Torque3D/Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.cs
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00

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C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 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.
//-----------------------------------------------------------------------------
function ESettingsWindow::startup( %this )
{
new ArrayObject(EditorSettingsPageList);
new ArrayObject(GameSettingsPageList);
%this.addEditorSettingsPage("Axis", "Axis Gizmo");
%this.addEditorSettingsPage("General", "General Settings");
%this.addEditorSettingsPage("Camera", "Camera Settings");
%this.addEditorSettingsPage("SceneEditor", "Scene Editor");
%this.addEditorSettingsPage("ShapeEditor", "Shape Editor");
%this.addEditorSettingsPage("NavEditor", "Navigation Editor");
%this.addEditorSettingsPage("Theme", "Theme");
%this.addEditorSettingsPage("AssetEditing", "Asset Editing");
%this.addGameSettingsPage("GameGeneral", "General");
%this.addGameSettingsPage("Gameplay", "Gameplay");
%this.addGameSettingsPage("Paths", "Paths");
%this.addGameSettingsPage("UI", "UI");
%this.addGameSettingsPage("LevelDefaults", "Level Defaults");
%this.addGameSettingsPage("GameOptions", "Game Options");
%this.addGameSettingsPage("AssetManagement", "Asset Management");
%this.mode = "Editor";
}
function ESettingsWindow::onWake( %this )
{
}
function ESettingsWindow::hideDialog( %this )
{
%this.setVisible(false);
}
function ESettingsWindow::ToggleVisibility()
{
if ( ESettingsWindow.visible )
{
ESettingsWindow.setVisible(false);
}
else
{
ESettingsWindow.setVisible(true);
ESettingsWindow.selectWindow();
ESettingsWindow.setCollapseGroup(false);
ESettingsWindowList.clear();
}
ESettingsWindowList.setSelectedById( 1 );
}
function ESettingsWindow::toggleProjectSettings(%this)
{
%this.ToggleVisibility();
%count = GameSettingsPageList.count();
for(%i=0; %i < %count; %i++)
{
%settingsPageText = GameSettingsPageList.getValue(%i);
ESettingsWindowList.addRow( %i, %settingsPageText );
}
ESettingsWindowList.sort(0);
%this.mode = "Project";
ESettingsWindow.text = "Game Project Settings";
ESettingsWindowList.setSelectedById( 1 );
}
function ESettingsWindow::toggleEditorSettings(%this)
{
%this.ToggleVisibility();
%count = EditorSettingsPageList.count();
for(%i=0; %i < %count; %i++)
{
%settingsPageText = EditorSettingsPageList.getValue(%i);
ESettingsWindowList.addRow( %i, %settingsPageText );
}
ESettingsWindowList.sort(0);
%this.mode = "Editor";
ESettingsWindow.text = "Editor Settings";
ESettingsWindowList.setSelectedById( 1 );
}
function ESettingsWindow::addEditorSettingsPage(%this, %settingsPageName, %settingsPageText)
{
EditorSettingsPageList.add(%settingsPageName, %settingsPageText);
}
function ESettingsWindow::addGameSettingsPage(%this, %settingsPageName, %settingsPageText)
{
GameSettingsPageList.add(%settingsPageName, %settingsPageText);
}
function ESettingsWindow::refresh(%this)
{
if(ESettingsWindow.selectedPageId !$= "")
{
ESettingsWindowList.setSelectedById( ESettingsWindow.selectedPageId );
}
else
{
ESettingsWindowList.setSelectedById( 1 );
}
}
//-----------------------------------------------------------------------------
function ESettingsWindowList::onSelect( %this, %id, %text )
{
SettingsInspector.clearFields();
if(ESettingsWindow.mode $= "Editor")
%pageName = EditorSettingsPageList.getKey(EditorSettingsPageList.getIndexFromValue(%text));
else
%pageName = GameSettingsPageList.getKey(GameSettingsPageList.getIndexFromValue(%text));
eval("ESettingsWindow.get" @ %pageName @ "Settings();");
ESettingsWindow.selectedPageId = %id;
ESettingsWindow.selectedPageText = %text;
}
//Read/write field functions
function SettingsInspector::addSettingsField(%this, %settingsFieldName, %labelText, %fieldType, %tooltip, %fieldData)
{
%moddedSettingsFieldName = strreplace(%settingsFieldName, "/", "-");
if(ESettingsWindow.mode $= "Editor")
%this.addCallbackField(%moddedSettingsFieldName, %labelText, %fieldType, "", EditorSettings.value(%settingsFieldName), %fieldData, "changeEditorSetting");
else
%this.addCallbackField(%moddedSettingsFieldName, %labelText, %fieldType, "", ProjectSettings.value(%settingsFieldName), %fieldData, "changeEditorSetting");
}
function SettingsInspector::changeEditorSetting(%this, %varName, %value)
{
%varName = strreplace(%varName, "-", "/");
if(%value !$= "" && (fileExt(%value) !$= "" || IsDirectory(%value)))
{
%value = makeFullPath(%value);
}
//echo("Set " @ %varName @ " to be " @ %value);
if(ESettingsWindow.mode $= "Editor")
%oldValue = EditorSettings.value(%varName);
else
%oldValue = ProjectSettings.value(%varName);
