Torque3D/Engine/source/T3D/assets/GUIAsset.cpp
Areloch 79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
2020-08-09 01:32:27 -05:00

263 lines
7.6 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 GUI_ASSET_H
#include "GUIAsset.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(GUIAsset);
ConsoleType(GUIAssetPtr, TypeGUIAssetPtr, String, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeGUIAssetPtr)
{
// Fetch asset Id.
return *((StringTableEntry*)dptr);
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeGUIAssetPtr)
{
// 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("(TypeGUIAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
GUIAsset::GUIAsset()
{
mScriptFile = StringTable->EmptyString();
mGUIFile = StringTable->EmptyString();
mScriptPath = StringTable->EmptyString();
mGUIPath = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
GUIAsset::~GUIAsset()
{
}
//-----------------------------------------------------------------------------
void GUIAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GUIAsset),
&setScriptFile, &getScriptFile, "Path to the script file for the gui");
addProtectedField("GUIFile", TypeAssetLooseFilePath, Offset(mGUIFile, GUIAsset),
&setScriptFile, &getScriptFile, "Path to the gui file");
}
//------------------------------------------------------------------------------
void GUIAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
void GUIAsset::initializeAsset()
{
mGUIPath = expandAssetFilePath(mGUIFile);
if (Platform::isFile(mGUIPath))
Con::executeFile(mGUIPath, false, false);
mScriptPath = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
}
void GUIAsset::onAssetRefresh()
{
mGUIPath = expandAssetFilePath(mGUIFile);
if (Platform::isFile(mGUIPath))
Con::executeFile(mGUIPath, false, false);
mScriptPath = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
}
void GUIAsset::setGUIFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL gui file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile);
// Ignore no change,
if (pScriptFile == mGUIFile)
return;
// Update.
mGUIFile = StringTable->insert(pScriptFile);
// Refresh the asset.
refreshAsset();
}
void GUIAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile);
// Ignore no change,
if (pScriptFile == mScriptFile)
return;
// Update.
mScriptFile = StringTable->insert(pScriptFile);
// Refresh the asset.
refreshAsset();
}
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeGUIAssetPtr);
ConsoleDocClass(GuiInspectorTypeGUIAssetPtr,
"@brief Inspector field type for GUI Asset Objects\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeGUIAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeGUIAssetPtr)->setInspectorFieldType("GuiInspectorTypeGUIAssetPtr");
}
GuiControl* GuiInspectorTypeGUIAssetPtr::constructEditControl()
{
// Create base filename edit controls
GuiControl *retCtrl = Parent::constructEditControl();
if (retCtrl == NULL)
return retCtrl;
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"GUIAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
mInspector->getComponentGroupTargetId(), mCaption);
mBrowseButton->setField("Command", szBuffer);
// Create "Open in ShapeEditor" button
mSMEdButton = new GuiBitmapButtonCtrl();
dSprintf(szBuffer, sizeof(szBuffer), "echo(\"Game Object Editor not implemented yet!\");", retCtrl->getId());
mSMEdButton->setField("Command", szBuffer);
char bitmapName[512] = "tools/worldEditor/images/toolbar/shape-editor";
mSMEdButton->setBitmap(bitmapName);
mSMEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
mSMEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
mSMEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
mSMEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the State Machine Editor");
mSMEdButton->registerObject();
addObject(mSMEdButton);
return retCtrl;
}
bool GuiInspectorTypeGUIAssetPtr::updateRects()
{
S32 dividerPos, dividerMargin;
mInspector->getDivider(dividerPos, dividerMargin);
Point2I fieldExtent = getExtent();
Point2I fieldPos = getPosition();
mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
if (mBrowseButton != NULL)
{
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
}
if (mSMEdButton != NULL)
{
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
resized |= mSMEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
}
return resized;
}