mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-28 19:13:47 +00:00
Added default terrianmat definition for warning_material Corrected separator-h image path for a few GUI controls Corrected SelectAssetPathWindow reference so it focuses the window right Changed new asset window to work with new Select Path window and address system Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues) Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected Updated the example assettype file for the AB Fixed up move/delete/rename behavior for folders in AB Begun full standardization of move/delete/rename actions for other asset types in AB Added standardized call for New Asset field fillouts by letting the asset types populate them Moved terrain block creation to the standard create call so it can accept other normal fields like resolution Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset Added placeholder image for terrain material asset for preview Updated refresh behavior for terrain material assets so they properly populate on creation now Added standardized functions to the directoryHandling class for folder/file manipulation Corrected some warnMat image references
126 lines
No EOL
4 KiB
C#
126 lines
No EOL
4 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 AssetBrowser_addModuleWindow::onGainFirstResponder(%this)
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{
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%this-->moduleName.setFirstResponder();
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}
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function AssetBrowser_addModuleWindow::close()
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{
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Canvas.popDialog(AssetBrowser_addModule);
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eval(AssetBrowser_addModuleWindow.callbackFunction);
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}
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function AssetBrowser_addModuleWindow::CreateNewModule(%this)
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{
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%newModuleName = %this-->moduleName.getText();
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if(%newModuleName $= "")
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return;
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echo("Creating a new Module named: " @ %newModuleName);
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%moduleFilePath = "data/" @ %newModuleName;
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%moduleDefinitionFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".module";
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%moduleScriptFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".cs";
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%newModule = new ModuleDefinition()
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{
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ModuleId = %newModuleName;
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versionId = 1;
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ScriptFile = %newModuleName @ ".cs";
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CreateFunction="onCreate";
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DestroyFunction="onDestroy";
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Group = "Game";
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new DeclaredAssets()
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{
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Extension = "asset.taml";
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Recurse = true;
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};
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};
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TAMLWrite(%newModule, %moduleDefinitionFilePath);
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//Now generate the script file for it
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%file = new FileObject();
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%templateFile = new FileObject();
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%moduleTemplateCodeFilePath = AssetBrowser.templateFilesPath @ "module.cs.template";
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if(%file.openForWrite(%moduleScriptFilePath) && %templateFile.openForRead(%moduleTemplateCodeFilePath))
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{
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while( !%templateFile.isEOF() )
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{
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%line = %templateFile.readline();
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%line = strreplace( %line, "@@", %newModuleName );
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%file.writeline(%line);
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echo(%line);
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}
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%file.close();
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%templateFile.close();
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}
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else
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{
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%file.close();
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%templateFile.close();
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warnf("CreateNewModule - Something went wrong and we couldn't write the script file!");
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}
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//force a refresh of our modules list
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ModuleDatabase.ignoreLoadedGroups(true);
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ModuleDatabase.scanModules();
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%success = ModuleDatabase.loadExplicit(%newModuleName, 1);
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ModuleDatabase.ignoreLoadedGroups(false);
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//force a reload of the Module lists
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GameObjectModuleList.refresh();
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ImportAssetModuleList.refresh();
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AssetBrowser.newModuleId = %newModuleName;
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Canvas.popDialog(AssetBrowser_addModule);
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eval(AssetBrowser_addModuleWindow.callbackFunction);
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}
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function AssetBrowserModuleList::onWake(%this)
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{
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%this.refresh();
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}
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function AssetBrowserModuleList::refresh(%this)
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{
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%this.clear();
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//First, get our list of modules
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%moduleList = ModuleDatabase.findModules();
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%count = getWordCount(%moduleList);
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for(%i=0; %i < %count; %i++)
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{
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%moduleName = getWord(%moduleList, %i);
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%this.add(%moduleName.ModuleId, %i);
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}
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} |