mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
316 lines
9.4 KiB
C++
316 lines
9.4 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 GUI_ASSET_H
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#include "GUIAsset.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(GUIAsset);
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ConsoleType(GUIAssetPtr, TypeGUIAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeGUIAssetPtr)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeGUIAssetPtr)
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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**)dptr) = StringTable->insert(argv[0]);
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return;
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}
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// Warn.
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Con::warnf("(TypeGUIAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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GUIAsset::GUIAsset()
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{
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mScriptFile = StringTable->EmptyString();
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mGUIFile = StringTable->EmptyString();
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mScriptPath = StringTable->EmptyString();
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mGUIPath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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GUIAsset::~GUIAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void GUIAsset::initPersistFields()
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{
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docsURL;
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GUIAsset),
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&setScriptFile, &getScriptFile, "Path to the script file for the gui");
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addProtectedField("GUIFile", TypeAssetLooseFilePath, Offset(mGUIFile, GUIAsset),
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&setGUIFile, &getGUIFile, "Path to the gui file");
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}
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//------------------------------------------------------------------------------
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void GUIAsset::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 GUIAsset::initializeAsset()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
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if (Torque::FS::IsScriptFile(mGUIPath))
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Con::executeFile(mGUIPath, false, false);
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}
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void GUIAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
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if (Torque::FS::IsScriptFile(mGUIPath))
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Con::executeFile(mGUIPath, false, false);
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}
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void GUIAsset::setGUIFile(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL gui file.");
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// Fetch image file.
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mGUIFile)
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return;
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// Update.
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mGUIFile = 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 GUIAsset::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, true);
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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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StringTableEntry GUIAsset::getAssetIdByGUIName(StringTableEntry guiName)
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{
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StringTableEntry assetId = StringTable->EmptyString();
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AssetQuery* query = new AssetQuery();
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U32 foundCount = AssetDatabase.findAssetType(query, "GUIAsset");
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if (foundCount == 0)
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{
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//Didn't work, so have us fall back to a placeholder asset
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assetId = StringTable->insert("Core_Rendering:noMaterial");
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}
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else
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{
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GuiControl* guiObject;
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if (!Sim::findObject(guiName, guiObject))
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return "";
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StringTableEntry guiFile = guiObject->getFilename();
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for (U32 i = 0; i < foundCount; i++)
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{
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GUIAsset* guiAsset = AssetDatabase.acquireAsset<GUIAsset>(query->mAssetList[i]);
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if (guiAsset && guiAsset->getGUIPath() == guiFile)
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{
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assetId = guiAsset->getAssetId();
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AssetDatabase.releaseAsset(query->mAssetList[i]);
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break;
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}
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AssetDatabase.releaseAsset(query->mAssetList[i]);
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}
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}
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return assetId;
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}
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#ifdef TORQUE_TOOLS
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DefineEngineStaticMethod(GUIAsset, getAssetIdByGUIName, const char*, (const char* guiName), (""),
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"Queries the Asset Database to see if any asset exists that is associated with the provided GUI Name.\n"
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"@return The AssetId of the associated asset, if any.")
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{
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return GUIAsset::getAssetIdByGUIName(StringTable->insert(guiName));
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}
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DefineEngineMethod(GUIAsset, getScriptPath, const char*, (), ,
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"Gets the script file path associated to this asset.\n"
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"@return The full script file path.")
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{
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return object->getScriptPath();
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}
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DefineEngineMethod(GUIAsset, getGUIPath, const char*, (), ,
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"Gets the GUI file path associated to this asset.\n"
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"@return The full script file path.")
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{
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return object->getGUIPath();
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeGUIAssetPtr);
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ConsoleDocClass(GuiInspectorTypeGUIAssetPtr,
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"@brief Inspector field type for GUI Asset 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 GuiInspectorTypeGUIAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeGUIAssetPtr)->setInspectorFieldType("GuiInspectorTypeGUIAssetPtr");
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}
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GuiControl* GuiInspectorTypeGUIAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl *retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"GUIAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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mInspector->getIdString(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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// Create "Open in ShapeEditor" button
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mSMEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "echo(\"Game Object Editor not implemented yet!\");", retCtrl->getId());
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mSMEdButton->setField("Command", szBuffer);
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char bitmapName[512] = "ToolsModule:GameTSCtrl_image";
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mSMEdButton->setBitmap(StringTable->insert(bitmapName));
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mSMEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mSMEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mSMEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mSMEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the GUI Editor");
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mSMEdButton->registerObject();
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addObject(mSMEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeGUIAssetPtr::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 - 34, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mBrowseButton != NULL)
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{
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mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mSMEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mSMEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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}
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return resized;
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}
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#endif
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