if(ESettingsWindow.mode $= "Editor")
EditorSettings.setValue(%varName, %value);
else
ProjectSettings.setValue(%varName, %value);
if(ESettingsWindow.mode $= "Editor")
{
%success = EditorSettings.write();
//Bit of a hack, but if we were editing the theme, reexec the profiles for GUI
if(ESettingsWindow.selectedPageText $= "Theme")
exec("tools/gui/profiles.ed.cs");
}
else
%success = ProjectSettings.write();
if(%oldValue !$= %value)
ESettingsWindow.schedule(15,"refresh");
}
function GuiInspectorVariableGroup::buildOptionsSettingField(%this, %fieldName, %fieldLabel, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %ownerObj)
{
%extent = 200;
%fieldCtrl = %this.createInspectorField();
%fieldCtrl.setHeightOverride(true, 200);
%extent = %this.stack.getExtent();
%width = mRound(%extent/2);
%height = 20;
%inset = 10;
%editControl = new GuiPopUpMenuCtrl() {
class = "guiInspectorListField";
maxPopupHeight = "200";
sbUsesNAColor = "0";
reverseTextList = "0";
bitmapBounds = "16 16";
maxLength = "1024";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
isContainer = "0";
Profile = "ToolsGuiPopUpMenuProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = %fieldCtrl.edit.position;
Extent = %fieldCtrl.edit.extent;
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "ToolsGuiToolTipProfile";
tooltip = %tooltip;
text = %fieldDefaultVal;
hovertime = "1000";
ownerObject = %ownerObj;
fieldName = %fieldName;
};
//set the field value
if(getSubStr(%this.fieldName, 0, 1) $= "$")
{
if(%fieldName $= "")
%editControl.setText(%fieldName);
}
else
{
//regular variable
%setCommand = %editControl @ ".setText(" @ %ownerObj @ "." @ %fieldName @ ");";
eval(%setCommand);
}
%listCount = getTokenCount(%fieldDataVals, ",");
for(%i=0; %i < %listCount; %i++)
{
%entryText = getToken(%fieldDataVals, ",", %i);
%editControl.add(%entryText);
}
%fieldCtrl.setCaption(%fieldLabel);
%fieldCtrl.setEditControl(%editControl);
%this.addInspectorField(%fieldCtrl);
}
//
// COMMON EDITOR SETTINGS
//
function ESettingsWindow::getAxisSettings(%this)
{
SettingsInspector.startGroup("Gizmo");
SettingsInspector.addSettingsField("AxisGizmo/mouseRotateScalar", "Rotate Scalar", "float", "");
SettingsInspector.addSettingsField("AxisGizmo/mouseScaleScalar", "Scale Scalar", "float", "");
SettingsInspector.addSettingsField("AxisGizmo/renderWhenUsed", "Render When Manipulated", "bool", "");
SettingsInspector.addSettingsField("AxisGizmo/renderInfoText", "Render Tool Text", "bool", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Grid");
SettingsInspector.addSettingsField("AxisGizmo/Grid/renderPlane", "Render Plane", "bool", "");
SettingsInspector.addSettingsField("AxisGizmo/Grid/renderPlaneHashes", "Render Plane Hashes", "bool", "");
SettingsInspector.addSettingsField("AxisGizmo/Grid/planeDim", "Plane Size", "float", "");
SettingsInspector.addSettingsField("AxisGizmo/Grid/gridColor", "Plane Color", "colorI", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getGeneralSettings(%this)
{
SettingsInspector.startGroup("Paths");
SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Torsion Path", "filename", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Theme");
SettingsInspector.addSettingsField("WorldEditor/Theme/backgroundColor", "Background Color", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Theme/windowTitleBGColor", "Window Title Color", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Theme/windowTitleFontColor", "Window Title Text Color", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Theme/mainTextColor", "Main Text Color", "colorI", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Layout");
SettingsInspector.addSettingsField("WorldEditor/Layout/LayoutMode", "Editor Layout Mode", "list", "This dictates which layout style the editor should use." @
"WARNING - Modern layout is highlight experimental." @
"Updating this requires a restart of the program", "Classic,Modern");
SettingsInspector.endGroup();
}
function ESettingsWindow::getCameraSettings(%this)
{
SettingsInspector.startGroup("Mouse Control");
SettingsInspector.addSettingsField("Camera/invertYAxis", "Invert Y Axis", "bool", "");
SettingsInspector.addSettingsField("Camera/invertXAxis", "Invert X Axis", "bool", "");
SettingsInspector.endGroup();
//Based on currently loaded level(rootScene)
SettingsInspector.startGroup(EditorSettings.value("WorldEditor/newLevelFile") @ " Camera");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Camera Speed Min", "float", "");
SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Camera Speed Max", "200", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getNavEditorSettings(%this)
