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
619 lines
18 KiB
C++
619 lines
18 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 IMAGE_ASSET_H
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#include "ImageAsset.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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#include "gfx/gfxStringEnumTranslate.h"
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#include "ImageAssetInspectors.h"
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// Debug Profiling.
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#include "platform/profiler.h"
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#include "T3D/assets/assetImporter.h"
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#include "gfx/gfxDrawUtil.h"
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//-----------------------------------------------------------------------------
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StringTableEntry ImageAsset::smNoImageAssetFallback = NULL;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ImageAsset);
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ConsoleType(ImageAssetPtr, TypeImageAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeImageAssetPtr)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeImageAssetPtr)
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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**)dptr) = StringTable->insert(argv[0]);
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return;
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}
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// Warn.
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Con::warnf("(TypeImageAssetPtr) - Cannot set multiple args to a single asset.");
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}
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ConsoleType(assetIdString, TypeImageAssetId, const char*, ASSET_ID_FIELD_PREFIX)
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ConsoleGetType(TypeImageAssetId)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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ConsoleSetType(TypeImageAssetId)
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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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*((const char**)dptr) = StringTable->insert(argv[0]);
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return;
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}
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// Warn.
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Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ImplementEnumType(ImageAssetType,
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"Type of mesh data available in a shape.\n"
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"@ingroup gameObjects")
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{ ImageAsset::Albedo, "Albedo", "" },
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{ ImageAsset::Normal, "Normal", "" },
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{ ImageAsset::ORMConfig, "ORMConfig", "" },
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{ ImageAsset::GUI, "GUI", "" },
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{ ImageAsset::Roughness, "Roughness", "" },
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{ ImageAsset::AO, "AO", "" },
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{ ImageAsset::Metalness, "Metalness", "" },
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{ ImageAsset::Glow, "Glow", "" },
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{ ImageAsset::Particle, "Particle", "" },
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{ ImageAsset::Decal, "Decal", "" },
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{ ImageAsset::Cubemap, "Cubemap", "" },
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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ImageAsset::ImageAsset() : AssetBase(), mUseMips(true), mIsHDRImage(false), mIsValidImage(false), mImageType(Albedo)
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{
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mImageFileName = StringTable->EmptyString();
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mImagePath = StringTable->EmptyString();
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mLoadedState = AssetErrCode::NotLoaded;
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}
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//-----------------------------------------------------------------------------
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ImageAsset::~ImageAsset()
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{
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}
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void ImageAsset::consoleInit()
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{
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Parent::consoleInit();
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Con::addVariable("$Core::NoImageAssetFallback", TypeString, &smNoImageAssetFallback,
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"The assetId of the texture to display when the requested image asset is missing.\n"
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"@ingroup GFX\n");
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smNoImageAssetFallback = StringTable->insert(Con::getVariable("$Core::NoImageAssetFallback"));
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}
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//-----------------------------------------------------------------------------
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void ImageAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("imageFile", TypeAssetLooseFilePath, Offset(mImageFileName, ImageAsset),
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&setImageFileName, &getImageFileName, "Path to the image file.");
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addField("useMips", TypeBool, Offset(mUseMips, ImageAsset), "Should the image use mips? (Currently unused).");
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addField("isHDRImage", TypeBool, Offset(mIsHDRImage, ImageAsset), "Is the image in an HDR format? (Currently unused)");
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addField("imageType", TypeImageAssetType, Offset(mImageType, ImageAsset), "What the main use-case for the image is for.");
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}
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//------------------------------------------------------------------------------
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//Utility function to 'fill out' bindings and resources with a matching asset if one exists
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U32 ImageAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset)
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{
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount == 0)
