Torque3D/Engine/source/console/sim.cpp
JeffR bfe3d4d02b Shifts handling of forest brush and item elements into standard simsets for consistency
Updates the forest editor tooling to utilize the new sets, and adjusts the creation of new Brushes in the forest editor to have user select a target module first.
This ensures all a module's brushes are grouped into the new ForestBrushGroup class which auto-registers into the ForestBrushSet, thus allowing modules to have their own sets of brushes that automatically hook into the editor workflow.
2022-04-07 18:19:13 -05:00

261 lines
9.3 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.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "console/engineAPI.h"
#include "console/sim.h"
#include "console/simEvents.h"
#include "console/simObject.h"
#include "console/simSet.h"
#include "core/module.h"
MODULE_BEGIN( Sim )
// Note: tho the SceneGraphs are created after the Manager, delete them after, rather
// than before to make sure that all the objects are removed from the graph.
MODULE_INIT_AFTER( GFX )
MODULE_SHUTDOWN_BEFORE( GFX )
MODULE_INIT
{
Sim::init();
}
MODULE_SHUTDOWN
{
Sim::shutdown();
}
MODULE_END;
namespace Sim
{
// Don't forget to InstantiateNamed* in simManager.cc - DMM
ImplementNamedSet(ActiveActionMapSet)
ImplementNamedSet(GhostAlwaysSet)
ImplementNamedSet(WayPointSet)
ImplementNamedSet(fxReplicatorSet)
ImplementNamedSet(fxFoliageSet)
ImplementNamedSet(BehaviorSet)
ImplementNamedSet(MaterialSet)
ImplementNamedSet(SFXSourceSet)
ImplementNamedSet(SFXDescriptionSet)
ImplementNamedSet(SFXTrackSet)
ImplementNamedSet(SFXEnvironmentSet)
ImplementNamedSet(SFXStateSet)
ImplementNamedSet(SFXAmbienceSet)
ImplementNamedSet(TerrainMaterialSet)
ImplementNamedSet(DataBlockSet);
ImplementNamedSet(ForestBrushSet);
ImplementNamedSet(ForestItemDataSet);
ImplementNamedGroup(ActionMapGroup)
ImplementNamedGroup(ClientGroup)
ImplementNamedGroup(GuiGroup)
ImplementNamedGroup(GuiDataGroup)
ImplementNamedGroup(TCPGroup)
ImplementNamedGroup(SFXParameterGroup);
//groups created on the client
ImplementNamedGroup(ClientConnectionGroup)
ImplementNamedSet(sgMissionLightingFilterSet)
}
//-----------------------------------------------------------------------------
// Console Functions
//-----------------------------------------------------------------------------
ConsoleFunctionGroupBegin ( SimFunctions, "Functions relating to Sim.");
DefineEngineFunction( nameToID, S32, (const char * objectName), ,"nameToID(object)")
{
SimObject *obj = Sim::findObject(objectName);
if(obj)
return obj->getId();
else
return -1;
}
DefineEngineFunction( isObject, bool, (const char * objectName), ,"isObject(object)")
{
if (!String::compare(objectName, "0") || !String::compare(objectName, ""))
return false;
else
return (Sim::findObject(objectName) != NULL);
}
ConsoleDocFragment _spawnObject1(
"@brief Global function used for spawning any type of object.\n\n"
"Note: This is separate from SpawnSphere::spawnObject(). This function is not called off any "
"other class and uses different parameters than the SpawnSphere's function. In the source, "
"SpawnSphere::spawnObject() actually calls this function and passes its properties "
"(spawnClass, spawnDatablock, etc).\n\n"
"@param class Mandatory field specifying the object class, such as Player or TSStatic.\n\n"
"@param datablock Field specifying the object's datablock, optional for objects such as TSStatic, mandatory for game objects like Player.\n\n"
"@param name Optional field specifying a name for this instance of the object.\n\n"
"@param properties Optional set of parameters applied to the spawn object during creation.\n\n"
"@param script Optional command(s) to execute when spawning an object.\n\n"
"@tsexample\n"
"// Set the parameters for the spawn function\n"
"%objectClass = \"Player\";\n"
"%objectDatablock = \"DefaultPlayerData\";\n"
"%objectName = \"PlayerName\";\n"
"%additionalProperties = \"health = \\\"0\\\";\"; // Note the escape sequence \\ in front of quotes\n"
"%spawnScript = \"echo(\\\"Player Spawned\\\");\" // Note the escape sequence \\ in front of quotes\n"
"// Spawn with the engine's Sim::spawnObject() function\n"
"%player = spawnObject(%objectClass, %objectDatablock, %objectName, %additionalProperties, %spawnScript);\n"
"@endtsexample\n\n"
"@ingroup Game",
NULL,
"bool spawnObject(class [, dataBlock, name, properties, script]);"
);
DefineEngineFunction( spawnObject, S32, ( const char * spawnClass
, const char * spawnDataBlock
, const char * spawnName
, const char * spawnProperties
, const char * spawnScript
),("","","","") ,"spawnObject(class [, dataBlock, name, properties, script])"
"@hide")
{
SimObject* spawnObject = Sim::spawnObject(spawnClass, spawnDataBlock, spawnName, spawnProperties, spawnScript);
if (spawnObject)
return spawnObject->getId();
else
return -1;
}
DefineEngineFunction( cancel, void, (S32 eventId), ,"cancel(eventId)")
{
Sim::cancelEvent(eventId);
}
DefineEngineFunction( cancelAll, void, (const char * objectId), ,"cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.")
