Torque3D/Engine/source/T3D/SubScene.cpp
Areloch ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00

428 lines
11 KiB
C++

#include "SubScene.h"
#include "gameMode.h"
#include "console/script.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "gui/editor/inspector/group.h"
IMPLEMENT_CO_NETOBJECT_V1(SubScene);
S32 SubScene::mUnloadTimeoutMs = 5000;
SubScene::SubScene() :
mLevelAssetId(StringTable->EmptyString()),
mGameModesNames(StringTable->EmptyString()),
mScopeDistance(-1),
mLoaded(false),
mGlobalLayer(false)
{
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask |= StaticObjectType;
}
SubScene::~SubScene()
{
}
bool SubScene::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void SubScene::onRemove()
{
if (isClientObject())
removeFromScene();
Parent::onRemove();
}
void SubScene::initPersistFields()
{
addGroup("SubScene");
addField("isGlobalLayer", TypeBool, Offset(mGlobalLayer, SubScene), "");
INITPERSISTFIELD_LEVELASSET(Level, SubScene, "The level asset to load.");
addField("gameModes", TypeGameModeList, Offset(mGameModesNames, SubScene), "The game modes that this subscene is associated with.");
endGroup("SubScene");
Parent::initPersistFields();
}
void SubScene::consoleInit()
{
Parent::consoleInit();
Con::addVariable("$SubScene::UnloadTimeoutMS", TypeBool, &SubScene::mUnloadTimeoutMs, "The amount of time in milliseconds it takes for a SubScene to be unloaded if it's inactive.\n"
"@ingroup Editors\n");
}
void SubScene::addObject(SimObject* object)
{
SceneObject::addObject(object);
}
void SubScene::removeObject(SimObject* object)
{
SceneObject::removeObject(object);
}
U32 SubScene::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(conn, mask, stream);
stream->writeFlag(mGlobalLayer);
return retMask;
}
void SubScene::unpackUpdate(NetConnection* conn, BitStream* stream)
{
Parent::unpackUpdate(conn, stream);
mGlobalLayer = stream->readFlag();
}
void SubScene::onInspect(GuiInspector* inspector)
{
Parent::onInspect(inspector);
//Put the SubScene group before everything that'd be SubScene-effecting, for orginazational purposes
GuiInspectorGroup* subsceneGrp = inspector->findExistentGroup(StringTable->insert("SubScene"));
if (!subsceneGrp)
return;
GuiControl* stack = dynamic_cast<GuiControl*>(subsceneGrp->findObjectByInternalName(StringTable->insert("Stack")));
//Save button
GuiInspectorField* saveFieldGui = subsceneGrp->createInspectorField();
saveFieldGui->init(inspector, subsceneGrp);
saveFieldGui->setSpecialEditField(true);
saveFieldGui->setTargetObject(this);
StringTableEntry fldnm = StringTable->insert("SaveSubScene");
saveFieldGui->setSpecialEditVariableName(fldnm);
saveFieldGui->setInspectorField(NULL, fldnm);
saveFieldGui->setDocs("");
stack->addObject(saveFieldGui);
GuiButtonCtrl* saveButton = new GuiButtonCtrl();
saveButton->registerObject();
saveButton->setDataField(StringTable->insert("profile"), NULL, "ToolsGuiButtonProfile");
saveButton->setText("Save SubScene");
saveButton->resize(Point2I::Zero, saveFieldGui->getExtent());
saveButton->setHorizSizing(GuiControl::horizResizeWidth);
saveButton->setVertSizing(GuiControl::vertResizeHeight);
char szBuffer[512];
dSprintf(szBuffer, 512, "%d.save();", this->getId());
saveButton->setConsoleCommand(szBuffer);
saveFieldGui->addObject(saveButton);
}
void SubScene::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(-1);
}
bool SubScene::testBox(const Box3F& testBox)
{
if (mGlobalLayer)
return true;
bool isOverlapped = getWorldBox().isOverlapped(testBox);
return getWorldBox().isOverlapped(testBox);
}
void SubScene::write(Stream& stream, U32 tabStop, U32 flags)
{
MutexHandle handle;
handle.lock(mMutex);
// export selected only?