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{
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//Didn't work, so have us fall back to a placeholder asset
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imageAsset->setAssetId(ImageAsset::smNoImageAssetFallback);
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if (imageAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("ImageAsset::getAssetByFilename - Finding of asset associated with file %s failed with no fallback asset", fileName);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*imageAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("ImageAsset::getAssetByFilename - Finding of associated with file %s failed, and fallback asset reported error of Bad File Reference.", fileName);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("ImageAsset::getAssetByFilename - Finding of associated with file %s failed, utilizing fallback asset", fileName);
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(*imageAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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else
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{
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//acquire and bind the asset, and return it out
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imageAsset->setAssetId(query.mAssetList[0]);
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return (*imageAsset)->mLoadedState;
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}
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}
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StringTableEntry ImageAsset::getAssetIdByFilename(StringTableEntry fileName)
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{
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if (fileName == StringTable->EmptyString())
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return StringTable->EmptyString();
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StringTableEntry imageAssetId = ImageAsset::smNoImageAssetFallback;
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount != 0)
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{
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//acquire and bind the asset, and return it out
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imageAssetId = query.mAssetList[0];
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}
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return imageAssetId;
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}
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U32 ImageAsset::getAssetById(StringTableEntry assetId, AssetPtr<ImageAsset>* imageAsset)
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{
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(*imageAsset) = assetId;
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if (imageAsset->notNull())
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{
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return (*imageAsset)->mLoadedState;
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}
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else
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{
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if (imageAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("ImageAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*imageAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("ImageAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("ImageAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId);
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(*imageAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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}
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//------------------------------------------------------------------------------
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void ImageAsset::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 ImageAsset::loadImage()
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{
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if (mImagePath)
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{
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if (!Torque::FS::IsFile(mImagePath))
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{
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Con::errorf("ImageAsset::initializeAsset: Attempted to load file %s but it was not valid!", mImageFileName);
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mLoadedState = BadFileReference;
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return;
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}
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mLoadedState = Ok;
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mIsValidImage = true;
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mChangeSignal.trigger();
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return;
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}
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mLoadedState = BadFileReference;
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mIsValidImage = false;
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}
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void ImageAsset::initializeAsset()
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{
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ResourceManager::get().getChangedSignal().notify(this, &ImageAsset::_onResourceChanged);
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mImagePath = getOwned() ? expandAssetFilePath(mImageFileName) : mImagePath;
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loadImage();
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}
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void ImageAsset::onAssetRefresh()
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{
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mImagePath = getOwned() ? expandAssetFilePath(mImageFileName) : mImagePath;
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loadImage();
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}
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void ImageAsset::_onResourceChanged(const Torque::Path& path)
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{
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if (path != Torque::Path(mImagePath))
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return;
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refreshAsset();
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//loadImage();
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}
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void ImageAsset::setImageFileName(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL image file.");
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// Update.
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mImageFileName = StringTable->insert(pScriptFile, true);
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// Refresh the asset.
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refreshAsset();
