Torque3D/Engine/source/T3D/gameMode.h
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00

115 lines
3 KiB
C++

#pragma once
#ifndef GAME_MODE_H
#define GAME_MODE_H
#ifdef TORQUE_TOOLS
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
#endif
#ifndef SUB_SCENE_H
#include "SubScene.h"
#endif
#include "T3D/assets/ImageAsset.h"
class GameMode : public SimObject
{
typedef SimObject Parent;
private:
StringTableEntry mGameModeName;
StringTableEntry mGameModeDesc;
DECLARE_IMAGEASSET(GameMode, PreviewImage, GFXStaticTextureSRGBProfile)
bool mIsActive;
bool mIsAlwaysActive;
public:
GameMode();
~GameMode() = default;
static void initPersistFields();
bool onAdd() override;
void onRemove() override;
bool isActive() { return mIsActive; }
void setActive(const bool& active);
bool isAlwaysActive() { return mIsAlwaysActive; }
void setAlwaysActive(const bool& alwaysActive);
DECLARE_CONOBJECT(GameMode);
static void findGameModes(const char* gameModeList, Vector<GameMode*>* outGameModes);
DECLARE_CALLBACK(void, onActivated, ());
DECLARE_CALLBACK(void, onDeactivated, ());
DECLARE_CALLBACK(void, onSceneLoaded, ());
DECLARE_CALLBACK(void, onSceneUnloaded, ());
DECLARE_CALLBACK(void, onSubsceneLoaded, (SubScene*));
DECLARE_CALLBACK(void, onSubsceneUnloaded, (SubScene*));
};
DefineConsoleType(TypeGameModeList, String)
#ifdef TORQUE_TOOLS
class GuiInspectorTypeGameModeListHelper;
class GuiInspectorTypeGameModeList : public GuiInspectorField
{
typedef GuiInspectorField Parent;
public:
GuiInspectorTypeGameModeListHelper* mHelper;
GuiRolloutCtrl* mRollout;
GuiDynamicCtrlArrayControl* mArrayCtrl;
Vector<GuiInspectorField*> mChildren;
GuiBitmapButtonCtrl* mButton;
RectI mButtonRect;
DECLARE_CONOBJECT(GuiInspectorTypeGameModeList);
GuiInspectorTypeGameModeList();
// ConsoleObject
bool onAdd() override;
static void consoleInit();
// GuiInspectorField
bool resize(const Point2I& newPosition, const Point2I& newExtent) override;
void childResized(GuiControl* child) override;
bool updateRects() override;
void updateData() override;
StringTableEntry getValue() override;
void setValue(StringTableEntry value) override;
};
class GuiInspectorTypeGameModeListHelper : public GuiInspectorField
{
typedef GuiInspectorField Parent;
public:
GuiInspectorTypeGameModeListHelper();
DECLARE_CONOBJECT(GuiInspectorTypeGameModeListHelper);
GuiBitmapButtonCtrl* mButton;
GuiRolloutCtrl* mParentRollout;
GuiInspectorTypeGameModeList* mParentField;
RectI mButtonRect;
//-----------------------------------------------------------------------------
// Override able methods for custom edit fields
//-----------------------------------------------------------------------------
GuiControl* constructEditControl() override;
bool resize(const Point2I& newPosition, const Point2I& newExtent) override;
bool updateRects() override;
void setValue(StringTableEntry value) override;
};
#endif
#endif