Torque3D/Templates/BaseGame/game/tools/assetBrowser/scripts/newAsset.tscript
JeffR 70a70dfc10 Fixes issue with some of the On/Off options not properly toggling in the OptionsMenu
Adds staged loading/generation of preview images for image, shape, material and terrain material types to improve navigation responsiveness
Disabled lookup of bitmap info of image assets for tooltip metadata as it was causing major hangs when the images were high resolution
Added function so Import new File button on AB interface will correctly prompt to find and then import in a new file
Fixed theming of AssetBrowser preview card profiles to improve readability
Fixed theming of ToolsGuiTextListProfile to improve readability
Fixed issue where trying to import in a splat map for importing terrain data could fail due to not having full path when trying to load the bitmap's channel data
Corrected Import Terrain Heightmap item in menubar to prompt creation of a new terrain asset in addition to opening the import terraindata window to avoid missed steps foc creation
2022-04-23 16:07:36 -05:00

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function CreateAssetButton::onClick(%this)
{
AddNewAssetPopup.showPopup(Canvas);
}
function AssetBrowser_newAsset::onWake(%this)
{
%targetModule = AssetBrowser.dirHandler.getModuleFromAddress(AssetBrowser.dirHandler.currentAddress).ModuleId;
if(%targetModule $= "")
%targetModule = EditorSettings.value("Assets/New/defaultModule", "");
NewAssetTargetModule.setText(%targetModule);
%moduleDef = ModuleDatabase.findModule(%targetModule);
%targetPath = AssetBrowser.dirHandler.currentAddress;
if(!startsWith(%targetPath, %moduleDef.ModulePath))
{
%targetPath = %moduleDef.ModulePath;
}
NewAssetTargetAddress.text = %targetPath;
}
function AssetBrowser_newAssetWindow::onClose(%this)
{
NewAssetPropertiesInspector.clearFields();
Canvas.popDialog(AssetBrowser_newAsset);
}
function NewAssetTypeList::onWake(%this)
{
%this.refresh();
}
function NewAssetTypeList::refresh(%this)
{
%this.clear();
//TODO: make this more automated
//%this.add("GameObject", 0);
%this.add("ComponentAsset", 0);
%this.add("ImageAsset", 1);
%this.add("MaterialAsset", 2);
%this.add("ShapeAsset", 3);
%this.add("SoundAsset", 4);
%this.add("StateMachineAsset", 5);
}
function NewAssetTypeList::onSelected(%this)
{
%assetType = %this.getText();
if(%assetType $= "ComponentAsset")
{
NewComponentAssetSettings.hidden = false;
}
}
function NewAssetModuleBtn::onClick(%this)
{
Canvas.pushDialog(AssetBrowser_AddModule);
AssetBrowser_addModuleWindow.selectWindow();
}
function AssetBrowser::setupCreateNewAsset(%this, %assetType, %moduleName, %callback, %nameOverride)
{
Canvas.pushDialog(AssetBrowser_newAsset);
%shortAssetTypeName = strreplace(%assetType, "Asset", "");
AssetBrowser_newAssetWindow.text = "New" SPC %shortAssetTypeName SPC "Asset";
NewAssetPropertiesInspector.clearFields();
AssetBrowser_newAsset.callbackFunc = %callback;
//get rid of the old one if we had one.