{
SettingsInspector.startGroup("Test Spawn");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Spawn Class", "list", "", "AIPlayer");
SettingsInspector.addSettingsField("WorldEditor/torsionPath", "Datablock", "string", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Colors");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Hover Spline", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/forceLoadDAE", "Select Spline", "colorI", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getSceneEditorSettings(%this)
{
SettingsInspector.startGroup("Render");
SettingsInspector.addSettingsField("WorldEditor/Render/renderObjHandle", "Object Icons", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Render/renderObjText", "Object Text", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Render/showMousePopupInfo", "Mouse Popup Info", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Render/renderPopupBackground", "Popup Menu Background", "bool", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Colors");
SettingsInspector.addSettingsField("WorldEditor/Grid/gridColor", "Grid Major", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Grid/gridMinorColor", "Grid Minor", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Grid/gridOriginColor", "Grid Origin", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/dragRectColor", "Drag Rect", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/objectTextColor", "Object Text", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/popupTextColor", "Popup Text", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/Color/popupBackgroundColor", "Popup Back", "colorI", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Misc");
//SettingsInspector.addSettingsField("WorldEditor/forceLoadDAE", "Force Load DAE", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/forceLoadDAE", "Force Load DAE", "bool", "");
SettingsInspector.addSettingsField("WorldEditor/Tools/dropAtScreenCenterScalar", "Screen Center Scalar", "float", "");
SettingsInspector.addSettingsField("WorldEditor/Tools/dropAtScreenCenterMax", "Screen Center Max", "float", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Layout");
SettingsInspector.addSettingsField("WorldEditor/forceSidebarToSide", "Force Sidebar Window(s) to side", "bool", "1");
SettingsInspector.endGroup();
}
function ESettingsWindow::getShapeEditorSettings(%this)
{
SettingsInspector.startGroup("Colors");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Sun Diffuse", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Sun Ambient", "colorI", "");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Background", "colorI", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Grid");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Grid Size", "float", "");
SettingsInspector.addSettingsField("WorldEditor/newLevelFile", "Grid Dimension", "vector2", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getThemeSettings(%this)
{
SettingsInspector.startGroup("Colors");
SettingsInspector.addSettingsField("Theme/headerColor", "Headerbar Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/windowBackgroundColor", "Window Background Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/tabsColor", "Tabs Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/tabsHLColor", "Tabs Highlight Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/tabsSELColor", "Tabs Selected Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/dividerDarkColor", "Divider Dark Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/dividerMidColor", "Divider Mid Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/dividerLightColor", "Divider Light Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/headerTextColor", "Header Text Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/fieldTextColor", "Field Text Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/fieldTextHLColor", "Field Text Highlight Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/fieldTextSELColor", "Field Text Selected Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/fieldTextNAColor", "Field Text N/A Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/fieldBGColor", "Field Background Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/fieldBGHLColor", "Field Background Highlight Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/fieldBGSELColor", "Field Background Selected Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/tooltipBGColor", "Tooltip Background Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/tooltipTextColor", "Tooltip Text Highlight Color", "ColorI", "");
