mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-10 23:11:01 +00:00
Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available. Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
304 lines
9.5 KiB
C#
304 lines
9.5 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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//---------------------------------------------------------------------------------------------
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// Path to the folder that contains the editors we will load.
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//---------------------------------------------------------------------------------------------
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$Tools::resourcePath = "tools/";
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// These must be loaded first, in this order, before anything else is loaded
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$Tools::loadFirst = "editorClasses base worldEditor";
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//---------------------------------------------------------------------------------------------
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// Object that holds the simObject id that the materialEditor uses to interpret its material list
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//---------------------------------------------------------------------------------------------
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$Tools::materialEditorList = "";
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//---------------------------------------------------------------------------------------------
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// Tools Package.
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//---------------------------------------------------------------------------------------------
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package Tools
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{
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function loadKeybindings()
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{
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Parent::loadKeybindings();
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}
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// Start-up.
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function onStart()
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{
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//First, we want to ensure we don't inadvertently clean up our editor objects by leaving them in the MissionCleanup group, so lets change that real fast
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$instantGroup = "";
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pushInstantGroup();
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new Settings(EditorSettings) { file = "tools/settings.xml"; };
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EditorSettings.read();
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echo( " % - Initializing Tools" );
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// Default file path when saving from the editor (such as prefabs)
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if ($Pref::WorldEditor::LastPath $= "")
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{
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$Pref::WorldEditor::LastPath = getMainDotCsDir();
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}
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// Common GUI stuff.
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exec( "./gui/cursors.ed.cs" );
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exec( "./gui/profiles.ed.cs" );
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exec( "./gui/messageBoxes/messageBox.ed.cs" );
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exec( "./editorClasses/gui/panels/navPanelProfiles.ed.cs" );
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// Make sure we get editor profiles before any GUI's
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// BUG: these dialogs are needed earlier in the init sequence, and should be moved to
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// common, along with the guiProfiles they depend on.
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exec( "./gui/guiDialogs.ed.cs" );
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//%toggle = $Scripts::ignoreDSOs;
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//$Scripts::ignoreDSOs = true;
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$ignoredDatablockSet = new SimSet();
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// fill the list of editors
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$editors[count] = getWordCount( $Tools::loadFirst );
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for ( %i = 0; %i < $editors[count]; %i++ )
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{
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$editors[%i] = getWord( $Tools::loadFirst, %i );
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}
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%pattern = $Tools::resourcePath @ "/*/main.cs";
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%folder = findFirstFile( %pattern );
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if ( %folder $= "")
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{
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// if we have absolutely no matches for main.cs, we look for main.cs.dso
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%pattern = $Tools::resourcePath @ "/*/main.cs.dso";
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%folder = findFirstFile( %pattern );
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}
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while ( %folder !$= "" )
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{
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if( filePath( %folder ) !$= "tools" ) // Skip the actual 'tools' folder...we want the children
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{
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%folder = filePath( %folder );
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%editor = fileName( %folder );
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if ( IsDirectory( %folder ) )
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{
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// Yes, this sucks and should be done better
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if ( strstr( $Tools::loadFirst, %editor ) == -1 )
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{
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$editors[$editors[count]] = %editor;
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$editors[count]++;
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}
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}
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}
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%folder = findNextFile( %pattern );
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}
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// initialize every editor
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new SimSet( EditorPluginSet );
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%count = $editors[count];
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for ( %i = 0; %i < %count; %i++ )
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{
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exec( "./" @ $editors[%i] @ "/main.cs" );
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%initializeFunction = "initialize" @ $editors[%i];
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if( isFunction( %initializeFunction ) )
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call( %initializeFunction );
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}
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// Popuplate the default SimObject icons that
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// are used by the various editors.
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EditorIconRegistry::loadFromPath( "tools/classIcons/" );
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// Load up the tools resources. All the editors are initialized at this point, so
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// resources can override, redefine, or add functionality.
