mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Should render fallback for namedTarget if namedTarget fails Add safety around namedtarget getTexture to stop assert Missing assets should revert to fallback image and print a warning to console Remove REFACTOR tag from all macros.
461 lines
13 KiB
C++
461 lines
13 KiB
C++
#include "gameMode.h"
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#ifdef TORQUE_TOOLS
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#include "gui/containers/guiDynamicCtrlArrayCtrl.h"
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#endif
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#include "console/arrayObject.h"
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IMPLEMENT_CONOBJECT(GameMode);
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IMPLEMENT_CALLBACK(GameMode, onActivated, void, (), (),
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"@brief Called when a gamemode is activated.\n\n");
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IMPLEMENT_CALLBACK(GameMode, onDeactivated, void, (), (),
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"@brief Called when a gamemode is deactivated.\n\n");
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IMPLEMENT_CALLBACK(GameMode, onSceneLoaded, void, (), (),
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"@brief Called when a scene has been loaded and has game mode implications.\n\n");
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IMPLEMENT_CALLBACK(GameMode, onSceneUnloaded, void, (), (),
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"@brief Called when a scene has been unloaded and has game mode implications.\n\n");
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IMPLEMENT_CALLBACK(GameMode, onSubsceneLoaded, void, (SubScene*), ("SubScene"),
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"@brief Called when a subScene has been loaded and has game mode implications.\n\n");
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IMPLEMENT_CALLBACK(GameMode, onSubsceneUnloaded, void, (SubScene*), ("SubScene"),
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"@brief Called when a subScene has been unloaded and has game mode implications.\n\n");
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ConsoleType(GameModeList, TypeGameModeList, const char*, "")
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ConsoleGetType(TypeGameModeList)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeGameModeList)
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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**)dptr) = StringTable->insert(argv[0]);
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return;
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}
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// Warn.
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//Con::warnf("(TypeGameModeList) - Cannot set multiple args to a single asset.");
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}
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GameMode::GameMode() :
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mGameModeName(StringTable->EmptyString()),
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mGameModeDesc(StringTable->EmptyString()),
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mIsActive(false),
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mIsAlwaysActive(false)
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{
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}
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void GameMode::initPersistFields()
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{
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Parent::initPersistFields();
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addField("gameModeName", TypeString, Offset(mGameModeName, GameMode), "Human-readable name of the gamemode");
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addField("description", TypeString, Offset(mGameModeDesc, GameMode), "Description of the gamemode");
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INITPERSISTFIELD_IMAGEASSET(PreviewImage, GameMode, "Preview Image");
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addField("active", TypeBool, Offset(mIsActive, GameMode), "Is the gamemode active");
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addField("alwaysActive", TypeBool, Offset(mIsAlwaysActive, GameMode), "Is the gamemode always active");
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}
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bool GameMode::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void GameMode::onRemove()
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{
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Parent::onRemove();
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}
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void GameMode::findGameModes(const char* gameModeList, Vector<GameMode*> *outGameModes)
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{
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if (outGameModes == nullptr)
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return;
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Vector<String> gameModeNames;
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U32 uCount = StringUnit::getUnitCount(gameModeList, ";");
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for (U32 i = 0; i < uCount; i++)
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{
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String name = StringUnit::getUnit(gameModeList, i, ";");
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if (!name.isEmpty())
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gameModeNames.push_back(name);
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}
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for (U32 i = 0; i < gameModeNames.size(); i++)
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{
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GameMode* gm;
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if (Sim::findObject(gameModeNames[i].c_str(), gm))
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{
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if (gm->isActive() || gm->isAlwaysActive())
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outGameModes->push_back(gm);
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}
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}
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}
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void GameMode::setActive(const bool& active)
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{
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mIsActive = active;
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if (mIsActive)
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onActivated_callback();
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else
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onDeactivated_callback();
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}
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void GameMode::setAlwaysActive(const bool& alwaysActive)
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{
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mIsAlwaysActive = alwaysActive;
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}
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DefineEngineMethod(GameMode, isActive, bool, (), ,
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"Returns if the GameMode is currently active.\n"
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"@return The active status of the GameMode")
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{
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return object->isActive();
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}
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DefineEngineMethod(GameMode, setActive, void, (bool active), (true),
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"Sets the active state of the GameMode.\n"
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"@param active A bool of the state the GameMode should be set to")
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{
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object->setActive(active);
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}
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DefineEngineMethod(GameMode, isALwaysActive, bool, (), ,
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"Returns if the GameMode is currently active.\n"
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"@return The active status of the GameMode")
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{
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return object->isActive();
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}
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DefineEngineMethod(GameMode, setAlwaysActive, void, (bool alwaysActive), (true),
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"Sets the active state of the GameMode.\n"
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"@param active A bool of the state the GameMode should be set to")
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{
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object->setAlwaysActive(alwaysActive);
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}
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DefineEngineFunction(getGameModesList, ArrayObject*, (), , "")
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{
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ArrayObject* dictionary = new ArrayObject();
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dictionary->registerObject();
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char activeValBuffer[16];
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for (SimGroup::iterator itr = Sim::getRootGroup()->begin(); itr != Sim::getRootGroup()->end(); itr++)
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{
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GameMode* gm = dynamic_cast<GameMode*>(*itr);
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if (gm)
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{
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dSprintf(activeValBuffer, 16, "%d", (gm->mIsActive || gm->mIsAlwaysActive));
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dictionary->push_back(gm->getName(), activeValBuffer);
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}
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}
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return dictionary;
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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#ifdef TORQUE_TOOLS
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GuiInspectorTypeGameModeList::GuiInspectorTypeGameModeList()
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: mHelper(NULL),
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mRollout(NULL),
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mArrayCtrl(NULL)
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{
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}
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IMPLEMENT_CONOBJECT(GuiInspectorTypeGameModeList);
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ConsoleDocClass(GuiInspectorTypeGameModeList,
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"@brief Inspector field type for selecting GameModes\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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bool GuiInspectorTypeGameModeList::onAdd()
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{
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// Skip our parent because we aren't using mEditCtrl
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// and according to our parent that would be cause to fail onAdd.
