Torque3D/Engine/source/T3D/assets/GUIAsset.cpp
JeffR 66f924ebd4 Updates TerrainMaterialAsset to utilize similar macros to everything else
Updates groundCover to utilize TerrainMaterialAsset macros in place of straight StringTableEntry for type layers
Fixes formatting for several asset types' inspector fields so they correctly call down into prompting the AssetBrowser being shown with correct field naming, thus allowing fields that are arrays to have the right index when setting the target variable
Updates several asset helper macros to handle blank values for network traffic to actually be sent to client, thus allowing setting an asset to blank on the client, rather than only falling back
2025-12-03 00:33:14 -06:00

326 lines
9.6 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 "console/script.h"
#include "platform/profiler.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GUIAsset);
ConsoleType(GUIAssetPtr, TypeGUIAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeGUIAssetPtr)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeGUIAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
*((const char**)dptr) = StringTable->insert(argv[0]);
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()
{
docsURL;
// 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),
&setGUIFile, &getGUIFile, "Path to the gui file");
}
//------------------------------------------------------------------------------
void GUIAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
void GUIAsset::initializeAsset()
{
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Con::isScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
if (Con::isScriptFile(mGUIPath))
Con::executeFile(mGUIPath, false, false);
}
void GUIAsset::onAssetRefresh()
{
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Con::isScriptFile(mScriptPath))
Con::executeFile(mScriptPath, false, false);
mGUIPath = getOwned() ? expandAssetFilePath(mGUIFile) : mGUIPath;
if (Con::isScriptFile(mGUIPath))
Con::executeFile(mGUIPath, 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, true);
// Ignore no change,
if (pScriptFile == mGUIFile)
return;
// Update.
mGUIFile = getOwned() ? expandAssetFilePath(pScriptFile) : 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, true);
// Ignore no change,
if (pScriptFile == mScriptFile)
return;
// Update.
mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
// Refresh the asset.
refreshAsset();
}
StringTableEntry GUIAsset::getAssetIdByGUIName(StringTableEntry guiName)
{
StringTableEntry assetId = StringTable->EmptyString();
AssetQuery* query = new AssetQuery();
U32 foundCount = AssetDatabase.findAssetType(query, "GUIAsset");
if (foundCount == 0)
{
//Didn't work, so have us fall back to a placeholder asset
assetId = StringTable->insert("Core_Rendering:noMaterial");
}
else
{
GuiControl* guiObject;
if (!Sim::findObject(guiName, guiObject))
return "";
StringTableEntry guiFile = guiObject->getFilename();
for (U32 i = 0; i < foundCount; i++)
{
GUIAsset* guiAsset = AssetDatabase.acquireAsset<GUIAsset>(query->mAssetList[i]);
if (guiAsset && guiAsset->getGUIPath() == guiFile)
{
assetId = guiAsset->getAssetId();
AssetDatabase.releaseAsset(query->mAssetList[i]);
break;
}
AssetDatabase.releaseAsset(query->mAssetList[i]);
}
}
return assetId;
}
#ifdef TORQUE_TOOLS
DefineEngineStaticMethod(GUIAsset, getAssetIdByGUIName, const char*, (const char* guiName), (""),
"Queries the Asset Database to see if any asset exists that is associated with the provided GUI Name.\n"
"@return The AssetId of the associated asset, if any.")
{
return GUIAsset::getAssetIdByGUIName(StringTable->insert(guiName));
}
DefineEngineMethod(GUIAsset, getScriptPath, const char*, (), ,
"Gets the script file path associated to this asset.\n"
"@return The full script file path.")
{
return object->getScriptPath();
}
DefineEngineMethod(GUIAsset, getGUIPath, const char*, (), ,
"Gets the GUI file path associated to this asset.\n"
"@return The full script file path.")
{
return object->getGUIPath();
}
//-----------------------------------------------------------------------------
// 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;
StringBuilder varNameStr;
varNameStr.append(mCaption);
if (mFieldArrayIndex != nullptr)
{
varNameStr.append("[");
varNameStr.append(mFieldArrayIndex);
varNameStr.append("]");
}
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"GUIAsset\", \"AssetBrowser.changeAsset\", %d, \"%s\");",
mInspector->getIdString(), varNameStr.end().c_str());
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] = "ToolsModule:GameTSCtrl_image";
mSMEdButton->setBitmap(StringTable->insert(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 GUI 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;
}
#endif