mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
252 lines
8.3 KiB
C++
252 lines
8.3 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 CUBEMAP_ASSET_H
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#include "CubemapAsset.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(CubemapAsset);
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ConsoleType(CubemapAssetPtr, TypeCubemapAssetPtr, CubemapAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeCubemapAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<CubemapAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeCubemapAssetPtr)
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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<CubemapAsset>* pAssetPtr = dynamic_cast<AssetPtr<CubemapAsset>*>((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("(TypeCubemapAssetPtr) - 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("(TypeCubemapAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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CubemapAsset::CubemapAsset()
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{
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mComponentName = StringTable->EmptyString();
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mComponentClass = StringTable->EmptyString();
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mFriendlyName = StringTable->EmptyString();
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mComponentType = StringTable->EmptyString();
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mDescription = StringTable->EmptyString();
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mScriptFile = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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CubemapAsset::~CubemapAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void CubemapAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addField("componentName", TypeString, Offset(mComponentName, CubemapAsset), "Unique Name of the component. Defines the namespace of the scripts for the component.");
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addField("componentClass", TypeString, Offset(mComponentClass, CubemapAsset), "Class of object this component uses.");
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addField("friendlyName", TypeString, Offset(mFriendlyName, CubemapAsset), "The human-readble name for the component.");
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addField("componentType", TypeString, Offset(mComponentType, CubemapAsset), "The category of the component for organizing in the editor.");
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addField("description", TypeString, Offset(mDescription, CubemapAsset), "Simple description of the component.");
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, CubemapAsset),
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&setScriptFile, &getScriptFile, "A script file with additional scripted functionality for this component.");
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}
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//------------------------------------------------------------------------------
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void CubemapAsset::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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void CubemapAsset::initializeAsset()
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{
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// Call parent.
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Parent::initializeAsset();
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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void CubemapAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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void CubemapAsset::setScriptFile(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
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// Fetch image file.
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mScriptFile)
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return;
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// Update.
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mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
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// Refresh the asset.
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refreshAsset();
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeCubemapAssetPtr);
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ConsoleDocClass(GuiInspectorTypeCubemapAssetPtr,
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"@brief Inspector field type for Shapes\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeCubemapAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeCubemapAssetPtr)->setInspectorFieldType("GuiInspectorTypeCubemapAssetPtr");
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}
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GuiControl* GuiInspectorTypeCubemapAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl* retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"CubemapAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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mInspector->getIdString(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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setDataField(StringTable->insert("object"), NULL, String::ToString(mInspector->getInspectObject()).c_str());
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// Create "Open in ShapeEditor" button
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mShapeEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "CubemapEditor.openCubemapAsset(%d.getText());", retCtrl->getId());
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mShapeEdButton->setField("Command", szBuffer);
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char bitmapName[512] = "ToolsModule:shape_editor_n_image";
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mShapeEdButton->setBitmap(StringTable->insert(bitmapName));
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mShapeEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mShapeEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mShapeEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mShapeEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the Shape Editor");
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mShapeEdButton->registerObject();
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addObject(mShapeEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeCubemapAssetPtr::updateRects()
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{
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S32 dividerPos, dividerMargin;
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mInspector->getDivider(dividerPos, dividerMargin);
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Point2I fieldExtent = getExtent();
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mBrowseButton != NULL)
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{
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mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mShapeEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mShapeEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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}
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return resized;
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}
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