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if (!Parent::Parent::onAdd())
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return false;
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if (!mInspector)
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return false;
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//build out our list of gamemodes
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Vector<GameMode*> gameModesList;
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for (SimGroup::iterator itr = Sim::getRootGroup()->begin(); itr != Sim::getRootGroup()->end(); itr++)
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{
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GameMode* gm = dynamic_cast<GameMode*>(*itr);
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if (gm)
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gameModesList.push_back(gm);
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}
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static StringTableEntry sProfile = StringTable->insert("profile");
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setDataField(sProfile, NULL, "GuiInspectorFieldProfile");
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setBounds(0, 0, 100, 18);
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// Allocate our children controls...
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mRollout = new GuiRolloutCtrl();
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mRollout->setMargin(14, 0, 0, 0);
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mRollout->setCanCollapse(false);
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mRollout->registerObject();
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addObject(mRollout);
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mArrayCtrl = new GuiDynamicCtrlArrayControl();
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mArrayCtrl->setDataField(sProfile, NULL, "GuiInspectorBitMaskArrayProfile");
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mArrayCtrl->setField("autoCellSize", "true");
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mArrayCtrl->setField("fillRowFirst", "true");
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mArrayCtrl->setField("dynamicSize", "true");
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mArrayCtrl->setField("rowSpacing", "4");
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mArrayCtrl->setField("colSpacing", "1");
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mArrayCtrl->setField("frozen", "true");
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mArrayCtrl->registerObject();
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mRollout->addObject(mArrayCtrl);
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GuiCheckBoxCtrl* pCheckBox = NULL;
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for (S32 i = 0; i < gameModesList.size(); i++)
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{
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pCheckBox = new GuiCheckBoxCtrl();
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pCheckBox->setText(gameModesList[i]->getName());
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pCheckBox->registerObject();
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mArrayCtrl->addObject(pCheckBox);
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pCheckBox->autoSize();
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// Override the normal script callbacks for GuiInspectorTypeCheckBox
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char szBuffer[512];
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dSprintf(szBuffer, 512, "%d.applyValue();", getId());
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pCheckBox->setField("Command", szBuffer);
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}
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mArrayCtrl->setField("frozen", "false");
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mArrayCtrl->refresh();
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mHelper = new GuiInspectorTypeGameModeListHelper();
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mHelper->init(mInspector, mParent);
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mHelper->mParentRollout = mRollout;
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mHelper->mParentField = this;
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mHelper->setInspectorField(mField, mCaption, mFieldArrayIndex);
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mHelper->registerObject();
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mHelper->setExtent(pCheckBox->getExtent());
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mHelper->setPosition(0, 0);
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mRollout->addObject(mHelper);
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mRollout->sizeToContents();
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mRollout->instantCollapse();
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updateValue();
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return true;
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}
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void GuiInspectorTypeGameModeList::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeGameModeList)->setInspectorFieldType("GuiInspectorTypeGameModeList");
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}
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void GuiInspectorTypeGameModeList::childResized(GuiControl* child)
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{
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setExtent(mRollout->getExtent());
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}
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bool GuiInspectorTypeGameModeList::resize(const Point2I& newPosition, const Point2I& newExtent)
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{
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if (!Parent::resize(newPosition, newExtent))
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return false;
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// Hack... height of 18 is hardcoded
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return mHelper->resize(Point2I(0, 0), Point2I(newExtent.x, 18));
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}
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bool GuiInspectorTypeGameModeList::updateRects()
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{
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if (!mRollout)
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return false;
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bool result = mRollout->setExtent(getExtent());
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for (U32 i = 0; i < mArrayCtrl->size(); i++)
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{
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GuiInspectorField* pField = dynamic_cast<GuiInspectorField*>(mArrayCtrl->at(i));
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if (pField)
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if (pField->updateRects())
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result = true;
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}
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if (mHelper && mHelper->updateRects())
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result = true;
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return result;
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}
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StringTableEntry GuiInspectorTypeGameModeList::getValue()
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{
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if (!mRollout)
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return StringTable->insert("");
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String results = "";
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for (U32 i = 0; i < mArrayCtrl->size(); i++)
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{
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GuiCheckBoxCtrl* pCheckBox = dynamic_cast<GuiCheckBoxCtrl*>(mArrayCtrl->at(i));
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if (pCheckBox->getStateOn())