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Tools::LoadResources( $Tools::resourcePath );
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//Now that we're done loading, we can set the instant group back
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popInstantGroup();
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$instantGroup = MissionCleanup;
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pushInstantGroup();
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}
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function startToolTime(%tool)
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{
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if($toolDataToolCount $= "")
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$toolDataToolCount = 0;
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if($toolDataToolEntry[%tool] !$= "true")
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{
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$toolDataToolEntry[%tool] = "true";
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$toolDataToolList[$toolDataToolCount] = %tool;
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$toolDataToolCount++;
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$toolDataClickCount[%tool] = 0;
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}
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$toolDataStartTime[%tool] = getSimTime();
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$toolDataClickCount[%tool]++;
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}
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function endToolTime(%tool)
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{
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%startTime = 0;
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if($toolDataStartTime[%tool] !$= "")
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%startTime = $toolDataStartTime[%tool];
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if($toolDataTotalTime[%tool] $= "")
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$toolDataTotalTime[%tool] = 0;
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$toolDataTotalTime[%tool] += getSimTime() - %startTime;
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}
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function dumpToolData()
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{
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%count = $toolDataToolCount;
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for(%i=0; %i<%count; %i++)
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{
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%tool = $toolDataToolList[%i];
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%totalTime = $toolDataTotalTime[%tool];
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if(%totalTime $= "")
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%totalTime = 0;
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%clickCount = $toolDataClickCount[%tool];
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echo("---");
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echo("Tool: " @ %tool);
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echo("Time (seconds): " @ %totalTime / 1000);
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echo("Activated: " @ %clickCount);
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echo("---");
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}
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}
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// Shutdown.
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function onExit()
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{
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if( EditorGui.isInitialized )
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EditorGui.shutdown();
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// Free all the icon images in the registry.
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EditorIconRegistry::clear();
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// Save any Layouts we might be using
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//GuiFormManager::SaveLayout(LevelBuilder, Default, User);
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%count = $editors[count];
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for (%i = 0; %i < %count; %i++)
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{
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%destroyFunction = "destroy" @ $editors[%i];
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if( isFunction( %destroyFunction ) )
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call( %destroyFunction );
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}
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// Call Parent.
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Parent::onExit();
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// write out our settings xml file
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EditorSettings.write();
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}
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};
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function fastLoadWorldEdit(%val)
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{
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if(%val)
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{
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if(!$Tools::loaded)
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{
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onStart();
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}
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if(!$Game::running)
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{
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//startGame();
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activatePackage( "BootEditor" );
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ChooseLevelDlg.launchInEditor = false;
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StartGame("tools/levels/BlankRoom.mis", "SinglePlayer");
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if(!isObject(Observer))
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{
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datablock CameraData(Observer) {};
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}
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%cam = new Camera()
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{
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datablock = Observer;
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};
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%cam.scopeToClient(LocalClientConnection);
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LocalClientConnection.setCameraObject(%cam);
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LocalClientConnection.setControlObject(%cam);
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LocalClientConnection.camera = %cam;
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%cam.setPosition("0 0 0");
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}
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else
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{
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toggleEditor(true);
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}
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}
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}
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function fastLoadGUIEdit(%val)
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{
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if(%val)
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{
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if(!$Tools::loaded)
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{
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onStart();
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}
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toggleGuiEditor(true);
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}
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}
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function Tools::LoadResources( %path )
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{
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%resourcesPath = %path @ "resources/";
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%resourcesList = getDirectoryList( %resourcesPath );
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%wordCount = getFieldCount( %resourcesList );
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for( %i = 0; %i < %wordCount; %i++ )
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{
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%resource = GetField( %resourcesList, %i );
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if( isFile( %resourcesPath @ %resource @ "/resourceDatabase.cs") )
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ResourceObject::load( %path, %resource );
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}
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}
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//-----------------------------------------------------------------------------
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// Activate Package.
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//-----------------------------------------------------------------------------
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activatePackage(Tools);
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//This lets us fast-load the editor from the menu
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GlobalActionMap.bind(keyboard, "F11", fastLoadWorldEdit);
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GlobalActionMap.bind(keyboard, "F10", fastLoadGUIEdit);
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function EditorIsActive()
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{
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return ( isObject(EditorGui) && Canvas.getContent() == EditorGui.getId() );
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}
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function GuiEditorIsActive()
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{
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return ( isObject(GuiEditorGui) && Canvas.getContent() == GuiEditorGui.getId() );
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}
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