mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Updates groundCover to utilize TerrainMaterialAsset macros in place of straight StringTableEntry for type layers Fixes formatting for several asset types' inspector fields so they correctly call down into prompting the AssetBrowser being shown with correct field naming, thus allowing fields that are arrays to have the right index when setting the target variable Updates several asset helper macros to handle blank values for network traffic to actually be sent to client, thus allowing setting an asset to blank on the client, rather than only falling back
214 lines
6.7 KiB
C++
214 lines
6.7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 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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#ifndef PARTICLE_ASSET_H
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#include "ParticleAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ParticleAsset);
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ConsoleType(ParticleAssetPtr, TypeParticleAssetPtr, ParticleAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeParticleAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<ParticleAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeParticleAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<ParticleAsset>* pAssetPtr = dynamic_cast<AssetPtr<ParticleAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeParticleAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeParticleAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ParticleAsset::ParticleAsset()
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{
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mScriptFilePath = StringTable->EmptyString();
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mDatablockFilePath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ParticleAsset::~ParticleAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ParticleAsset::initPersistFields()
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{
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docsURL;
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// Call parent.
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Parent::initPersistFields();
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addField("scriptFilePath", TypeString, Offset(mScriptFilePath, ParticleAsset), "Path to the script file for the particle effect");
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addField("DatablockFilePath", TypeString, Offset(mDatablockFilePath, ParticleAsset), "Path to the datablock file");
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}
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//------------------------------------------------------------------------------
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void ParticleAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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#ifdef TORQUE_TOOLS
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeParticleAssetPtr);
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ConsoleDocClass(GuiInspectorTypeParticleAssetPtr,
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"@brief Inspector field type for Particle Asset Objects\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeParticleAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeParticleAssetPtr)->setInspectorFieldType("GuiInspectorTypeParticleAssetPtr");
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}
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GuiControl* GuiInspectorTypeParticleAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl *retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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StringBuilder varNameStr;
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varNameStr.append(mCaption);
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if (mFieldArrayIndex != nullptr)
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{
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varNameStr.append("[");
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varNameStr.append(mFieldArrayIndex);
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varNameStr.append("]");
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}
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"ParticleAsset\", \"AssetBrowser.changeAsset\", %d, \"%s\");",
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mInspector->getIdString(), varNameStr.end().c_str());
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mBrowseButton->setField("Command", szBuffer);
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// Create "Open in ShapeEditor" button
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mSMEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "echo(\"Game Object Editor not implemented yet!\");", retCtrl->getId());
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mSMEdButton->setField("Command", szBuffer);
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char bitmapName[512] = "ToolsModule:shape_editor_n_image";
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mSMEdButton->setBitmap(StringTable->insert(bitmapName));
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mSMEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mSMEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mSMEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mSMEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the State Machine Editor");
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mSMEdButton->registerObject();
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addObject(mSMEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeParticleAssetPtr::updateRects()
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{
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S32 dividerPos, dividerMargin;
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mInspector->getDivider(dividerPos, dividerMargin);
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Point2I fieldExtent = getExtent();
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mBrowseButton != NULL)
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{
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mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mSMEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mSMEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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}
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return resized;
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}
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#endif
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