mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 20:53:50 +00:00
268 lines
No EOL
9.8 KiB
C#
268 lines
No EOL
9.8 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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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function CreateAssetButton::onClick(%this)
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{
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AddNewAssetPopup.showPopup(Canvas);
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}
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function AssetBrowser_newAsset::onWake(%this)
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{
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NewAssetModuleList.refresh();
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//NewComponentParentClass.setText("Component");
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}
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function AssetBrowser_newAssetWindow::onClose(%this)
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{
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NewAssetPropertiesInspector.clearFields();
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Canvas.popDialog(AssetBrowser_newAsset);
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}
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function NewAssetTypeList::onWake(%this)
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{
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%this.refresh();
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}
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function NewAssetTypeList::refresh(%this)
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{
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%this.clear();
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//TODO: make this more automated
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//%this.add("GameObject", 0);
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%this.add("Component", 0);
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%this.add("Image", 1);
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%this.add("Material", 2);
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%this.add("Shape", 3);
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%this.add("Sound", 4);
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%this.add("State Machine", 5);
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}
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function NewAssetTypeList::onSelected(%this)
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{
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%assetType = %this.getText();
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if(%assetType $= "Component")
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{
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NewComponentAssetSettings.hidden = false;
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}
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}
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function NewAssetModuleBtn::onClick(%this)
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{
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Canvas.pushDialog(AssetBrowser_AddModule);
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AssetBrowser_addModuleWindow.selectWindow();
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}
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function AssetBrowser::setupCreateNewAsset(%this, %assetType, %moduleName, %callback)
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{
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Canvas.pushDialog(AssetBrowser_newAsset);
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AssetBrowser_newAssetWindow.text = "New" SPC %assetType SPC "Asset";
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NewAssetPropertiesInspector.clearFields();
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NewAssetModuleList.setText(%moduleName);
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AssetBrowser_newAsset.callbackFunc = %callback;
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//get rid of the old one if we had one.
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if(isObject(%this.newAssetSettings))
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%this.newAssetSettings.delete();
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%this.newAssetSettings = new ScriptObject();
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%this.newAssetSettings.assetType = %assetType;
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%this.newAssetSettings.moduleName = %moduleName;
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%shortAssetTypeName = strreplace(%assetType, "Asset", "");
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NewAssetPropertiesInspector.startGroup("General");
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NewAssetPropertiesInspector.addField("assetName", "New Asset Name", "String", "Name of the new asset", "New" @ %shortAssetTypeName, "", %this.newAssetSettings);
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//NewAssetPropertiesInspector.addField("AssetType", "New Asset Type", "List", "Type of the new asset", %assetType, "Component,Image,Material,Shape,Sound,State Machine", %newAssetSettings);
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//NewAssetPropertiesInspector.addField("friendlyName", "Friendly Name", "String", "Human-readable name of new asset", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("description", "Description", "Command", "Description of the new asset", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.endGroup();
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if(%assetType $= "ComponentAsset")
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{
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NewAssetPropertiesInspector.startGroup("Components");
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NewAssetPropertiesInspector.addField("parentClass", "New Asset Parent Class", "String", "Name of the new asset's parent class", "Component", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("componentGroup", "Component Group", "String", "Name of the group of components this component asset belongs to", "", "", %this.newAssetSettings);
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//NewAssetPropertiesInspector.addField("componentName", "Component Name", "String", "Name of the new component", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.endGroup();
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}
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else if(%assetType $= "LevelAsset")
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{
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NewAssetPropertiesInspector.startGroup("Level");
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NewAssetPropertiesInspector.addField("levelName", "Level Name", "String", "Human-readable name of new level", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("levelPreviewImage", "Level Preview Image", "Image", "Preview Image for the level", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.endGroup();
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}
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else if(%assetType $= "ScriptAsset")
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{
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NewAssetPropertiesInspector.startGroup("Script");
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NewAssetPropertiesInspector.addField("isServerScript", "Is Server Script", "bool", "Is this script used on the server?", "1", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.endGroup();
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}
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//Special case, we only do this via internal means like baking
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/*else if(%assetType $= "ShapeAsset")
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{
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NewAssetPropertiesInspector.startGroup("Shape");
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NewAssetPropertiesInspector.addField("isServerScript", "Is Server Script", "bool", "Is this script used on the server?", "1", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.endGroup();
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}*/
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/*else if(%assetType $= "ShapeAnimationAsset")
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{
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NewAssetPropertiesInspector.startGroup("Animation");