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}
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const GBitmap& ImageAsset::getImage()
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{
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return GBitmap(); //TODO fix this
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}
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GFXTexHandle ImageAsset::getTexture(GFXTextureProfile* requestedProfile)
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{
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if (mResourceMap.contains(requestedProfile))
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{
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mLoadedState = Ok;
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return mResourceMap.find(requestedProfile)->value;
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}
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else
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{
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//If we don't have an existing map case to the requested format, we'll just create it and insert it in
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GFXTexHandle newTex = TEXMGR->createTexture(mImagePath, requestedProfile);
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if (newTex)
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{
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mResourceMap.insert(requestedProfile, newTex);
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mLoadedState = Ok;
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return newTex;
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}
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else
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mLoadedState = BadFileReference;
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}
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//if (mTexture.isValid())
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// return mTexture;
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return nullptr;
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}
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const char* ImageAsset::getImageInfo()
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{
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if (mIsValidImage)
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{
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static const U32 bufSize = 2048;
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char* returnBuffer = Con::getReturnBuffer(bufSize);
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GFXTexHandle newTex = TEXMGR->createTexture(mImagePath, &GFXStaticTextureSRGBProfile);
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if (newTex)
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{
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dSprintf(returnBuffer, bufSize, "%s %d %d %d", GFXStringTextureFormat[newTex->getFormat()], newTex->getHeight(), newTex->getWidth(), newTex->getDepth());
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newTex = nullptr;
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}
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else
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{
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dSprintf(returnBuffer, bufSize, "ImageAsset::getImageInfo() - Failed to get image info for %s", getAssetId());
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}
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return returnBuffer;
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}
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return "";
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}
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const char* ImageAsset::getImageTypeNameFromType(ImageAsset::ImageTypes type)
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{
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// must match ImageTypes order
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static const char* _names[] = {
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"Albedo",
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"Normal",
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"ORMConfig",
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"GUI",
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"Roughness",
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"AO",
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"Metalness",
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"Glow",
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"Particle",
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"Decal",
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"Cubemap"
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};
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if (type < 0 || type >= ImageTypeCount)
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{
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Con::errorf("ImageAsset::getAdapterNameFromType - Invalid ImageType, defaulting to Albedo");
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return _names[Albedo];
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}
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return _names[type];
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}
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ImageAsset::ImageTypes ImageAsset::getImageTypeFromName(const char* name)
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{
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if (dStrIsEmpty(name))
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{
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return (ImageTypes)Albedo;
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}
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S32 ret = -1;
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for (S32 i = 0; i < ImageTypeCount; i++)
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{
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if (!dStricmp(getImageTypeNameFromType((ImageTypes)i), name))
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ret = i;
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}
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if (ret == -1)
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{
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Con::errorf("ImageAsset::getImageTypeFromName - Invalid ImageType name, defaulting to Albedo");
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ret = Albedo;
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}
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return (ImageTypes)ret;
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}
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DefineEngineMethod(ImageAsset, getImagePath, const char*, (), ,
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"Gets the image filepath of this asset.\n"
