mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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354 lines
12 KiB
C++
354 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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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#include "platform/nativeDialogs/fileDialog.h"
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#ifdef TORQUE_TOOLS
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//-----------------------------------------------------------------------------
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// PlatformFileDlgData Implementation
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//-----------------------------------------------------------------------------
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FileDialogData::FileDialogData()
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{
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AssertFatal(0, "Not Implemented");
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}
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FileDialogData::~FileDialogData()
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{
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}
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//-----------------------------------------------------------------------------
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// FileDialog Implementation
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(FileDialog);
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ConsoleDocClass( FileDialog,
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"@brief Base class responsible for displaying an OS file browser.\n\n"
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"FileDialog is a platform agnostic dialog interface for querying the user for "
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"file locations. It is designed to be used through the exposed scripting interface.\n\n"
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"FileDialog is the base class for Native File Dialog controls in Torque. It provides these basic areas of functionality:\n\n"
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" - Inherits from SimObject and is exposed to the scripting interface\n"
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" - Provides blocking interface to allow instant return to script execution\n"
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" - Simple object configuration makes practical use easy and effective\n\n"
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"FileDialog is *NOT* intended to be used directly in script and is only exposed to script to expose generic file dialog attributes.\n\n"
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"This base class is usable in TorqueScript, but is does not specify what functionality is intended (open or save?). "
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"Its children, OpenFileDialog and SaveFileDialog, do make use of DialogStyle flags and do make use of specific funcationality. "
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"These are the preferred classes to use\n\n"
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"However, the FileDialog base class does contain the key properties and important method for file browing. The most "
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"important function is Execute(). This is used by both SaveFileDialog and OpenFileDialog to initiate the browser.\n\n"
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"@tsexample\n"
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"// NOTE: This is not he preferred class to use, but this still works\n\n"
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"// Create the file dialog\n"
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"%baseFileDialog = new FileDialog()\n"
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"{\n"
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" // Allow browsing of all file types\n"
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" filters = \"*.*\";\n\n"
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" // No default file\n"
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" defaultFile = "";\n\n"
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" // Set default path relative to project\n"
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" defaultPath = \"./\";\n\n"
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" // Set the title\n"
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" title = \"Durpa\";\n\n"
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" // Allow changing of path you are browsing\n"
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" changePath = true;\n"
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"};\n\n"
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" // Launch the file dialog\n"
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" %baseFileDialog.Execute();\n"
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" \n"
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" // Don't forget to cleanup\n"
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" %baseFileDialog.delete();\n\n\n"
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"@endtsexample\n\n"
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"@note FileDialog and its related classes are only availble in a Tools build of Torque.\n\n"
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"@see OpenFileDialog for a practical example on opening a file\n"
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"@see SaveFileDialog for a practical example of saving a file\n"
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"@ingroup FileSystem\n"
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);
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FileDialog::FileDialog() : mData()
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{
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AssertFatal(0, "Not Implemented");
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}
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FileDialog::~FileDialog()
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{
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}
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void FileDialog::initPersistFields()
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{
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Parent::initPersistFields();
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}
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//
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// Execute Method
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//
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bool FileDialog::Execute()
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// Dialog Filters
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//-----------------------------------------------------------------------------
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bool FileDialog::setFilters( void *object, const char *index, const char *data )
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{
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return true;
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};
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//-----------------------------------------------------------------------------
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// Default Path Property - String Validated on Write
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//-----------------------------------------------------------------------------
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bool FileDialog::setDefaultPath( void *object, const char *index, const char *data )
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{
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return false;
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};
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//-----------------------------------------------------------------------------
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// Default File Property - String Validated on Write
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//-----------------------------------------------------------------------------
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bool FileDialog::setDefaultFile( void *object, const char *index, const char *data )
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{
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return false;
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};
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//-----------------------------------------------------------------------------
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// ChangePath Property - Change working path on successful file selection
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//-----------------------------------------------------------------------------
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bool FileDialog::setChangePath( void *object, const char *index, const char *data )
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{
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return true;
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};
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const char* FileDialog::getChangePath(void* obj, const char* data)
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{
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return 0;
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}
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bool FileDialog::setFile( void *object, const char *index, const char *data )
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{
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return false;
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};
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//-----------------------------------------------------------------------------
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// OpenFileDialog Implementation
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//-----------------------------------------------------------------------------
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ConsoleDocClass( OpenFileDialog,
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"@brief Derived from FileDialog, this class is responsible for opening a file browser with the intention of opening a file.\n\n"
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"The core usage of this dialog is to locate a file in the OS and return the path and name. This does not handle "
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"the actual file parsing or data manipulation. That functionality is left up to the FileObject class.\n\n"
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"@tsexample\n"
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" // Create a dialog dedicated to opening files\n"
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" %openFileDlg = new OpenFileDialog()\n"
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" {\n"
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" // Look for jpg image files\n"
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" // First part is the descriptor|second part is the extension\n"
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" Filters = \"Jepg Files|*.jpg\";\n"
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" // Allow browsing through other folders\n"
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" ChangePath = true;\n\n"
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" // Only allow opening of one file at a time\n"
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" MultipleFiles = false;\n"