if ((flags & SelectedOnly) && !isSelected())
{
for (U32 i = 0; i < size(); i++)
(*this)[i]->write(stream, tabStop, flags);
return;
}
stream.writeTabs(tabStop);
char buffer[2048];
const U32 bufferWriteLen = dSprintf(buffer, sizeof(buffer), "new %s(%s) {\r\n", getClassName(), getName() && !(flags & NoName) ? getName() : "");
stream.write(bufferWriteLen, buffer);
writeFields(stream, tabStop + 1);
//The only meaningful difference between this and simSet for writing is we skip the children, since they're just the levelAsset contents
stream.writeTabs(tabStop);
stream.write(4, "};\r\n");
}
void SubScene::processTick(const Move* move)
{
}
void SubScene::_onFileChanged(const Torque::Path& path)
{
if(mLevelAsset.isNull() || Torque::Path(mLevelAsset->getLevelPath()) != path)
return;
AssertFatal(path == mLevelAsset->getLevelPath(), "Prefab::_onFileChanged - path does not match filename.");
_closeFile(false);
_loadFile(false);
setMaskBits(U32_MAX);
}
void SubScene::_closeFile(bool removeFileNotify)
{
AssertFatal(isServerObject(), "Trying to close out a subscene file on the client is bad!");
U32 count = size();
for (SimSetIterator itr(this); *itr; ++itr)
{
SimObject* child = dynamic_cast<SimObject*>(*itr);
if (child)
child->safeDeleteObject();
}
if (removeFileNotify && mLevelAsset.notNull() && mLevelAsset->getLevelPath() != StringTable->EmptyString())
{
Torque::FS::RemoveChangeNotification(mLevelAsset->getLevelPath(), this, &SubScene::_onFileChanged);
}
mGameModesList.clear();
}
void SubScene::_loadFile(bool addFileNotify)
{
AssertFatal(isServerObject(), "Trying to load a SubScene file on the client is bad!");
if(mLevelAsset.isNull() || mLevelAsset->getLevelPath() == StringTable->EmptyString())
return;
String evalCmd = String::ToString("exec(\"%s\");", mLevelAsset->getLevelPath());
String instantGroup = Con::getVariable("InstantGroup");
Con::setIntVariable("InstantGroup", this->getId());
Con::evaluate((const char*)evalCmd.c_str(), false, mLevelAsset->getLevelPath());
Con::setVariable("InstantGroup", instantGroup.c_str());
if (addFileNotify)
Torque::FS::AddChangeNotification(mLevelAsset->getLevelPath(), this, &SubScene::_onFileChanged);
}
void SubScene::load()
{
mStartUnloadTimerMS = -1; //reset unload timers
//no need to load multiple times
if (mLoaded)
return;
_loadFile(true);
mLoaded = true;
GameMode::findGameModes(mGameModesNames, &mGameModesList);
for (U32 i = 0; i < mGameModesList.size(); i++)
{
mGameModesList[i]->onSubsceneLoaded_callback();
}
}
void SubScene::unload()
{
if (!mLoaded)
return;
if (isSelected())
{
mStartUnloadTimerMS = Sim::getCurrentTime();
return; //if a child is selected, then we don't want to unload
}
//scan down through our child objects, see if any are marked as selected,
//if so, skip unloading and reset the timer
for (SimSetIterator itr(this); *itr; ++itr)
{
SimGroup* childGrp = dynamic_cast<SimGroup*>(*itr);
if (childGrp && childGrp->isSelected())
{
mStartUnloadTimerMS = Sim::getCurrentTime();
return; //if a child is selected, then we don't want to unload
}
for (SimSetIterator cldItr(childGrp); *cldItr; ++cldItr)
{
SimObject* chldChld = dynamic_cast<SimObject*>(*cldItr);
if (chldChld && chldChld->isSelected())
{