if(isObject(%this.newAssetSettings))
%this.newAssetSettings.delete();
%this.newAssetSettings = new ScriptObject();
%this.newAssetSettings.assetType = %assetType;
%this.newAssetSettings.moduleName = %moduleName;
%newAssetName = "New" @ %shortAssetTypeName;
if(%nameOverride !$= "")
%newAssetName = %nameOverride;
NewAssetPropertiesInspector.startGroup("General");
NewAssetPropertiesInspector.addField("assetName", "New Asset Name", "String", "Name of the new asset", %newAssetName, "", %this.newAssetSettings);
//NewAssetPropertiesInspector.addField("AssetType", "New Asset Type", "List", "Type of the new asset", %assetType, "Component,Image,Material,Shape,Sound,State Machine", %newAssetSettings);
//NewAssetPropertiesInspector.addField("friendlyName", "Friendly Name", "String", "Human-readable name of new asset", "", "", %this.newAssetSettings);
NewAssetPropertiesInspector.addCallbackField("description", "Description", "Command", "Description of the new asset", "", "", "updateNewAssetField", %this.newAssetSettings);
NewAssetPropertiesInspector.endGroup();
if(%this.isMethod("setupCreateNew"@%assetType))
{
%command = %this @ ".setupCreateNew"@%assetType @"();";
eval(%command);
}
}
function NewAssetPropertiesInspector::updateNewAssetField(%this)
{
%this.schedule(32, "update");
}
function newAssetUpdatePath(%newPath)
{
AssetBrowser.navigateTo(%newPath);
NewAssetTargetAddress.text = %newPath;
NewAssetTargetModule.text = AssetBrowser.dirHandler.getModuleFromAddress(AssetBrowser.dirHandler.currentAddress).ModuleId;
}
//
function AssetBrowser::importNewFile(%this)
{
%importingPath = "";
%dlg = new OpenFileDialog()
{
Filters = "(All Files (*.*)|*.*|";
DefaultFile = "";
ChangePath = false;
MustExist = true;
MultipleFiles = false;
forceRelativePath = false;
};
if ( %dlg.Execute() )
{
%importingPath = makeFullPath(%dlg.FileName);
}
%dlg.delete();
AssetBrowser.onBeginDropFiles();
AssetBrowser.onDropFile(%importingPath);
AssetBrowser.onEndDropFiles();
}
//
function NewAssetTargetModule::onSelect(%this, %idx, %idy)
{
%newModuleName = %this.getText();
%currentTargetPath = NewAssetTargetAddress.getText();
if(!startsWith(%currentTargetPath, "data/" @ %newModuleName @ "/"))
{
NewAssetTargetAddress.setText("data/" @ %newModuleName @ "/");
}
}
//
//We do a quick validation that mandatory fields are filled in before passing along to the asset-type specific function
function CreateNewAsset()
{
//To enusre that any in-progress-of-being-edited field applies it's changes
%lastEditField = AssetBrowser_newAsset.getFirstResponder();
if(isObject(%lastEditField) && %lastEditField.isMethod("forceValidateText"))
%lastEditField.forceValidateText();
%assetName = AssetBrowser.newAssetSettings.assetName;
if(%assetName $= "")
{
toolsMessageBoxOK( "Error", "Attempted to make a new asset with no name!");
return;
}
%firstChar = getSubStr(%assetName, 0, 1);
if(isInt(%firstChar))
{
toolsMessageBoxOK( "Error", "Names cannot start with a number!");
return;
}
//get the selected module data
%moduleName = NewAssetTargetModule.getText();
if(%moduleName $= "")
{
toolsMessageBoxOK( "Error", "Attempted to make a new asset with no module!");
return;
}
//First, we need to make sure we're not creating a conflicting asset
if(AssetDatabase.isDeclaredAsset(%moduleName @ ":" @ %assetName))
{
toolsMessageBoxOK( "Error", "An asset with the ID: " @ %moduleName @ ":" @ %assetName
@ " already exists! Please review and rename.");
return;
}
%assetType = AssetBrowser.newAssetSettings.assetType;
if(%assetType $= "MaterialAsset" || %assetType $= "TerrainMaterialAsset" ||
%assetType $= "GUIAsset")
{
if(isObject(%assetName))