SettingsInspector.addSettingsField("Theme/tooltipDivColor", "Tooltip Divider Color", "ColorI", "");
SettingsInspector.endGroup();
}
//
// COMMON GAME SETTINGS
//
function ESettingsWindow::getGameGeneralSettings(%this)
{
SettingsInspector.startGroup("General");
SettingsInspector.addSettingsField("General/ProjectName", "Project Name", "string", "");
SettingsInspector.addSettingsField("General/LightingMode", "Lighting Mode", "list", "Dictates the lighting mode the project uses", "Deferred,Forward");
SettingsInspector.endGroup();
}
function ESettingsWindow::getPathsSettings(%this)
{
SettingsInspector.startGroup("Paths");
SettingsInspector.addSettingsField("Paths/splashImagePath", "Splash Image", "filename", "");
SettingsInspector.addSettingsField("Paths/iconImagePath", "Icon Image", "filename", "");
SettingsInspector.addSettingsField("Paths/missingTexturePath", "Missing Texture Image", "filename", "");
SettingsInspector.addSettingsField("Paths/noMaterialPath", "No Material Image", "filename", "");
SettingsInspector.addSettingsField("Paths/errorMaterialMath", "Error Material Image", "filename", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getUISettings(%this)
{
SettingsInspector.startGroup("UI");
SettingsInspector.addSettingsField("UI/playGUIName", "Play GUI Name", "string", "");
SettingsInspector.addSettingsField("UI/mainMenuName", "Main Menu GUI Name", "string", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getAssetManagementSettings(%this)
{
SettingsInspector.startGroup("Modules");
SettingsInspector.addSettingsField("AssetManagement/Modules/coreModulePath", "Core Module Path", "string", "");
SettingsInspector.addSettingsField("AssetManagement/Modules/gameDataModulePath", "Game Data Module Path", "string", "");
SettingsInspector.addSettingsField("AssetManagement/Modules/moduleExtension", "Module Extension", "string", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Assets");
SettingsInspector.addSettingsField("AssetManagement/Assets/assetExtension", "Asset Extension", "string", "");
SettingsInspector.addSettingsField("AssetManagement/Assets/datablockCaching", "Cache Datablocks", "bool", "");
//SettingsInspector.addSettingsField("AssetManagement/Assets/moduleExtension", "Module Extension", "string", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getAssetEditingSettings(%this)
{
ImportAssetWindow::reloadImportOptionConfigs();
for(%i=0; %i < ImportAssetWindow.importConfigsList.Count(); %i++)
{
%configName = ImportAssetWindow.importConfigsList.getKey(%i);
%formattedConfigList = %i == 0 ? %configName : %formattedConfigList @ "," @ %configName;
}
SettingsInspector.startGroup("Assets Importing");
SettingsInspector.addField("Edit Asset Configs", "Edit Asset Import Configs", "button", "Open Asset Import Config Editor", "", "Canvas.pushDialog(AssetImportConfigEditor);");
SettingsInspector.addSettingsField("Assets/AssetImporDefaultConfig", "Default Asset Import Config", "list", "", %formattedConfigList);
SettingsInspector.addSettingsField("Assets/AutoImport", "Automatically Import using default config", "bool", "If on, the asset importing process" @
"will attempt to automatically import any inbound assets"@
"using the default config, without prompting the import window."@
"The window will still display if any issues are detected", "");
SettingsInspector.endGroup();
SettingsInspector.startGroup("Asset Browser");
SettingsInspector.addSettingsField("Assets/Browser/showCoreModule", "Show Core Module in Asset Browser", "bool", "");
SettingsInspector.addSettingsField("Assets/Browser/showToolsModule", "Show Tools Module in Asset Browser", "bool", "");
SettingsInspector.addSettingsField("Assets/Browser/showOnlyPopulatedModule", "Show Only Modules with Assets in Asset Browser", "bool", "");
SettingsInspector.addSettingsField("Assets/Browser/showFolders", "Show Folders in Tiles view in Asset Browser", "bool", "");
SettingsInspector.addSettingsField("Assets/Browser/showEmptyFolders", "Show Empty Folders in Tiles view in Asset Browser", "bool", "");
SettingsInspector.addSettingsField("Assets/Browser/previewTileSize", "Asset Preview Tile Size", "bool", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getGameplaySettings(%this)
{
SettingsInspector.startGroup("Game Modes");
SettingsInspector.addSettingsField("Gameplay/GameModes/defaultModeName", "Default Gamemode Name", "string", "");
SettingsInspector.endGroup();
}
function ESettingsWindow::getGameOptionsSettings(%this)
{
SettingsInspector.startGroup("Options Settings");
SettingsInspector.addSettingsField("Options/optionsList", "OptionsList", "OptionsSetting", "");
SettingsInspector.endGroup();
}