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results += pCheckBox->getText() + String(";");
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}
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if (!results.isEmpty())
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return StringTable->insert(results.c_str());
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else
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return StringTable->EmptyString();
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}
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void GuiInspectorTypeGameModeList::setValue(StringTableEntry value)
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{
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Vector<String> gameModeNames;
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U32 uCount = StringUnit::getUnitCount(value, ";");
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for (U32 i = 0; i < uCount; i++)
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{
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String name = StringUnit::getUnit(value, i, ";");
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if (!name.isEmpty())
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gameModeNames.push_back(name);
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}
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for (U32 i = 0; i < mArrayCtrl->size(); i++)
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{
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GuiCheckBoxCtrl* pCheckBox = dynamic_cast<GuiCheckBoxCtrl*>(mArrayCtrl->at(i));
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for (U32 m = 0; m < gameModeNames.size(); m++)
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{
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if (gameModeNames[m].equal(pCheckBox->getText()))
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{
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pCheckBox->setStateOn(true);
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}
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}
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}
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mHelper->setValue(value);
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}
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void GuiInspectorTypeGameModeList::updateData()
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{
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StringTableEntry data = getValue();
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setData(data);
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}
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DefineEngineMethod(GuiInspectorTypeGameModeList, applyValue, void, (), , "")
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{
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object->updateData();
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}
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GuiInspectorTypeGameModeListHelper::GuiInspectorTypeGameModeListHelper()
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: mButton(NULL),
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mParentRollout(NULL),
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mParentField(NULL)
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{
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}
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IMPLEMENT_CONOBJECT(GuiInspectorTypeGameModeListHelper);
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ConsoleDocClass(GuiInspectorTypeGameModeListHelper,
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"@brief Inspector field type support for GameModes lists.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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GuiControl* GuiInspectorTypeGameModeListHelper::constructEditControl()
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{
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GuiControl* retCtrl = new GuiTextEditCtrl();
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retCtrl->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorTextEditProfile");
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retCtrl->setField("hexDisplay", "true");
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_registerEditControl(retCtrl);
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char szBuffer[512];
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dSprintf(szBuffer, 512, "%d.apply(%d.getText());", mParentField->getId(), retCtrl->getId());
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retCtrl->setField("AltCommand", szBuffer);
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retCtrl->setField("Validate", szBuffer);
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mButton = new GuiBitmapButtonCtrl();
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RectI browseRect(Point2I((getLeft() + getWidth()) - 26, getTop() + 2), Point2I(20, getHeight() - 4));
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dSprintf(szBuffer, 512, "%d.toggleExpanded(false);", mParentRollout->getId());
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mButton->setField("Command", szBuffer);
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mButton->setField("buttonType", "ToggleButton");
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mButton->setDataField(StringTable->insert("Profile"), NULL, "GuiInspectorButtonProfile");
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mButton->setBitmap(StringTable->insert("ToolsModule:arrowBtn_N_image"));
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mButton->setStateOn(true);
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mButton->setExtent(16, 16);
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mButton->registerObject();
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addObject(mButton);
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mButton->resize(browseRect.point, browseRect.extent);
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return retCtrl;
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}
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bool GuiInspectorTypeGameModeListHelper::resize(const Point2I& newPosition, const Point2I& newExtent)
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{
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if (!Parent::resize(newPosition, newExtent))
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return false;
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if (mEdit != NULL)
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{
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return updateRects();
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}
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return false;
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}
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bool GuiInspectorTypeGameModeListHelper::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 - 32, fieldExtent.y);
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bool editResize = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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bool buttonResize = false;
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if (mButton != NULL)
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{
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mButtonRect.set(fieldExtent.x - 26, 2, 16, 16);
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buttonResize = mButton->resize(mButtonRect.point, mButtonRect.extent);
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}
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return (editResize || buttonResize);
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}
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void GuiInspectorTypeGameModeListHelper::setValue(StringTableEntry newValue)
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{
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GuiTextEditCtrl* edit = dynamic_cast<GuiTextEditCtrl*>(mEdit);
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edit->setText(newValue);
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}
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#endif
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