mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
189 lines
6.4 KiB
C#
189 lines
6.4 KiB
C#
function AssetBrowser_editAsset::saveAsset(%this)
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{
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%file = AssetDatabase.getAssetFilePath(%this.editedAssetId);
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%success = TamlWrite(AssetBrowser_editAsset.editedAsset, %file);
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AssetBrowser.loadFilters();
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Canvas.popDialog(AssetBrowser_editAsset);
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}
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function AssetBrowser::editAsset(%this, %assetDef)
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{
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//Find out what type it is
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//If the passed-in definition param is blank, then we're likely called via a popup
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if(%assetDef $= "")
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = %assetDef.getClassName();
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//Build out the edit command
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%buildCommand = %this @ ".edit" @ %assetType @ "(" @ %assetDef @ ");";
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eval(%buildCommand);
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}
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function AssetBrowser::appendSubLevel(%this)
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{
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = %assetDef.getClassName();
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schedule( 1, 0, "EditorOpenSceneAppend", %assetDef);
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}
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function AssetBrowser::editAssetInfo(%this)
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{
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Canvas.pushDialog(AssetBrowser_editAsset);
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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eval("AssetBrowser.tempAsset = new " @ %assetDef.getClassName() @ "();");
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AssetBrowser.tempAsset.assignFieldsFrom(%assetDef);
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AssetEditInspector.inspect(AssetBrowser.tempAsset);
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AssetBrowser_editAsset.editedAssetId = EditAssetPopup.assetId;
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AssetBrowser_editAsset.editedAsset = AssetBrowser.tempAsset;
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//remove some of the groups we don't need:
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for(%i=0; %i < AssetEditInspector.getCount(); %i++)
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{
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%caption = AssetEditInspector.getObject(%i).caption;
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if(%caption $= "Ungrouped" || %caption $= "Object" || %caption $= "Editing"
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|| %caption $= "Persistence" || %caption $= "Dynamic Fields")
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{
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AssetEditInspector.remove(AssetEditInspector.getObject(%i));
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%i--;
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}
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}
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}
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//------------------------------------------------------------
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function AssetBrowser::refreshAsset(%this, %assetId)
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{
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if(%assetId $= "")
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{
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//if we have no passed-in asset ID, we're probably going through the popup menu, so get our edit popup id
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%assetId = EditAssetPopup.assetId;
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}
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AssetDatabase.refreshAsset(%assetId);
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AssetBrowser.refreshPreviews();
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}
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//------------------------------------------------------------
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function AssetBrowser::renameAsset(%this)
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{
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//Find out what type it is
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%curFirstResponder = AssetBrowser.getFirstResponder();
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if(%curFirstResponder != 0)
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%curFirstResponder.clearFirstResponder();
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AssetBrowser.selectedAssetPreview-->AssetNameLabel.setActive(true);
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AssetBrowser.selectedAssetPreview-->AssetNameLabel.setFirstResponder();
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}
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function AssetBrowser::performRenameAsset(%this, %originalAssetName, %newName)
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{
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//if the name is different to the asset's original name, rename it!
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if(%originalAssetName !$= %newName)
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{
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%moduleName = AssetBrowser.selectedModule;
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//do a rename!
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%success = AssetDatabase.renameDeclaredAsset(%moduleName @ ":" @ %originalAssetName, %moduleName @ ":" @ %newName);
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if(%success)
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echo("AssetBrowser - renaming of asset " @ %moduleName @ ":" @ %originalAssetName @ " to " @ %moduleName @ ":" @ %newName @ " was a success.");
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else
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echo("AssetBrowser - renaming of asset " @ %moduleName @ ":" @ %originalAssetName @ " to " @ %moduleName @ ":" @ %newName @ " was a failure.");
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if(%success)
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{
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%newAssetId = %moduleName @ ":" @ %newName;
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%assetPath = AssetDatabase.getAssetFilePath(%newAssetId);
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//Rename any associated files as well
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%assetDef = AssetDatabase.acquireAsset(%newAssetId);
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%assetType = %assetDef.getClassName();
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//rename the file to match
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%path = filePath(%assetPath);
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//Do the rename command
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%buildCommand = %this @ ".rename" @ %assetType @ "(" @ %assetDef @ "," @ %newAssetId @ ");";
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eval(%buildCommand);
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}
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}
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//Make sure everything is refreshed
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AssetBrowser.loadFilters();
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}
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function AssetNameField::onReturn(%this)
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{
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%this.clearFirstResponder();
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%this.setActive(false);
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AssetBrowser.performRenameAsset(%this.originalAssetName, %this.getText());
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}
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//------------------------------------------------------------
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function AssetBrowser::duplicateAsset(%this, %targetModule)
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{
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if(%targetModule $= "")
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{
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//we need a module to duplicate to first
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Canvas.pushDialog(AssetBrowser_selectModule);
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AssetBrowser_selectModule.callback = "AssetBrowser.duplicateAsset";
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return;
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}
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = AssetDatabase.getAssetType(EditAssetPopup.assetId);
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//this acts as a redirect based on asset type and will enact the appropriate function
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//so for a GameObjectAsset, it'll become %this.duplicateGameObjectAsset(%assetDef, %targetModule);
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//and call to the tools/assetBrowser/scripts/assetTypes/gameObject.cs file for implementation
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if(%this.isMethod("duplicate"@%assetType))
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eval(%this @ ".duplicate"@%assetType@"("@%assetDef@","@%targetModule@");");
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}
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function AssetBrowser::deleteAsset(%this)
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{
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//Find out what type it is
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = %assetDef.getClassName();
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MessageBoxOKCancel("Warning!", "This will delete the selected asset and the files associated to it, do you wish to continue?",
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"AssetBrowser.confirmDeleteAsset();", "");
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}
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function AssetBrowser::confirmDeleteAsset(%this)
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{
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%currentSelectedItem = AssetBrowserFilterTree.getSelectedItem();
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%currentItemParent = AssetBrowserFilterTree.getParentItem(%currentSelectedItem);
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%assetDef = AssetDatabase.acquireAsset(EditAssetPopup.assetId);
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%assetType = AssetDatabase.getAssetType(EditAssetPopup.assetId);
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//Do any cleanup required given the type
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if(%this.isMethod("delete"@%assetType))
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eval(%this @ ".delete"@%assetType@"("@%assetDef@");");
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AssetDatabase.deleteAsset(EditAssetPopup.assetId, false);
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%this.loadFilters();
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if(!AssetBrowserFilterTree.selectItem(%currentSelectedItem))
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{
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//if it failed, that means we deleted the last item in that category, and we need to do the parent
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AssetBrowserFilterTree.selectItem(%currentItemParent);
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AssetBrowserFilterTree.expandItem(%currentItemParent);
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}
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}
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