{
Sim::cancelPendingEvents(Sim::findObject(objectId));
}
DefineEngineFunction( isEventPending, bool, (S32 scheduleId), ,"isEventPending(%scheduleId);")
{
return Sim::isEventPending(scheduleId);
}
DefineEngineFunction( getEventTimeLeft, S32, (S32 scheduleId), ,"getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.")
{
return Sim::getEventTimeLeft(scheduleId);
}
DefineEngineFunction( getScheduleDuration, S32, (S32 scheduleId), ,"getScheduleDuration(%scheduleId);" )
{
S32 ret = Sim::getScheduleDuration(scheduleId);
return ret;
}
DefineEngineFunction( getTimeSinceStart, S32, (S32 scheduleId), ,"getTimeSinceStart(%scheduleId);" )
{
S32 ret = Sim::getTimeSinceStart(scheduleId);
return ret;
}
DefineEngineStringlyVariadicFunction(schedule, S32, 4, 0, "schedule(time, refobject|0, command, <arg1...argN>)")
{
U32 timeDelta = U32(dAtof(argv[1]));
SimObject *refObject = Sim::findObject(argv[2]);
if(!refObject)
{
if(argv[2][0] != '0')
return 0;
refObject = Sim::getRootGroup();
}
SimConsoleEvent *evt = new SimConsoleEvent(argc - 3, argv + 3, false);
S32 ret = Sim::postEvent(refObject, evt, Sim::getCurrentTime() + timeDelta);
// #ifdef DEBUG
// Con::printf("ref %s schedule(%s) = %d", argv[2], argv[3], ret);
// Con::executef( "backtrace");
// #endif
return ret;
}
DefineEngineFunction( getUniqueName, const char*, (const char * baseName), ,
"( String baseName )\n"
"@brief Returns a unique unused SimObject name based on a given base name.\n\n"
"@baseName Name to conver to a unique string if another instance exists\n"
"@note Currently only used by editors\n"
"@ingroup Editors\n"
"@internal")
{
String outName = Sim::getUniqueName( baseName );
if ( outName.isEmpty() )
return NULL;
char *buffer = Con::getReturnBuffer( outName.size() );
dStrcpy( buffer, outName, outName.size() );
return buffer;
}
DefineEngineFunction( getUniqueInternalName, const char*, (const char * baseName, const char * setString, bool searchChildren), ,
"( String baseName, SimSet set, bool searchChildren )\n"
"@brief Returns a unique unused internal name within the SimSet/Group based on a given base name.\n\n"
"@note Currently only used by editors\n"
"@ingroup Editors\n"
"@internal")
{
SimSet *set;
if ( !Sim::findObject( setString, set ) )
{
Con::errorf( "getUniqueInternalName() - invalid parameter for SimSet." );
return NULL;
}
String outName = Sim::getUniqueInternalName( baseName, set, searchChildren );
if ( outName.isEmpty() )
return NULL;
char *buffer = Con::getReturnBuffer( outName.size() );
dStrcpy( buffer, outName, outName.size() );
return buffer;
}
DefineEngineFunction( isValidObjectName, bool, (const char * name), , "( string name )"
"@brief Return true if the given name makes for a valid object name.\n\n"
"@param name Name of object\n"
"@return True if name is allowed, false if denied (usually because it starts with a number, _, or invalid character"
"@ingroup Console")
{
return Sim::isValidObjectName( name );
}
ConsoleFunctionGroupEnd( SimFunctions );