Torque3D/Engine/source/T3D/gameMode.h
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

111 lines
2.9 KiB
C++

#pragma once
#ifndef GAME_MODE_H
#define GAME_MODE_H
#ifdef TORQUE_TOOLS
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
#endif
#include "T3D/assets/ImageAsset.h"
class GameMode : public SimObject
{
typedef SimObject Parent;
private:
StringTableEntry mGameModeName;
StringTableEntry mGameModeDesc;
DECLARE_IMAGEASSET(GameMode, PreviewImage, previewChange, GFXStaticTextureSRGBProfile);
DECLARE_ASSET_SETGET(GameMode, PreviewImage);
bool mIsActive;
public:
GameMode();
~GameMode() = default;
static void initPersistFields();
bool onAdd() override;
void onRemove() override;
bool isActive() { return mIsActive; }
void setActive(const bool& active);
DECLARE_CONOBJECT(GameMode);
static void findGameModes(const char* gameModeList, Vector<GameMode*>* outGameModes);
void previewChange() {}
DECLARE_CALLBACK(void, onActivated, ());
DECLARE_CALLBACK(void, onDeactivated, ());
DECLARE_CALLBACK(void, onSceneLoaded, ());
DECLARE_CALLBACK(void, onSceneUnloaded, ());
DECLARE_CALLBACK(void, onSubsceneLoaded, ());
DECLARE_CALLBACK(void, onSubsceneUnloaded, ());
};
DefineConsoleType(TypeGameModeList, String)
#ifdef TORQUE_TOOLS
class GuiInspectorTypeGameModeListHelper;
class GuiInspectorTypeGameModeList : public GuiInspectorField
{
typedef GuiInspectorField Parent;
public:
GuiInspectorTypeGameModeListHelper* mHelper;
GuiRolloutCtrl* mRollout;
GuiDynamicCtrlArrayControl* mArrayCtrl;
Vector<GuiInspectorField*> mChildren;
GuiBitmapButtonCtrl* mButton;
RectI mButtonRect;
DECLARE_CONOBJECT(GuiInspectorTypeGameModeList);
GuiInspectorTypeGameModeList();
// ConsoleObject
bool onAdd() override;
static void consoleInit();
// GuiInspectorField
bool resize(const Point2I& newPosition, const Point2I& newExtent) override;
void childResized(GuiControl* child) override;
bool updateRects() override;
void updateData() override;
StringTableEntry getValue() override;
void setValue(StringTableEntry value) override;
};
class GuiInspectorTypeGameModeListHelper : public GuiInspectorField
{
typedef GuiInspectorField Parent;
public:
GuiInspectorTypeGameModeListHelper();
DECLARE_CONOBJECT(GuiInspectorTypeGameModeListHelper);
GuiBitmapButtonCtrl* mButton;
GuiRolloutCtrl* mParentRollout;
GuiInspectorTypeGameModeList* mParentField;
RectI mButtonRect;
//-----------------------------------------------------------------------------
// Override able methods for custom edit fields
//-----------------------------------------------------------------------------
GuiControl* constructEditControl() override;
bool resize(const Point2I& newPosition, const Point2I& newExtent) override;
bool updateRects() override;
void setValue(StringTableEntry value) override;
};
#endif
#endif