mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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
116 lines
3.8 KiB
C++
116 lines
3.8 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 MATERIALASSET_H
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#define MATERIALASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _GUI_INSPECTOR_TYPES_H_
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#include "gui/editor/guiInspectorTypes.h"
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#endif
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#include "materials/matTextureTarget.h"
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#include "materials/materialDefinition.h"
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#include "materials/customMaterialDefinition.h"
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//-----------------------------------------------------------------------------
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class MaterialAsset : public AssetBase
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{
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typedef AssetBase Parent;
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String mShaderGraphFile;
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StringTableEntry mScriptFile;
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StringTableEntry mScriptPath;
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StringTableEntry mMatDefinitionName;
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public:
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MaterialAsset();
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virtual ~MaterialAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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void compileShader();
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StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
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void setScriptFile(const char* pScriptFile);
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inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
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inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
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/// Declare Console Object.
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DECLARE_CONOBJECT(MaterialAsset);
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protected:
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virtual void initializeAsset();
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virtual void onAssetRefresh(void);
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static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<MaterialAsset*>(obj)->setScriptFile(data); return false; }
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static const char* getScriptFile(void* obj, const char* data) { return static_cast<MaterialAsset*>(obj)->getScriptFile(); }
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};
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DefineConsoleType(TypeMaterialAssetPtr, MaterialAsset)
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeMaterialAssetPtr : public GuiInspectorField
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{
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typedef GuiInspectorField Parent;
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public:
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GuiControl* mMatEdContainer;
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GuiBitmapButtonCtrl *mMatPreviewButton;
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GuiTextEditCtrl *mMatAssetIdTxt;
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DECLARE_CONOBJECT(GuiInspectorTypeMaterialAssetPtr);
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static void consoleInit();
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virtual GuiControl* constructEditControl();
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virtual bool updateRects();
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virtual bool resize(const Point2I& newPosition, const Point2I& newExtent);
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void setMaterialAsset(String assetId);
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};
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#endif // _ASSET_BASE_H_
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