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"@return File path of the image file.")
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{
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return object->getImagePath();
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}
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DefineEngineMethod(ImageAsset, getImageInfo, const char*, (), ,
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"Gets the info and properties of the image.\n"
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"@return The info/properties of the image.")
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{
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return object->getImageInfo();
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}
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#ifdef TORQUE_TOOLS
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DefineEngineStaticMethod(ImageAsset, getAssetIdByFilename, const char*, (const char* filePath), (""),
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"Queries the Asset Database to see if any asset exists that is associated with the provided file path.\n"
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"@return The AssetId of the associated asset, if any.")
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{
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return ImageAsset::getAssetIdByFilename(StringTable->insert(filePath));
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}
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#endif
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeImageAssetPtr);
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ConsoleDocClass(GuiInspectorTypeImageAssetPtr,
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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 GuiInspectorTypeImageAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeImageAssetPtr)->setInspectorFieldType("GuiInspectorTypeImageAssetPtr");
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}
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GuiControl* GuiInspectorTypeImageAssetPtr::constructEditControl()
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{
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if (mInspector->getInspectObject() == nullptr)
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return nullptr;
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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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retCtrl->getRenderTooltipDelegate().bind(this, &GuiInspectorTypeImageAssetPtr::renderTooltip);
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"ImageAsset\", \"AssetBrowser.changeAsset\", %s, %s);",
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mInspector->getIdString(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
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// Create "Open in ShapeEditor" button
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mImageEdButton = new GuiBitmapButtonCtrl();
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char bitmapName[512] = "ToolsModule:GameTSCtrl_image";
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mImageEdButton->setBitmap(StringTable->insert(bitmapName));
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mImageEdButton->setHidden(true);
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mImageEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mImageEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mImageEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mImageEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the Shape Editor");
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mImageEdButton->registerObject();
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addObject(mImageEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeImageAssetPtr::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)
|
|
{
|
|
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
|
|
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
|
|
}
|
|
|
|
if (mImageEdButton != NULL)
|
|
{
|
|
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
|
|
resized |= mImageEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
|
|
}
|
|
|
|
return resized;
|
|
}
|
|
|
|
bool GuiInspectorTypeImageAssetPtr::renderTooltip(const Point2I& hoverPos, const Point2I& cursorPos, const char* tipText)
|
|
{
|
|
if (!mAwake)
|
|
return false;
|
|
|
|
GuiCanvas* root = getRoot();
|
|
if (!root)
|
|
return false;
|
|
|
|
AssetPtr<ImageAsset> imgAsset;
|
|
U32 assetState = ImageAsset::getAssetById(getData(), &imgAsset);
|
|
if (imgAsset == NULL || assetState == ImageAsset::Failed)
|
|
return false;
|
|
|
|
StringTableEntry filename = imgAsset->getImagePath();
|
|
if (!filename || !filename[0])
|
|
return false;
|
|
|
|
StringTableEntry previewFilename = filename;
|
|
if (Con::isFunction("getAssetPreviewImage"))
|
|
{
|
|
ConsoleValue consoleRet = Con::executef("getAssetPreviewImage", filename);
|
|
previewFilename = StringTable->insert(consoleRet.getString());
|
|
|
|
if (AssetDatabase.isDeclaredAsset(previewFilename))
|
|
{
|
|
ImageAsset* previewAsset = AssetDatabase.acquireAsset<ImageAsset>(previewFilename);
|
|
previewFilename = previewAsset->getImagePath();
|
|
}
|
|
}
|
|
|
|
GFXTexHandle texture(previewFilename, &GFXStaticTextureSRGBProfile, avar("%s() - tooltip texture (line %d)", __FUNCTION__, __LINE__));
|
|
if (texture.isNull())
|
|
return false;
|
|
|
|
// Render image at a reasonable screen size while
|
|
// keeping its aspect ratio...
|
|
Point2I screensize = getRoot()->getWindowSize();
|
|
Point2I offset = hoverPos;
|
|
Point2I tipBounds;
|
|
|
|
U32 texWidth = texture.getWidth();
|
|
U32 texHeight = texture.getHeight();
|
|
F32 aspect = (F32)texHeight / (F32)texWidth;
|
|
|
|
const F32 newWidth = 150.0f;
|
|
F32 newHeight = aspect * newWidth;
|
|
|
|
// Offset below cursor image
|
|
offset.y += 20; // TODO: Attempt to fix?: root->getCursorExtent().y;
|
|
tipBounds.x = newWidth;
|
|
tipBounds.y = newHeight;
|
|
|
|
// Make sure all of the tooltip will be rendered width the app window,
|
|
// 5 is given as a buffer against the edge
|
|
if (screensize.x < offset.x + tipBounds.x + 5)
|
|
offset.x = screensize.x - tipBounds.x - 5;
|
|
if (screensize.y < offset.y + tipBounds.y + 5)
|
|
offset.y = hoverPos.y - tipBounds.y - 5;
|
|
|
|
RectI oldClip = GFX->getClipRect();
|
|
RectI rect(offset, tipBounds);
|
|
GFX->setClipRect(rect);
|
|
|
|
GFXDrawUtil* drawer = GFX->getDrawUtil();
|
|
drawer->clearBitmapModulation();
|
|
GFX->getDrawUtil()->drawBitmapStretch(texture, rect);
|
|
|
|
GFX->setClipRect(oldClip);
|
|
|
|
return true;
|
|
}
|
|
|
|
IMPLEMENT_CONOBJECT(GuiInspectorTypeImageAssetId);
|
|
|
|
ConsoleDocClass(GuiInspectorTypeImageAssetId,
|
|
"@brief Inspector field type for Shapes\n\n"
|
|
"Editor use only.\n\n"
|
|
"@internal"
|
|
);
|
|
|
|
void GuiInspectorTypeImageAssetId::consoleInit()
|
|
{
|
|
Parent::consoleInit();
|
|
|
|
ConsoleBaseType::getType(TypeImageAssetId)->setInspectorFieldType("GuiInspectorTypeImageAssetId");
|
|
}
|