Torque3D/Templates/BaseGame/game/tools/main.tscript
Jeff Hutchinson 6f7fdca87d lotsa fixes.
2021-05-04 21:18:15 -04:00

364 lines
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//-----------------------------------------------------------------------------
// Copyright (c) 2012 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.
//-----------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
// Path to the folder that contains the editors we will load.
//---------------------------------------------------------------------------------------------
$Tools::resourcePath = "tools/";
// These must be loaded first, in this order, before anything else is loaded
$Tools::loadFirst = "editorClasses base worldEditor";
//---------------------------------------------------------------------------------------------
// Object that holds the simObject id that the materialEditor uses to interpret its material list
//---------------------------------------------------------------------------------------------
$Tools::materialEditorList = "";
if(!$Tools::loaded)
{
new Settings(EditorSettings) { file = "tools/settings.xml"; };
EditorSettings.read();
//We may need to lean on certain EditorSettings, and specifically default values if the settings.xml
//isn't found
exec("tools/worldEditor/scripts/editorPrefs.ed." @ $TorqueScriptFileExtension);
exec( "tools/gui/profiles.ed." @ $TorqueScriptFileExtension );
exec("tools/gui/EditorLoadingGui.gui");
}
function EditorIsActive()
{
return ( isObject(EditorGui) && Canvas.getContent() == EditorGui.getId() );
}
function GuiEditorIsActive()
{
return ( isObject(GuiEditorGui) && Canvas.getContent() == GuiEditorGui.getId() );
}
function loadKeybindings()
{
Parent::loadKeybindings();
}
// Start-up.
function onStart()
{
//First, we want to ensure we don't inadvertently clean up our editor objects by leaving them in the MissionCleanup group, so lets change that real fast
$instantGroup = "";
pushInstantGroup();
echo( " % - Initializing Tools" );
// Default file path when saving from the editor (such as prefabs)
if ($Pref::WorldEditor::LastPath $= "")
{
$Pref::WorldEditor::LastPath = getMainDotCsDir();
}
// Common GUI stuff.
exec( "./gui/cursors.ed." @ $TorqueScriptFileExtension );
exec( "./gui/messageBoxes/messageBox.ed." @ $TorqueScriptFileExtension );
exec( "./editorClasses/gui/panels/navPanelProfiles.ed." @ $TorqueScriptFileExtension );
// Make sure we get editor profiles before any GUI's
// BUG: these dialogs are needed earlier in the init sequence, and should be moved to
// common, along with the guiProfiles they depend on.
exec( "./gui/guiDialogs.ed." @ $TorqueScriptFileExtension );
//%toggle = $Scripts::ignoreDSOs;
//$Scripts::ignoreDSOs = true;
$ignoredDatablockSet = new SimSet();
// fill the list of editors
$editors[count] = getWordCount( $Tools::loadFirst );
for ( %i = 0; %i < $editors[count]; %i++ )
{
$editors[%i] = getWord( $Tools::loadFirst, %i );
}
%pattern = $Tools::resourcePath @ "/*/main." @ $TorqueScriptFileExtension;
%folder = findFirstFile( %pattern );
if ( %folder $= "")
{
// if we have absolutely no matches for main.tscript, we look for main.tscript.dso
%pattern = $Tools::resourcePath @ "/*/main." @ $TorqueScriptFileExtension @ ".dso";
%folder = findFirstFile( %pattern );
}
while ( %folder !$= "" )
{
if( filePath( %folder ) !$= "tools" ) // Skip the actual 'tools' folder...we want the children
{
%folder = filePath( %folder );
%editor = fileName( %folder );
if ( IsDirectory( %folder ) )
{
// Yes, this sucks and should be done better
if ( strstr( $Tools::loadFirst, %editor ) == -1 )
{
$editors[$editors[count]] = %editor;
$editors[count]++;
}
}
}
%folder = findNextFile( %pattern );
}
// initialize every editor
new SimSet( EditorPluginSet );
%count = $editors[count];
for ( %i = 0; %i < %count; %i++ )
{
exec( "./" @ $editors[%i] @ "/main." @ $TorqueScriptFileExtension );
%initializeFunction = "initialize" @ $editors[%i];
if( isFunction( %initializeFunction ) )
call( %initializeFunction );
}
// Popuplate the default SimObject icons that
// are used by the various editors.
EditorIconRegistry::loadFromPath( "tools/classIcons/" );
// Load up the tools resources. All the editors are initialized at this point, so
// resources can override, redefine, or add functionality.