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NewAssetPropertiesInspector.addField("sourceFile", "Source File", "filename", "Source file this animation will pull from", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("animationName", "Animation Name", "string", "Name of the animation clip when used in a shape", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("startFrame", "Starting Frame", "int", "Source file this animation will pull from", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("endFrame", "Ending Frame", "int", "Source file this animation will pull from", "", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("padRotation", "Pad Rotations", "bool", "Source file this animation will pull from", "0", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.addField("padTransforms", "Pad Transforms", "bool", "Source file this animation will pull from", "0", "", %this.newAssetSettings);
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NewAssetPropertiesInspector.endGroup();
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}*/
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}
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//We do a quick validation that mandatory fields are filled in before passing along to the asset-type specific function
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function CreateNewAsset()
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{
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%assetName = AssetBrowser.newAssetSettings.assetName;
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if(%assetName $= "")
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{
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MessageBoxOK( "Error", "Attempted to make a new asset with no name!");
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return;
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}
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//get the selected module data
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%moduleName = NewAssetModuleList.getText();
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if(%moduleName $= "")
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{
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MessageBoxOK( "Error", "Attempted to make a new asset with no module!");
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return;
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}
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AssetBrowser.newAssetSettings.moduleName = %moduleName;
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%assetType = AssetBrowser.newAssetSettings.assetType;
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if(%assetType $= "")
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{
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MessageBoxOK( "Error", "Attempted to make a new asset with no type!");
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return;
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}
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%assetFilePath = eval(AssetBrowser @ ".create"@%assetType@"();");
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Canvas.popDialog(AssetBrowser_newAsset);
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//Load it
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%moduleDef = ModuleDatabase.findModule(%moduleName,1);
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AssetDatabase.addDeclaredAsset(%moduleDef, %assetFilePath);
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AssetBrowser.loadFilters();
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if(AssetBrowser_newAsset.callbackFunc !$= "")
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{
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%callbackCommand = "" @ AssetBrowser_newAsset.callbackFunc @ "(\"" @ %moduleName @ ":" @ %assetName @ "\");";
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eval(%callbackCommand);
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}
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}
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function ParentComponentList::onWake(%this)
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{
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%this.refresh();
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}
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function ParentComponentList::refresh(%this)
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{
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%this.clear();
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%assetQuery = new AssetQuery();
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if(!AssetDatabase.findAssetType(%assetQuery, "ComponentAsset"))
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return; //if we didn't find ANY, just exit
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// Find all the types.
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%count = %assetQuery.getCount();
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/*%categories = "";
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for (%i = 0; %i < %count; %i++)
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{
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%assetId = %assetQuery.getAsset(%i);
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%componentAsset = AssetDatabase.acquireAsset(%assetId);
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%componentName = %componentAsset.componentName;
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if(%componentName $= "")
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%componentName = %componentAsset.componentClass;
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%this.add(%componentName, %i);
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}*/
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%categories = "";
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for (%i = 0; %i < %count; %i++)
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{
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%assetId = %assetQuery.getAsset(%i);
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%componentAsset = AssetDatabase.acquireAsset(%assetId);
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%componentClass = %componentAsset.componentClass;
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if (!isInList(%componentClass, %categories))
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%categories = %categories TAB %componentClass;
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}
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%categories = trim(%categories);
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%index = 0;
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%categoryCount = getFieldCount(%categories);
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for (%i = 0; %i < %categoryCount; %i++)
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{
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%category = getField(%categories, %i);
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%this.addCategory(%category);
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for (%j = 0; %j < %count; %j++)
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{
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%assetId = %assetQuery.getAsset(%j);
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%componentAsset = AssetDatabase.acquireAsset(%assetId);
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%componentName = %componentAsset.componentName;
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%componentClass = %componentAsset.componentClass;
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if (%componentClass $= %category)
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{
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if(%componentName !$= "")
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%this.add(" "@%componentName, %i);
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}
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}
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}
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}
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//----------------------------------------------------------
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// Game Object creation
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//----------------------------------------------------------
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function EWorldEditor::createGameObject( %this )
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{
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AssetBrowser.createGameObjectAsset();
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} |