassName();
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//rename the file to match
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%path = filePath(%assetPath);
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//Do the rename command
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%buildCommand = %this @ ".rename" @ %assetType @ "(" @ %assetDef @ "," @ %newAssetId @ ");";
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eval(%buildCommand);
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}
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}
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else
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{
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%buildCommand = %this @ ".renameFolder(\"" @ EditAssetPopup.assetId @ "\",\"" @ %newName @ "\");";
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eval(%buildCommand);
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}
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}
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//Make sure everything is refreshed
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%this.refresh();
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//Update the selection to immediately jump to the new asset
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AssetBrowser-->filterTree.clearSelection();
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%ModuleItem = AssetBrowser-->filterTree.findItemByName(%moduleName);
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%assetTypeId = AssetBrowser-->filterTree.findChildItemByName(%ModuleItem, %assetType);
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AssetBrowser-->filterTree.selectItem(%assetTypeId);
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%selectedItem = AssetBrowser-->filterTree.getSelectedItem();
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AssetBrowser-->filterTree.scrollVisibleByObjectId(%selectedItem);
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AssetBrowser-->filterTree.buildVisibleTree();
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}
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function AssetNameField::onReturn(%this)
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{
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%this.clearFirstResponder();
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%this.setActive(false);
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AssetBrowser.performRenameAsset(%this.originalAssetName, %this.getText());
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}
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//------------------------------------------------------------
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function AssetBrowser::moveAsset(%this, %assetId, %destination)
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{
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if(EditAssetPopup.assetType $= "Folder")
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{
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//Do any cleanup required given the type
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if(%this.isMethod("moveFolder"))
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eval(%this @ ".moveFolder("@EditAssetPopup.assetId@",\""@%destination@"\");");
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}
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else
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{
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%assetDef = AssetDatabase.acquireAsset(%assetId);
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%assetType = AssetDatabase.getAssetType(%assetId);
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//Do any cleanup required given the type
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if(%this.isMethod("move"@%assetType))
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{
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%command = %this @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %destination @ "\");";
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eval(%this @ ".move" @ %assetType @ "(" @ %assetDef @ ",\"" @ %destination @ "\");");
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}
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}
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%this.refresh();
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}
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//------------------------------------------------------------
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function AssetBrowser::duplicateAsset(%this, %targetModule)
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{
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if(%targetModule $= "")
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{
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//we need a module to duplicate to first
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Canvas.pushDialog(AssetBrowser_selectModule);
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AssetBrowser_selectModule.callback = "AssetBrowser.duplicateAsset";
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return;
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}
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = AssetDatabase.getAssetType(EditAssetPopup.assetId);
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//this acts as a redirect based on asset type and will enact the appropriate function
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//so for a GameObjectAsset, it'll become %this.duplicateGameObjectAsset(%assetDef, %targetModule);
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//and call to the tools/assetBrowser/scripts/assetTypes/gameObject.cs file for implementation
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if(%this.isMethod("duplicate"@%assetType))
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eval(%this @ ".duplicate"@%assetType@"("@%assetDef@","@%targetModule@");");
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}
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function AssetBrowser::deleteAsset(%this)
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{
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//Find out what type it is
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//%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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//%assetType = %assetDef.getClassName();
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MessageBoxOKCancel("Warning!", "This will delete the selected content and the files associated to it, do you wish to continue?",
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"AssetBrowser.confirmDeleteAsset();", "");
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}
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function AssetBrowser::confirmDeleteAsset(%this)
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{
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%currentSelectedItem = AssetBrowserFilterTree.getSelectedItem();
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%currentItemParent = AssetBrowserFilterTree.getParentItem(%currentSelectedItem);
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if(EditFolderPopup.visible)
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{
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if(EditFolderPopup.dirPath !$= "")
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%folderPath = EditFolderPopup.dirPath;
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else
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%folderPath = AssetBrowserFilterTree.getItemValue(%currentSelectedItem) @ "/" @ AssetBrowserFilterTree.getItemText(%currentSelectedItem);
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if(%this.isMethod("deleteFolder"))
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eval(%this @ ".deleteFolder(\""@%folderPath@"\");");
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}
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else
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{
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = AssetDatabase.getAssetType(EditAssetPopup.assetType);
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if(!isObject(%assetDef))
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return;
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//Do any cleanup required given the type
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if(%this.isMethod("delete"@%assetType))
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eval(%this @ ".delete"@%assetType@"("@%assetDef@");");
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AssetDatabase.deleteAsset(EditAssetPopup.assetId, true, false);
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}
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%this.refresh();
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}
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//------------------------------------------------------------
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function AssetBrowser::updateAssetReference(%this, %targetPath, %oldAssetId, %newAssetId)
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{
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//assetbrowser.updateAssetReference("data/pbr/levels", "pbr:material_ball", "TreeTest:TestTree");
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//this will go through every file in the game directory and swap the assetIDs to update the reference in the event something was renamed, or something was moved
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//This is potentially disastrous and break a lot of things if done hapazardly, so be careful
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%fullPath = makeFullPath(%targetPath);
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//First, wipe out any files inside the folder first
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%file = findFirstFileMultiExpr( %fullPath @ "/*.*", true);
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%fileObj = new FileObject();
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new ArrayObject(lineCache);
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while( %file !$= "" )
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{
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lineCache.empty();
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%fileModified = false;
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if(%fileObj.openForRead(%file))
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{
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while( !%fileObj.isEOF() )
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{
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%unModLine = %fileObj.readLine();
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%line = strreplace( %unModLine, %oldAssetId, %newAssetId );
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if(%unModLine !$= %line)
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%fileModified = true;
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lineCache.add(%line);
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}
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}
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if(%fileModified && %fileObj.openForWrite(%file))
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{
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for(%i=0; %i<lineCache.count(); %i++)
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{
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%line = lineCache.getKey(%i);
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%fileObj.writeline(%line);
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}
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%fileObj.close();
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}
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%file = findNextFileMultiExpr( %fullPath @ "/*.*" );
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}
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lineCache.delete();
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%fileObj.delete();
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} |