mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added ability to check if popup menu is currently Visible Removed unwanted path debug/testing code from tsShapeConstructor Made a number of default postFX's names more consistent and set up asset definitions for them. Began adding hooks to PostFX editor as well Refactored Asset Import window with new layout, revamped import behavior to work with new layout concept and easier editing of import 'session' Updated Asset Browser to utilize a common 'DirectoryHandler' object to standardize/centralize all folder navigation behavior for the asset tool ecosystem Added new window to select path for assets Refactored import config editor to be easier to utilize Added field in editor settings to edit import configs without needing to first try and import assets Updated a number of asset types' scripts to handle address-based system Began standardizing a number of 'actions' for the asset browser, including drag-n-drop, renaming, deleting, moving, etc. Made refreshing behavior of AB more consistent When making new in AB folder, it will automatically navigate to the new folder When making a new folder, prompts the folder name via new popup window Refactored PostFX editor to use newer layout with side list for easier use
119 lines
3.4 KiB
C++
119 lines
3.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 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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#ifndef _EXAMPLE_ASSET_H_
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#include "ExampleAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ExampleAsset);
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ConsoleType(ExampleAssetPtr, TypeExampleAssetPtr, ExampleAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeExampleAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<ExampleAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeExampleAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<ExampleAsset>* pAssetPtr = dynamic_cast<AssetPtr<ExampleAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeExampleAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeExampleAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ExampleAsset::ExampleAsset()
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{
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}
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//-----------------------------------------------------------------------------
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ExampleAsset::~ExampleAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ExampleAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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}
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//------------------------------------------------------------------------------
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void ExampleAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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