mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +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
136 lines
4.2 KiB
Plaintext
136 lines
4.2 KiB
Plaintext
//-----------------------------------------------------------------------------
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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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function AssetBrowser_addModuleWindow::onWake(%this)
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{
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%this-->ModuleName.setText("");
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}
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function AssetBrowser_addModuleWindow::onGainFirstResponder(%this)
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{
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%this-->moduleName.setFirstResponder();
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}
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function AssetBrowser_addModuleWindow::close()
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{
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Canvas.popDialog(AssetBrowser_addModule);
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}
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function AssetBrowser_addModuleWindow::CreateNewModule(%this)
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{
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%newModuleName = %this-->moduleName.getText();
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if(%newModuleName $= "")
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return;
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echo("Creating a new Module named: " @ %newModuleName);
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%moduleFilePath = "data/" @ %newModuleName;
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%moduleDefinitionFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".module";
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%moduleScriptFilePath = %moduleFilePath @ "/" @ %newModuleName @ "." @ $TorqueScriptFileExtension;
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%newModule = new ModuleDefinition()
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{
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ModuleId = %newModuleName;
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versionId = 1;
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ScriptFile = %newModuleName;
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CreateFunction="onCreate";
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DestroyFunction="onDestroy";
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Group = "Game";
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new DeclaredAssets()
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{
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Extension = "asset.taml";
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Recurse = true;
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};
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};
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TAMLWrite(%newModule, %moduleDefinitionFilePath);
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//Now generate the script file for it
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%file = new FileObject();
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%templateFile = new FileObject();
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%moduleTemplateCodeFilePath = AssetBrowser.templateFilesPath @ "module." @ $TorqueScriptFileExtension @ ".template";
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if(%file.openForWrite(%moduleScriptFilePath) && %templateFile.openForRead(%moduleTemplateCodeFilePath))
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{
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while( !%templateFile.isEOF() )
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{
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%line = %templateFile.readline();
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%line = strreplace( %line, "@@", %newModuleName );
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%file.writeline(%line);
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}
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%file.close();
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%templateFile.close();
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}
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else
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{
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%file.close();
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%templateFile.close();
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warnf("CreateNewModule - Something went wrong and we couldn't write the script file!");
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}
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//force a refresh of our modules list
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ModuleDatabase.ignoreLoadedGroups(true);
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ModuleDatabase.registerModule(%moduleFilePath, %newModuleName @ ".module");
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%success = ModuleDatabase.loadExplicit(%newModuleName, 1);
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ModuleDatabase.ignoreLoadedGroups(false);
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//force a reload of the Module lists
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AssetBrowser.refresh();
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AssetBrowser.newModuleId = %newModuleName;
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Canvas.popDialog(AssetBrowser_addModule);
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eval(AssetBrowser_addModuleWindow.callbackFunction);
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}
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function AssetBrowserModuleList::onWake(%this)
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{
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%this.refresh();
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}
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function AssetBrowserModuleList::refresh(%this)
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{
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%this.clear();
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//First, get our list of modules
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%moduleList = ModuleDatabase.findModules();
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%count = getWordCount(%moduleList);
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for(%i=0; %i < %count; %i++)
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{
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%moduleDef = getWord(%moduleList, %i);
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%moduleName = %moduleDef.ModuleId;
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%this.add(%moduleName, %i);
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}
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%this.sort();
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}
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function AssetBrowserSelModuleAddBtn::onClick(%this)
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{
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AssetBrowser.CreateNewModule("AssetBrowser_selectModule.newModuleAdded();");
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} |