Torque3D/Templates/BaseGame/game/tools/gui/postFxEditor.cs
Areloch 3c0c106051 Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene
Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
2020-09-11 02:28:15 -05:00

148 lines
No EOL
3.7 KiB
C#

function PostFXEditor::onDialogPush( %this )
{
//Apply the settings to the controls
postVerbose("% - PostFX Editor - Loading GUI.");
%this.refresh();
PostEffectEditorList.setSelectedById( 1 );
}
function PostFXEditor::onDialogPop( %this )
{
//Always change the manager target back to the scene's just to be save when done editing
$PostFXManager::currentPreset = $Client::LevelAsset.getPostFXPresetPath();
PostFXManager.loadPresetHandler($PostFXManager::currentPreset);
PostFXEditorWindow.text = "PostFX Editor";
}
function PostFXEditor::editScenePostFXSettings( %this )
{
$PostFXManager::currentPreset = $Client::LevelAsset.getPostFXPresetPath();
Canvas.pushDialog(%this);
PostFXEditorWindow.text = "PostFX Editor - " @ getScene(0).getName();
PostFXEditorActionButton.text = "Revert";
PostFXEditorActionButton.command = "PostFXEditor.revert();";
}
function PostFXEditor::editDefaultPostFXSettings( %this )
{
$PostFXManager::currentPreset = $PostFXManager::defaultPreset;
PostFXManager.loadPresetHandler($PostFXManager::currentPreset);
Canvas.pushDialog(%this);
PostFXEditorWindow.text = "PostFX Editor - Default Config";
PostFXEditorActionButton.text = "Save";
PostFXEditorActionButton.command = "PostFXManager::savePresetHandler($PostFXManager::defaultPreset);";
}
function PostFXEditor::refresh(%this)
{
PostEffectEditorList.clear();
%count = PostFXManager.Count();
for(%i=0; %i < %count; %i++)
{
%postEffect = PostFXManager.getKey(%i);
if(%postEffect.isEnabled)
PostEffectEditorList.addRow( %i, %postEffect.getName() );
}
}
function PostFXEditor::apply(%this)
{
%count = PostFXManager.Count();
for(%i=0; %i < %count; %i++)
{
%postEffect = PostFXManager.getKey(%i);
if(isObject(%postEffect) && %postEffect.isMethod("applyFromPreset"))
{
%postEffect.applyFromPreset();
}
}
}
function PostFXEditor::revert(%this)
{
%targetPreset = $PostFXManager::currentPreset;
if(%targetPreset $= "")
%targetPreset = $PostFXManager::defaultPreset;
PostFXManager::loadPresetHandler(%targetPreset);
%this.refresh();
PostEffectEditorInspector.clearFields();
PostEffectEditorList.setSelectedRow(1);
}
function PostEffectEditorList::onSelect( %this, %id, %text )
{
PostEffectEditorInspector.clearFields();
%postEffect = PostFXManager.getKey(%id);
if(isObject(%postEffect) && %postEffect.isMethod("populatePostFXSettings"))
{
%postEffect.populatePostFXSettings();
}
}
function PostFXEditor::addNewPostFXs(%this)
{
%rowIndex = PostFXEditorNewPFXList.getSelectedRow();
%postFXName = PostFXEditorNewPFXList.getRowText(%rowIndex);
%postFXName.enable();
%this.refresh();
%rowIndex = PostEffectEditorList.findTextIndex(%postFXName);
PostEffectEditorList.setSelectedRow(%rowIndex);
PostFXEditorNewPFXWindow.setHidden(true);
}
function PostFXEditor::removePostFX(%this)
{
%rowIndex = PostEffectEditorList.getSelectedRow();
%postFXName = PostEffectEditorList.getRowText(%rowIndex);
%postFXName.disable();
%this.refresh();
PostEffectEditorInspector.clearFields();
PostEffectEditorList.setSelectedRow(1);
}
function editScenePostEffects(%scene)
{
if(EditorIsActive())
PostFXEditor.editScenePostFXSettings();
}
function PostFXEditorNewPFXWindow::showDialog(%this)
{
%this.setHidden(false);
PostFXEditorNewPFXList.clear();
%count = PostFXManager.Count();
for(%i=0; %i < %count; %i++)
{
%postEffect = PostFXManager.getKey(%i);
if(!%postEffect.isEnabled)
PostFXEditorNewPFXList.addRow( %i, %postEffect.getName() );
}
}