Torque3D/Engine/source/T3D/assets/LevelAsset.cpp
Areloch 69bfbb0978 Adds functions to get the full path for level and shape asset files
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
2020-08-12 13:11:13 -05:00

339 lines
9.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef LEVEL_ASSET_H
#include "LevelAsset.h"
#endif
#ifndef _ASSET_MANAGER_H_
#include "assets/assetManager.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _TAML_
#include "persistence/taml/taml.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
// Debug Profiling.
#include "platform/profiler.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(LevelAsset);
ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeLevelAssetPtr)
{
// Fetch asset Id.
return *((StringTableEntry*)dptr);
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeLevelAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset Id.
StringTableEntry* assetId = (StringTableEntry*)(dptr);
// Update asset value.
*assetId = StringTable->insert(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
{
mLevelName = StringTable->EmptyString();
mLevelFile = StringTable->EmptyString();
mPreviewImage = StringTable->EmptyString();
mPostFXPresetFile = StringTable->EmptyString();
mDecalsFile = StringTable->EmptyString();
mForestFile = StringTable->EmptyString();
mNavmeshFile = StringTable->EmptyString();
mLevelPath = StringTable->EmptyString();
mPreviewImagePath = StringTable->EmptyString();
mPostFXPresetPath = StringTable->EmptyString();
mDecalsPath = StringTable->EmptyString();
mForestPath = StringTable->EmptyString();
mNavmeshPath = StringTable->EmptyString();
mGamemodeName = StringTable->EmptyString();
mMainLevelAsset = StringTable->EmptyString();
mEditorFile = StringTable->EmptyString();
mBakedSceneFile = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
LevelAsset::~LevelAsset()
{
}
//-----------------------------------------------------------------------------
void LevelAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the actual level file.");
addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
&setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
&setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
&setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
&setForestFile, &getForestFile, "Path to the Forest cache file.");
addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
&setNavmeshFile, &getNavmeshFile, "Path to the navmesh file.");
addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
&setEditorFile, &getEditorFile, "Path to the level file with objects that were removed as part of the baking process. Loaded when the editor is loaded for ease of editing.");
addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
}
//------------------------------------------------------------------------------
void LevelAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
//
void LevelAsset::initializeAsset()
{
// Call parent.
Parent::initializeAsset();
// Ensure the image-file is expanded.
mPreviewImagePath = expandAssetFilePath(mPreviewImage);
mLevelPath = expandAssetFilePath(mLevelFile);
mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
mDecalsPath = expandAssetFilePath(mDecalsFile);
mForestPath = expandAssetFilePath(mForestFile);
mNavmeshPath = expandAssetFilePath(mNavmeshFile);
}
void LevelAsset::onAssetRefresh(void)
{
// Ensure the image-file is expanded.
mPreviewImagePath = expandAssetFilePath(mPreviewImage);
mLevelPath = expandAssetFilePath(mLevelFile);
mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
mDecalsPath = expandAssetFilePath(mDecalsFile);
mForestPath = expandAssetFilePath(mForestFile);
mNavmeshPath = expandAssetFilePath(mNavmeshFile);
}
//
void LevelAsset::setLevelFile(const char* pLevelFile)
{
// Sanity!
AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pLevelFile = StringTable->insert(pLevelFile);
// Ignore no change,
if (pLevelFile == mLevelFile)
return;
// Update.
mLevelFile = pLevelFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setImageFile(const char* pImageFile)
{
// Sanity!
AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
// Fetch image file.
pImageFile = StringTable->insert(pImageFile);
// Ignore no change,
if (pImageFile == mPreviewImage)
return;
// Update.
mPreviewImage = pImageFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setEditorFile(const char* pEditorFile)
{
// Sanity!
AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pEditorFile = StringTable->insert(pEditorFile);
// Ignore no change,
if (pEditorFile == mEditorFile)
return;
// Update.
mEditorFile = pEditorFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
{
// Sanity!
AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pBakedSceneFile = StringTable->insert(pBakedSceneFile);
// Ignore no change,
if (pBakedSceneFile == mBakedSceneFile)
return;
// Update.
mBakedSceneFile = pBakedSceneFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
{
// Sanity!
AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
// Fetch file.
pPostFXPresetFile = StringTable->insert(pPostFXPresetFile);
// Ignore no change,
if (pPostFXPresetFile == mPostFXPresetFile)
return;
// Update.
mPostFXPresetFile = pPostFXPresetFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setDecalsFile(const char* pDecalsFile)
{
// Sanity!
AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
// Fetch file.
pDecalsFile = StringTable->insert(pDecalsFile);
// Ignore no change,
if (pDecalsFile == mDecalsFile)
return;
// Update.
mDecalsFile = pDecalsFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setForestFile(const char* pForestFile)
{
// Sanity!
AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
// Fetch file.
pForestFile = StringTable->insert(pForestFile);
// Ignore no change,
if (pForestFile == mForestFile)
return;
// Update.
mForestFile = pForestFile;
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
{
// Sanity!
AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
// Fetch file.
pNavmeshFile = StringTable->insert(pNavmeshFile);
// Ignore no change,
if (pNavmeshFile == mNavmeshFile)
return;
// Update.
mNavmeshFile = pNavmeshFile;
// Refresh the asset.
refreshAsset();
}
DefineEngineMethod(LevelAsset, getLevelFile, const char*, (),,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getLevelPath();
}