mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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
236 lines
9.1 KiB
C++
236 lines
9.1 KiB
C++
#pragma once
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//-----------------------------------------------------------------------------
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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 LEVEL_ASSET_H
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#define LEVEL_ASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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#ifndef _GUI_INSPECTOR_TYPES_H_
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#include "gui/editor/guiInspectorTypes.h"
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#endif
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#include <gui/controls/guiBitmapCtrl.h>
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//-----------------------------------------------------------------------------
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class LevelAsset : public AssetBase
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{
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typedef AssetBase Parent;
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StringTableEntry mLevelName;
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StringTableEntry mLevelFile;
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StringTableEntry mPostFXPresetFile;
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StringTableEntry mDecalsFile;
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StringTableEntry mForestFile;
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StringTableEntry mNavmeshFile;
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StringTableEntry mLevelPath;
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StringTableEntry mPostFXPresetPath;
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StringTableEntry mDecalsPath;
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StringTableEntry mForestPath;
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StringTableEntry mNavmeshPath;
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StringTableEntry mEditorFile;
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StringTableEntry mBakedSceneFile;
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bool mIsSubLevel;
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StringTableEntry mMainLevelAsset;
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StringTableEntry mGameModesNames;
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Vector<AssetBase*> mAssetDependencies;
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StringTableEntry mPreviewImageAssetId;
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AssetPtr<ImageAsset> mPreviewImageAsset;
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public:
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LevelAsset();
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virtual ~LevelAsset();
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/// Engine.
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static void initPersistFields();
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void copyTo(SimObject* object) override;
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/// Declare Console Object.
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DECLARE_CONOBJECT(LevelAsset);
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void loadDependencies();
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void unloadDependencies();
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void setLevelFile(const char* pImageFile);
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inline StringTableEntry getLevelFile(void) const { return mLevelFile; };
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void setPostFXPresetFile(const char* pPostFXPresetFile);
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inline StringTableEntry getPostFXPresetFile(void) const { return mPostFXPresetFile; };
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void setDecalsFile(const char* pDecalsFile);
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inline StringTableEntry getDecalsFile(void) const { return mDecalsFile; };
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void setForestFile(const char* pForestFile);
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inline StringTableEntry getForestFile(void) const { return mForestFile; };
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void setNavmeshFile(const char* pNavmeshFile);
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inline StringTableEntry getNavmeshFile(void) const { return mNavmeshFile; };
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StringTableEntry getPreviewImageAsset(void) const;
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inline StringTableEntry getLevelPath(void) const { return mLevelPath; };
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inline StringTableEntry getPostFXPresetPath(void) const { return mPostFXPresetPath; };
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inline StringTableEntry getDecalsPath(void) const { return mDecalsPath; };
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inline StringTableEntry getForestPath(void) const { return mForestPath; };
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inline StringTableEntry getNavmeshPath(void) const { return mNavmeshPath; };
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StringTableEntry getPreviewImagePath(void) const;
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void setEditorFile(const char* pEditorFile);
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inline StringTableEntry getEditorFile(void) const { return mEditorFile; };
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void setBakedSceneFile(const char* pBakedSceneFile);
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inline StringTableEntry getBakedSceneFile(void) const { return mBakedSceneFile; };
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U32 load() override { return Ok; };
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protected:
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static bool setLevelFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setLevelFile(data); return false; }
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static const char* getLevelFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getLevelFile(); }
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static bool setEditorFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setEditorFile(data); return false; }
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static const char* getEditorFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getEditorFile(); }
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static bool setBakedSceneFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setBakedSceneFile(data); return false; }
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static const char* getBakedSceneFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getBakedSceneFile(); }
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static bool setPostFXPresetFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setPostFXPresetFile(data); return false; }
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static const char* getPostFXPresetFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getPostFXPresetFile(); }
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static bool setDecalsFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setDecalsFile(data); return false; }
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static const char* getDecalsFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getDecalsFile(); }
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static bool setForestFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setForestFile(data); return false; }
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static const char* getForestFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getForestFile(); }
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static bool setNavmeshFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setNavmeshFile(data); return false; }
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static const char* getNavmeshFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getNavmeshFile(); }
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void initializeAsset(void) override;
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void onAssetRefresh(void) override;
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void loadAsset();
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typedef Signal<void()> LevelAssetChanged;
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LevelAssetChanged mChangeSignal;
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public:
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LevelAssetChanged& getChangedSignal() { return mChangeSignal; }
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};
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#ifdef TORQUE_TOOLS
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class GuiInspectorTypeLevelAssetPtr : public GuiInspectorTypeFileName
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{
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typedef GuiInspectorTypeFileName Parent;
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public:
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GuiBitmapButtonCtrl* mEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeLevelAssetPtr);
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static void consoleInit();
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GuiControl* constructEditControl() override;
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bool updateRects() override;
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};
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class GuiInspectorTypeLevelAssetId : public GuiInspectorTypeLevelAssetPtr
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{
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typedef GuiInspectorTypeLevelAssetPtr Parent;
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public:
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DECLARE_CONOBJECT(GuiInspectorTypeLevelAssetId);
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static void consoleInit();
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};
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#endif
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DefineConsoleType(TypeLevelAssetPtr, LevelAsset)
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DefineConsoleType(TypeLevelAssetId, String)
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#pragma region Singular Asset Macros
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//Singular assets
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/// <Summary>
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/// Declares an level asset
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/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
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/// </Summary>
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#define DECLARE_LEVELASSET(className, name, changeFunc) public: \
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StringTableEntry m##name##AssetId;\
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AssetPtr<LevelAsset> m##name##Asset;\
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public: \
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const AssetPtr<LevelAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(const AssetPtr<LevelAsset> &_in) { m##name##Asset = _in;}\
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\
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bool _set##name(StringTableEntry _in)\
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{\
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if(m##name##AssetId != _in)\
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{\
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if (m##name##Asset.notNull())\
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{\
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m##name##Asset->getChangedSignal().remove(this, &className::changeFunc);\
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}\
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if (_in == NULL || _in == StringTable->EmptyString())\
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{\
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m##name##AssetId = StringTable->EmptyString();\
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m##name##Asset = NULL;\
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return true;\
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}\
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if (AssetDatabase.isDeclaredAsset(_in))\
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{\
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m##name##AssetId = _in;\
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m##name##Asset = _in;\
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return true;\
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}\
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}\
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\
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if(get##name() == StringTable->EmptyString())\
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return true;\
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\
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return false;\
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}\
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\
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const StringTableEntry get##name() const\
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{\
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return m##name##AssetId;\
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}\
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bool name##Valid() {return (get##name() != StringTable->EmptyString() && m##name##Asset->getStatus() == AssetBase::Ok); }
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#define INITPERSISTFIELD_LEVELASSET(name, consoleClass, docs) \
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addProtectedField(assetText(name, Asset), TypeLevelAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
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#pragma endregion
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#endif // _ASSET_BASE_H_
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