mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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.
339 lines
9.8 KiB
C++
339 lines
9.8 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 LEVEL_ASSET_H
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#include "LevelAsset.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(LevelAsset);
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ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeLevelAssetPtr)
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{
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// Fetch asset Id.
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return *((StringTableEntry*)dptr);
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeLevelAssetPtr)
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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 Id.
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StringTableEntry* assetId = (StringTableEntry*)(dptr);
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// Update asset value.
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*assetId = StringTable->insert(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
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{
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mLevelName = StringTable->EmptyString();
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mLevelFile = StringTable->EmptyString();
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mPreviewImage = StringTable->EmptyString();
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mPostFXPresetFile = StringTable->EmptyString();
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mDecalsFile = StringTable->EmptyString();
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mForestFile = StringTable->EmptyString();
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mNavmeshFile = StringTable->EmptyString();
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mLevelPath = StringTable->EmptyString();
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mPreviewImagePath = StringTable->EmptyString();
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mPostFXPresetPath = StringTable->EmptyString();
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mDecalsPath = StringTable->EmptyString();
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mForestPath = StringTable->EmptyString();
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mNavmeshPath = StringTable->EmptyString();
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mGamemodeName = StringTable->EmptyString();
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mMainLevelAsset = StringTable->EmptyString();
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mEditorFile = StringTable->EmptyString();
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mBakedSceneFile = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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LevelAsset::~LevelAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void LevelAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
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&setLevelFile, &getLevelFile, "Path to the actual level file.");
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addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
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addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
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&setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
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addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
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&setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
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addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
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&setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
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addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
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&setForestFile, &getForestFile, "Path to the Forest cache file.");
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addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
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&setNavmeshFile, &getNavmeshFile, "Path to the navmesh file.");
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addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
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&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.");
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addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
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&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
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addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
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addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
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}
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//------------------------------------------------------------------------------
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void LevelAsset::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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//
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void LevelAsset::initializeAsset()
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{
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// Call parent.
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Parent::initializeAsset();
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// Ensure the image-file is expanded.
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mPreviewImagePath = expandAssetFilePath(mPreviewImage);
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mLevelPath = expandAssetFilePath(mLevelFile);
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mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
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mDecalsPath = expandAssetFilePath(mDecalsFile);
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mForestPath = expandAssetFilePath(mForestFile);
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mNavmeshPath = expandAssetFilePath(mNavmeshFile);
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}
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void LevelAsset::onAssetRefresh(void)
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{
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// Ensure the image-file is expanded.
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mPreviewImagePath = expandAssetFilePath(mPreviewImage);
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mLevelPath = expandAssetFilePath(mLevelFile);
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mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
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mDecalsPath = expandAssetFilePath(mDecalsFile);
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mForestPath = expandAssetFilePath(mForestFile);
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mNavmeshPath = expandAssetFilePath(mNavmeshFile);
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}
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//
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void LevelAsset::setLevelFile(const char* pLevelFile)
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{
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// Sanity!
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AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
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// Fetch image file.
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pLevelFile = StringTable->insert(pLevelFile);
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// Ignore no change,
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if (pLevelFile == mLevelFile)
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return;
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// Update.
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mLevelFile = pLevelFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setImageFile(const char* pImageFile)
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{
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// Sanity!
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AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
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// Fetch image file.
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pImageFile = StringTable->insert(pImageFile);
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// Ignore no change,
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if (pImageFile == mPreviewImage)
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return;
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// Update.
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mPreviewImage = pImageFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setEditorFile(const char* pEditorFile)
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{
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// Sanity!
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AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
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// Fetch image file.
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pEditorFile = StringTable->insert(pEditorFile);
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// Ignore no change,
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if (pEditorFile == mEditorFile)
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return;
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// Update.
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mEditorFile = pEditorFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
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{
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// Sanity!
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AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
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// Fetch image file.
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pBakedSceneFile = StringTable->insert(pBakedSceneFile);
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// Ignore no change,
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if (pBakedSceneFile == mBakedSceneFile)
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return;
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// Update.
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mBakedSceneFile = pBakedSceneFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
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{
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// Sanity!
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AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
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// Fetch file.
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pPostFXPresetFile = StringTable->insert(pPostFXPresetFile);
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// Ignore no change,
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if (pPostFXPresetFile == mPostFXPresetFile)
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return;
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// Update.
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mPostFXPresetFile = pPostFXPresetFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setDecalsFile(const char* pDecalsFile)
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{
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// Sanity!
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AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
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// Fetch file.
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pDecalsFile = StringTable->insert(pDecalsFile);
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// Ignore no change,
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if (pDecalsFile == mDecalsFile)
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return;
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// Update.
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mDecalsFile = pDecalsFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setForestFile(const char* pForestFile)
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{
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// Sanity!
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AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
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// Fetch file.
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pForestFile = StringTable->insert(pForestFile);
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// Ignore no change,
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if (pForestFile == mForestFile)
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return;
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// Update.
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mForestFile = pForestFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
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{
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// Sanity!
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AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
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// Fetch file.
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pNavmeshFile = StringTable->insert(pNavmeshFile);
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// Ignore no change,
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if (pNavmeshFile == mNavmeshFile)
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return;
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// Update.
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mNavmeshFile = pNavmeshFile;
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// Refresh the asset.
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refreshAsset();
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}
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DefineEngineMethod(LevelAsset, getLevelFile, const char*, (),,
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"Creates a new script asset using the targetFilePath.\n"
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"@return The bool result of calling exec")
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{
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return object->getLevelPath();
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}
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