Torque3D/Templates/BaseGame/game/tools/assetBrowser/scripts/addModuleWindow.cs
Areloch 4adcedcf28 Added/Improved some asset type icons
Renamed current default import config to DefaultConfig
Updated Asset Browser UI layout.
Fixed sizing behavior for Edit Asset window
Fixed sizing behavior for Edit Module window
Implemented Collection Sets system
Implemented handling of non-asset loose files for AB
Initial handling logic for prefabs for AB
Updated Asset Importer to hook into C++ AssetImporter
Made Add Module window properly reset module name field when opened
Overhauled entire AB search system so it can use phrases and compound search logic
Overhauled asset previews to utilize single guiIconButtonCtrl for efficiency and stability
Updated Asset Preview Drag-n-drop to work with new previews
Begun initial work with Tags integration into AB - currently only works with datablock categories
Bugin initial work with Creator classes - currently only populates category lists, no items
Added logic for scanning current AB directory for non-asset loose files, and activating an Auto-Import button if any are found
Added ability to drag-n-drop datablocks from AB and spawn requisite object
Stabilized drag-n-drop behavior of ShapeAssets, so when spawned, it'll find a much more sane drop position
Fixed shapeAsset fields for drag-n-drop behavior so it correctly sets field now
Adjusted folder and asset search fields in AB to utilize placeholder text
Added logic when creating new module to prompt auto-populating common default folders
Shifted preview size to slider
Added logic to MenuBuilder so popup menus can utilize bitmap arrays
Added editor setting for if to display loose files in AB
Minor theme color corrections for some profiles
2020-07-11 16:49:06 -05:00

130 lines
4 KiB
C#

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