mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Fixes select mode for the Asset Browser to properly filter to the selecting type Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid Fixes AssetBrowser asset selection return so it returns back a valid assetId Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
319 lines
9.5 KiB
C++
319 lines
9.5 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 "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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// 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 (Platform::isFile(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 (Platform::isFile(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);
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// Ignore no change,
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if (pScriptFile == mScriptFile)
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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);
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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 (!Platform::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"), nullptr, 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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//-----------------------------------------------------------------------------
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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 (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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