mStartUnloadTimerMS = Sim::getCurrentTime();
return; //if a child is selected, then we don't want to unload
}
}
}
_closeFile(true);
mLoaded = false;
for (U32 i = 0; i < mGameModesList.size(); i++)
{
mGameModesList[i]->onSubsceneUnloaded_callback();
}
}
bool SubScene::save()
{
//if there's nothing TO save, don't bother
if (size() == 0 || !isLoaded())
return false;
if (mLevelAsset.isNull())
return false;
//If we're flagged for unload, push back the unload timer so we can't accidentally trip be saving partway through an unload
if (mStartUnloadTimerMS != -1)
mStartUnloadTimerMS = Sim::getCurrentTime();
StringTableEntry levelPath = mLevelAsset->getLevelPath();
for (SimGroup::iterator itr = begin(); itr != end(); itr++)
{
//Just in case there's a valid callback the scene object would like to invoke for saving
SceneObject* gc = dynamic_cast<SceneObject*>(*itr);
if (gc)
{
gc->onSaving_callback(mLevelAssetId);
}
SimObject* sO = static_cast<SimObject*>(*itr);
if (!sO->save(levelPath))
{
Con::errorf("SubScene::save() - error, failed to write object %s to file: %s", sO->getIdString(), levelPath);
return false;
}
}
//process our gameModeList and write it out to the levelAsset for metadata stashing
bool saveSuccess = false;
//Get the level asset
if (mLevelAsset.isNull())
return saveSuccess;
//update the gamemode list as well
mLevelAsset->setDataField(StringTable->insert("gameModesNames"), NULL, StringTable->insert(mGameModesNames));
//Finally, save
saveSuccess = mLevelAsset->saveAsset();
}
void SubScene::_onSelected()
{
if (!isLoaded() && isServerObject())
load();
}
void SubScene::_onUnselected()
{
}
void SubScene::prepRenderImage(SceneRenderState* state)
{
// only render if selected or render flag is set
if (/*!smRenderTriggers && */!isSelected())
return;
ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &SubScene::renderObject);
ri->type = RenderPassManager::RIT_Editor;
ri->translucentSort = true;
ri->defaultKey = 1;
state->getRenderPass()->addInst(ri);
}
void SubScene::renderObject(ObjectRenderInst* ri,
SceneRenderState* state,
BaseMatInstance* overrideMat)
{
if (overrideMat)
return;
GFXStateBlockDesc desc;
desc.setZReadWrite(true, false);
desc.setBlend(true);
// Trigger polyhedrons are set up with outward facing normals and CCW ordering
// so can't enable backface culling.
desc.setCullMode(GFXCullNone);
GFXTransformSaver saver;
MatrixF mat = getRenderTransform();
GFX->multWorld(mat);
GFXDrawUtil* drawer = GFX->getDrawUtil();
//Box3F scale = getScale()
//Box3F bounds = Box3F(-m)
Point3F scale = getScale();
Box3F bounds = Box3F(-scale/2, scale/2);
ColorI boundsColor = ColorI(135, 206, 235, 50);
if (mGlobalLayer)
boundsColor = ColorI(200, 100, 100, 25);
else if (mLoaded)
boundsColor = ColorI(50, 200, 50, 50);
drawer->drawCube(desc, bounds, boundsColor);
// Render wireframe.
desc.setFillModeWireframe();
drawer->drawCube(desc, bounds, ColorI::BLACK);
}
DefineEngineMethod(SubScene, save, bool, (),,
"Save out the subScene.\n")
{
return object->save();
}
DefineEngineMethod(SubScene, load, void, (), ,
"Loads the SubScene's level file.\n")
{
object->load();
}
DefineEngineMethod(SubScene, unload, void, (), ,
"Unloads the SubScene's level file.\n")
{
object->unload();
}