{
toolsMessageBoxOK( "Error", "Attempted to create a new asset that requires " @
"a unique name, as the object definition must be unique. " @
"Please use a new name.");
return;
}
}
%currentTargetPath = NewAssetTargetAddress.getText();
%modulePath = makeRelativePath(ModuleDatabase.findModule(%moduleName).ModulePath);
if(!startsWith(%currentTargetPath, %modulePath))
{
toolsMessageBoxOK( "Error", "Attempting to create a new asset in an invalid path. " @
"Please set the target path to be within the target module folder.");
return;
}
AssetBrowser.newAssetSettings.moduleName = %moduleName;
if(%assetType $= "")
{
toolsMessageBoxOK( "Error", "Attempted to make a new asset with no type!");
return;
}
%assetFilePath = eval(AssetBrowser @ ".create"@%assetType@"();");
Canvas.popDialog(AssetBrowser_newAsset);
//Load it
if(!AssetDatabase.isDeclaredAsset(%moduleName @ ":" @ %assetName))
{
%moduleDef = ModuleDatabase.findModule(%moduleName,1);
AssetDatabase.addDeclaredAsset(%moduleDef, %assetFilePath);
//For utilities' sake, we'll acquire it immediately so it can be utilized
//without delay if it's got any script/dependencies stuff
AssetDatabase.acquireAsset("\"" @ %moduleName @ ":" @ %assetName @ "\"");
}
if(AssetBrowser_newAsset.callbackFunc !$= "")
{
%callbackCommand = "" @ AssetBrowser_newAsset.callbackFunc @ "(\"" @ %moduleName @ ":" @ %assetName @ "\");";
eval(%callbackCommand);
}
//Update the selection to immediately jump to the new asset
/*AssetBrowser-->filterTree.clearSelection();
%ModuleItem = AssetBrowser-->filterTree.findItemByName(%moduleName);
%assetTypeId = AssetBrowser-->filterTree.findChildItemByName(%ModuleItem, %assetType);
AssetBrowser-->filterTree.selectItem(%assetTypeId);
%selectedItem = AssetBrowser-->filterTree.getSelectedItem();
AssetBrowser-->filterTree.scrollVisibleByObjectId(%selectedItem);
AssetBrowser-->filterTree.buildVisibleTree(); */
AssetBrowser.refresh();
}
function ParentComponentList::onWake(%this)
{
%this.refresh();
}
function ParentComponentList::refresh(%this)
{
%this.clear();
%assetQuery = new AssetQuery();
if(!AssetDatabase.findAssetType(%assetQuery, "ComponentAsset"))
return; //if we didn't find ANY, just exit
// Find all the types.
%count = %assetQuery.getCount();
/*%categories = "";
for (%i = 0; %i < %count; %i++)
{
%assetId = %assetQuery.getAsset(%i);
%componentAsset = AssetDatabase.acquireAsset(%assetId);
%componentName = %componentAsset.componentName;
if(%componentName $= "")
%componentName = %componentAsset.componentClass;
%this.add(%componentName, %i);
}*/
%categories = "";
for (%i = 0; %i < %count; %i++)
{
%assetId = %assetQuery.getAsset(%i);
%componentAsset = AssetDatabase.acquireAsset(%assetId);
%componentClass = %componentAsset.componentClass;
if (!isInList(%componentClass, %categories))
%categories = %categories TAB %componentClass;
}
%categories = trim(%categories);
%index = 0;
%categoryCount = getFieldCount(%categories);
for (%i = 0; %i < %categoryCount; %i++)
{
%category = getField(%categories, %i);
%this.addCategory(%category);
for (%j = 0; %j < %count; %j++)
{
%assetId = %assetQuery.getAsset(%j);
%componentAsset = AssetDatabase.acquireAsset(%assetId);
%componentName = %componentAsset.componentName;
%componentClass = %componentAsset.componentClass;
if (%componentClass $= %category)
{
if(%componentName !$= "")
%this.add(" "@%componentName, %i);
}
}
}
}
//----------------------------------------------------------
// Game Object creation
//----------------------------------------------------------
function EWorldEditor::createGameObject( %this )
{
AssetBrowser.createGameObjectAsset();
}