Torque3D/Engine/source/T3D/assets/LevelAsset.cpp
Areloch 7b5e1c3c58 @rextimmy fix for GuiWindowCtrl so they snap correctly again
Added asset loose files for editor and bake level files on level asset
Correct return of ConsoleGetType on TypeShapeAssetPtr
Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset
Adds onInspect function behavior, so when object is inspected, it can do special editor behavior
Adds callback for when editTSCtrl is resized
Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float
If assimp loader encounters error, it's output into the console log
Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action
Material and Shape assets now correctly base on current browsed folder
Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better
More theme corrections
Updated TestGrid images asset defs to have proper loose file handling
2019-11-18 03:30:04 -06:00

238 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 LEVEL_ASSET_H
#include "LevelAsset.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(LevelAsset);
ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeLevelAssetPtr)
{
// Fetch asset Id.
return *((StringTableEntry*)dptr);
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeLevelAssetPtr)
{
// 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("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
{
mLevelName = StringTable->EmptyString();
mLevelFile = StringTable->EmptyString();
mPreviewImage = StringTable->EmptyString();
mPostFXPresetFile = StringTable->EmptyString();
mDecalsFile = StringTable->EmptyString();
mForestFile = StringTable->EmptyString();
mNavmeshFile = StringTable->EmptyString();
mGamemodeName = StringTable->EmptyString();
mMainLevelAsset = StringTable->EmptyString();
mEditorFile = StringTable->EmptyString();
mBakedSceneFile = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
LevelAsset::~LevelAsset()
{
// If the asset manager does not own the asset then we own the
// asset definition so delete it.
if (!getOwned())
delete mpAssetDefinition;
}
//-----------------------------------------------------------------------------
void LevelAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the actual level file.");
addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
&setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the level's postFXPreset.");
addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the decals cache file.");
addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the Forest cache file.");
addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
&setLevelFile, &getLevelFile, "Path to the navmesh file.");
addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
&setEditorFile, &getEditorFile, "Path to the level file with objects that were removed as part of the baking process. Loaded when the editor is loaded for ease of editing.");
addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
}
//------------------------------------------------------------------------------
void LevelAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
//
void LevelAsset::initializeAsset()
{
// Call parent.
Parent::initializeAsset();
// Ensure the image-file is expanded.
mPreviewImage = expandAssetFilePath(mPreviewImage);
mLevelFile = expandAssetFilePath(mLevelFile);
}
//
void LevelAsset::setLevelFile(const char* pLevelFile)
{
// Sanity!
AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pLevelFile = StringTable->insert(pLevelFile);
// Ignore no change,
if (pLevelFile == mLevelFile)
return;
// Update.
mLevelFile = getOwned() ? expandAssetFilePath(pLevelFile) : StringTable->insert(pLevelFile);
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setImageFile(const char* pImageFile)
{
// Sanity!
AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
// Fetch image file.
pImageFile = StringTable->insert(pImageFile);
// Ignore no change,
if (pImageFile == mPreviewImage)
return;
// Update.
mPreviewImage = getOwned() ? expandAssetFilePath(pImageFile) : StringTable->insert(pImageFile);
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setEditorFile(const char* pEditorFile)
{
// Sanity!
AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pEditorFile = StringTable->insert(pEditorFile);
// Ignore no change,
if (pEditorFile == mEditorFile)
return;
// Update.
mEditorFile = getOwned() ? expandAssetFilePath(pEditorFile) : StringTable->insert(pEditorFile);
// Refresh the asset.
refreshAsset();
}
void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
{
// Sanity!
AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
// Fetch image file.
pBakedSceneFile = StringTable->insert(pBakedSceneFile);
// Ignore no change,
if (pBakedSceneFile == mBakedSceneFile)
return;
// Update.
mBakedSceneFile = getOwned() ? expandAssetFilePath(pBakedSceneFile) : StringTable->insert(pBakedSceneFile);
// Refresh the asset.
refreshAsset();
}