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" };\n\n"
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" // Launch the open file dialog\n"
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" %result = %openFileDlg.Execute();\n\n"
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" // Obtain the chosen file name and path\n"
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" if ( %result )\n"
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" {\n"
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" %seletedFile = %openFileDlg.file;\n"
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" }\n"
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" else\n"
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" {\n"
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" %selectedFile = \"\";\n"
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" }\n\n"
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" // Cleanup\n"
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" %openFileDlg.delete();\n\n\n"
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"@endtsexample\n\n"
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"@note FileDialog and its related classes are only availble in a Tools build of Torque.\n\n"
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"@see FileDialog\n"
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"@see SaveFileDialog\n"
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"@see FileObject\n"
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"@ingroup FileSystem\n"
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);
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OpenFileDialog::OpenFileDialog()
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{
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AssertFatal(0, "Not Implemented");
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}
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OpenFileDialog::~OpenFileDialog()
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{
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}
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IMPLEMENT_CONOBJECT(OpenFileDialog);
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//-----------------------------------------------------------------------------
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// Console Properties
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//-----------------------------------------------------------------------------
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void OpenFileDialog::initPersistFields()
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{
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}
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//-----------------------------------------------------------------------------
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// File Must Exist - Boolean
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//-----------------------------------------------------------------------------
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bool OpenFileDialog::setMustExist( void *object, const char *index, const char *data )
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{
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return true;
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};
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const char* OpenFileDialog::getMustExist(void* obj, const char* data)
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{
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Can Select Multiple Files - Boolean
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//-----------------------------------------------------------------------------
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bool OpenFileDialog::setMultipleFiles( void *object, const char *index, const char *data )
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{
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return true;
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};
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const char* OpenFileDialog::getMultipleFiles(void* obj, const char* data)
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{
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return 0;
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}
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//-----------------------------------------------------------------------------
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// SaveFileDialog Implementation
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//-----------------------------------------------------------------------------
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ConsoleDocClass( SaveFileDialog,
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"@brief Derived from FileDialog, this class is responsible for opening a file browser with the intention of saving a file.\n\n"
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"The core usage of this dialog is to locate a file in the OS and return the path and name. This does not handle "
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"the actual file writing or data manipulation. That functionality is left up to the FileObject class.\n\n"
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"@tsexample\n"
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" // Create a dialog dedicated to opening file\n"
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" %saveFileDlg = new SaveFileDialog()\n"
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" {\n"
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" // Only allow for saving of COLLADA files\n"
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" Filters = \"COLLADA Files (*.dae)|*.dae|\";\n\n"
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" // Default save path to where the WorldEditor last saved\n"
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" DefaultPath = $pref::WorldEditor::LastPath;\n\n"
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" // No default file specified\n"
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" DefaultFile = \"\";\n\n"
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" // Do not allow the user to change to a new directory\n"
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" ChangePath = false;\n\n"
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" // Prompt the user if they are going to overwrite an existing file\n"
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" OverwritePrompt = true;\n"
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" };\n\n"
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" // Launch the save file dialog\n"
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" %saveFileDlg.Execute();\n\n"
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" if ( %result )\n"
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" {\n"
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" %seletedFile = %openFileDlg.file;\n"
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" }\n"
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" else\n"
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" {\n"
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" %selectedFile = \"\";\n"
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" }\n\n"
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" // Cleanup\n"
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" %saveFileDlg.delete();\n"
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"@endtsexample\n\n"
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"@note FileDialog and its related classes are only availble in a Tools build of Torque.\n\n"
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"@see FileDialog\n"
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"@see OpenFileDialog\n"
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"@see FileObject\n"
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"@ingroup FileSystem\n"
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);
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SaveFileDialog::SaveFileDialog()
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{
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AssertFatal(0, "Not Implemented");
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}
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SaveFileDialog::~SaveFileDialog()
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{
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}
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IMPLEMENT_CONOBJECT(SaveFileDialog);
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//-----------------------------------------------------------------------------
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// Console Properties
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//-----------------------------------------------------------------------------
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void SaveFileDialog::initPersistFields()
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{
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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// Prompt on Overwrite - Boolean
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//-----------------------------------------------------------------------------
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bool SaveFileDialog::setOverwritePrompt( void *object, const char *index, const char *data )
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{
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return true;
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};
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const char* SaveFileDialog::getOverwritePrompt(void* obj, const char* data)
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{
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return 0;
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}
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//-----------------------------------------------------------------------------
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// OpenFolderDialog Implementation
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//-----------------------------------------------------------------------------
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OpenFolderDialog::OpenFolderDialog()
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{
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AssertFatal(0, "Not Implemented");
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}
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IMPLEMENT_CONOBJECT(OpenFolderDialog);
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ConsoleDocClass( OpenFolderDialog,
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"@brief OS level dialog used for browsing folder structures.\n\n"
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"This is essentially an OpenFileDialog, but only used for returning directory paths, not files.\n\n"
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"@note FileDialog and its related classes are only availble in a Tools build of Torque.\n\n"
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"@see OpenFileDialog for more details on functionality.\n\n"
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"@ingroup FileSystem\n"
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);
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void OpenFolderDialog::initPersistFields()
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{
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Parent::initPersistFields();
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}
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#endif |