Tools::LoadResources( $Tools::resourcePath );
//Now, go through and load any tool-group modules
ModuleDatabase.setModuleExtension("module");
//Any common tool modules
ModuleDatabase.scanModules( "tools", false );
ModuleDatabase.LoadGroup( "Tools" );
//Now that we're done loading, we can set the instant group back
popInstantGroup();
$instantGroup = MissionCleanup;
pushInstantGroup();
$Tools::loaded = true;
}
function startToolTime(%tool)
{
if($toolDataToolCount $= "")
$toolDataToolCount = 0;
if($toolDataToolEntry[%tool] !$= "true")
{
$toolDataToolEntry[%tool] = "true";
$toolDataToolList[$toolDataToolCount] = %tool;
$toolDataToolCount++;
$toolDataClickCount[%tool] = 0;
}
$toolDataStartTime[%tool] = getSimTime();
$toolDataClickCount[%tool]++;
}
function endToolTime(%tool)
{
%startTime = 0;
if($toolDataStartTime[%tool] !$= "")
%startTime = $toolDataStartTime[%tool];
if($toolDataTotalTime[%tool] $= "")
$toolDataTotalTime[%tool] = 0;
$toolDataTotalTime[%tool] += getSimTime() - %startTime;
}
function dumpToolData()
{
%count = $toolDataToolCount;
for(%i=0; %i<%count; %i++)
{
%tool = $toolDataToolList[%i];
%totalTime = $toolDataTotalTime[%tool];
if(%totalTime $= "")
%totalTime = 0;
%clickCount = $toolDataClickCount[%tool];
echo("---");
echo("Tool: " @ %tool);
echo("Time (seconds): " @ %totalTime / 1000);
echo("Activated: " @ %clickCount);
echo("---");
}
}
// Shutdown.
function onExit()
{
if( EditorGui.isInitialized )
EditorGui.shutdown();
// Free all the icon images in the registry.
EditorIconRegistry::clear();
// Save any Layouts we might be using
//GuiFormManager::SaveLayout(LevelBuilder, Default, User);
%count = $editors[count];
for (%i = 0; %i < %count; %i++)
{
%destroyFunction = "destroy" @ $editors[%i];
if( isFunction( %destroyFunction ) )
call( %destroyFunction );
}
// write out our settings xml file
EditorSettings.write();
}
function EditorCreateFakeGameSession(%fileName)
{
// Create a local game server and connect to it.
if(isObject(ServerGroup))
ServerGroup.delete();
new SimGroup(ServerGroup);
if(isObject(ServerConnection))
ServerConnection.delete();
new GameConnection(ServerConnection);
// This calls GameConnection::onConnect.
ServerConnection.connectLocal();
$instantGroup = ServerGroup;
$Game::MissionGroup = "MissionGroup";
exec(%fileName);
}
function fastLoadWorldEdit(%val)
{
if(%val || %val $= "")
{
if(!$Tools::loaded)
{
displayEditorLoadingGui();
onStart();
hideEditorLoadingGui();
}
%timerId = startPrecisionTimer();
if( GuiEditorIsActive() )
toggleGuiEditor(1);
if( !$missionRunning )
{
EditorNewLevel("ToolsModule:DefaultEditorLevel");
}
else
{
pushInstantGroup();
if ( !isObject( Editor ) )
{
Editor::create();
MissionCleanup.add( Editor );
MissionCleanup.add( Editor.getUndoManager() );
}
if( EditorIsActive() )
{
if (theLevelInfo.type $= "DemoScene")
{
commandToServer('dropPlayerAtCamera');
Editor.close("SceneGui");
}
else
{
%playGUIName = ProjectSettings.value("UI/playGUIName");
Editor.close(%playGUIName);
}
}
else
{
displayEditorLoadingGui();
Editor.open();
// Cancel the scheduled event to prevent
// the level from cycling after it's duration
// has elapsed.
cancel($Game::Schedule);
if (theLevelInfo.type $= "DemoScene")
commandToServer('dropCameraAtPlayer', true);
hideEditorLoadingGui();
}
popInstantGroup();
}
%elapsed = stopPrecisionTimer( %timerId );
warn( "Time spent in toggleEditor() : " @ %elapsed / 1000.0 @ " s" );
}
}
function fastLoadGUIEdit(%val)
{
if(%val)
{
if(!$Tools::loaded)
{
displayEditorLoadingGui();
onStart();
hideEditorLoadingGui();
}
toggleGuiEditor(true);
}
}
function Tools::LoadResources( %path )
{
%resourcesPath = %path @ "resources/";
%resourcesList = getDirectoryList( %resourcesPath );
%wordCount = getFieldCount( %resourcesList );
for( %i = 0; %i < %wordCount; %i++ )
{
%resource = GetField( %resourcesList, %i );
if( isFile( %resourcesPath @ %resource @ "/resourceDatabase." @ $TorqueScriptFileExtension) )
ResourceObject::load( %path, %resource );
}
}
//This lets us fast-load the editor from the menu
GlobalActionMap.bind(keyboard, "F11", fastLoadWorldEdit);
GlobalActionMap.bind(keyboard, "F10", fastLoadGUIEdit);