mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
671 lines
21 KiB
C++
671 lines
21 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 _SHAPE_ASSET_H_
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#include "ShapeAsset.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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#include "core/resourceManager.h"
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// Debug Profiling.
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#include "platform/profiler.h"
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#include "T3D/assets/assetImporter.h"
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#ifdef TORQUE_TOOLS
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#include "ts/tsLastDetail.h"
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#endif
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#include "util/imposterCapture.h"
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StringTableEntry ShapeAsset::smNoShapeAssetFallback = NULL;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ShapeAsset);
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ConsoleType(assetIdString, TypeShapeAssetPtr, String, ASSET_ID_FIELD_PREFIX)
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ConsoleGetType(TypeShapeAssetPtr)
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{
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// Fetch asset Id.
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//return *((StringTableEntry*)dptr);
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return (*((AssetPtr<ShapeAsset>*)dptr)).getAssetId();
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}
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ConsoleSetType(TypeShapeAssetPtr)
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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 Id.
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StringTableEntry* assetId = (StringTableEntry*)(dptr);
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// Update asset value.
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*assetId = StringTable->insert(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ConsoleType(assetIdString, TypeShapeAssetId, const char*, ASSET_ID_FIELD_PREFIX)
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ConsoleGetType(TypeShapeAssetId)
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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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ConsoleSetType(TypeShapeAssetId)
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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("(TypeAssetId) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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const String ShapeAsset::mErrCodeStrings[] =
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{
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"TooManyVerts",
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"TooManyBones",
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"MissingAnimatons",
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"UnKnown"
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};
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//-----------------------------------------------------------------------------
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ShapeAsset::ShapeAsset()
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{
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mFileName = StringTable->EmptyString();
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mConstructorFileName = StringTable->EmptyString();
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mFilePath = StringTable->EmptyString();
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mConstructorFilePath = StringTable->EmptyString();
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mLoadedState = AssetErrCode::NotLoaded;
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}
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//-----------------------------------------------------------------------------
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ShapeAsset::~ShapeAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ShapeAsset::consoleInit()
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{
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Parent::consoleInit();
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Con::addVariable("$Core::NoShapeAssetFallback", TypeString, &smNoShapeAssetFallback,
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"The assetId of the shape to display when the requested shape asset is missing.\n"
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"@ingroup GFX\n");
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smNoShapeAssetFallback = StringTable->insert(Con::getVariable("$Core::NoShapeAssetFallback"));
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}
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//-----------------------------------------------------------------------------
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void ShapeAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("fileName", TypeAssetLooseFilePath, Offset(mFileName, ShapeAsset),
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&setShapeFile, &getShapeFile, "Path to the shape file we want to render");
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addProtectedField("constuctorFileName", TypeAssetLooseFilePath, Offset(mConstructorFileName, ShapeAsset),
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&setShapeConstructorFile, &getShapeConstructorFile, "Path to the shape file we want to render");
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}
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void ShapeAsset::setDataField(StringTableEntry slotName, StringTableEntry array, StringTableEntry value)
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{
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Parent::setDataField(slotName, array, value);
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//Now, if it's a material slot of some fashion, set it up
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StringTableEntry matSlotName = StringTable->insert("materialAsset");
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if (String(slotName).startsWith(matSlotName))
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{
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StringTableEntry matId = StringTable->insert(value);
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mMaterialAssetIds.push_back(matId);
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}
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}
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void ShapeAsset::initializeAsset()
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{
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// Call parent.
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Parent::initializeAsset();
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if (mFileName == StringTable->EmptyString())
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return;
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ResourceManager::get().getChangedSignal().notify(this, &ShapeAsset::_onResourceChanged);
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//Ensure our path is expando'd if it isn't already
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mFilePath = getOwned() ? expandAssetFilePath(mFileName) : mFilePath;
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mConstructorFilePath = getOwned() ? expandAssetFilePath(mConstructorFilePath) : mConstructorFilePath;
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loadShape();
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}
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void ShapeAsset::setShapeFile(const char* pShapeFile)
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{
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// Sanity!
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AssertFatal(pShapeFile != NULL, "Cannot use a NULL shape file.");
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// Fetch image file.
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pShapeFile = StringTable->insert(pShapeFile, true);
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// Ignore no change,
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if (pShapeFile == mFileName)
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return;
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mFileName = getOwned() ? expandAssetFilePath(pShapeFile) : pShapeFile;
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// Refresh the asset.
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refreshAsset();
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}
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void ShapeAsset::setShapeConstructorFile(const char* pShapeConstructorFile)
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{
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// Sanity!
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AssertFatal(pShapeConstructorFile != NULL, "Cannot use a NULL shape constructor file.");
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// Fetch image file.
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pShapeConstructorFile = StringTable->insert(pShapeConstructorFile, true);
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// Ignore no change,
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if (pShapeConstructorFile == mConstructorFileName)
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return;
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mConstructorFileName = getOwned() ? expandAssetFilePath(pShapeConstructorFile) : pShapeConstructorFile;
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// Refresh the asset.
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refreshAsset();
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}
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void ShapeAsset::_onResourceChanged(const Torque::Path &path)
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{
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if (path != Torque::Path(mFilePath) )
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return;
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refreshAsset();
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loadShape();
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}
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bool ShapeAsset::loadShape()
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{
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mMaterialAssets.clear();
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mMaterialAssetIds.clear();
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//First, load any material, animation, etc assets we may be referencing in our asset
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// Find any asset dependencies.
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AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
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// Does the asset have any dependencies?
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if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
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{
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// Iterate all dependencies.
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while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
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{
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StringTableEntry assetType = mpOwningAssetManager->getAssetType(assetDependenciesItr->value);
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if (assetType == StringTable->insert("MaterialAsset"))
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{
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mMaterialAssetIds.push_front(assetDependenciesItr->value);
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//Force the asset to become initialized if it hasn't been already
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AssetPtr<MaterialAsset> matAsset = assetDependenciesItr->value;
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mMaterialAssets.push_front(matAsset);
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}
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else if (assetType == StringTable->insert("ShapeAnimationAsset"))
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{
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mAnimationAssetIds.push_back(assetDependenciesItr->value);
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//Force the asset to become initialized if it hasn't been already
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AssetPtr<ShapeAnimationAsset> animAsset = assetDependenciesItr->value;
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mAnimationAssets.push_back(animAsset);
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}
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// Next dependency.
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assetDependenciesItr++;
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}
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}
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mShape = ResourceManager::get().load(mFilePath);
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if (!mShape)
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{
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Con::errorf("ShapeAsset::loadShape : failed to load shape file %s (%s)!", getAssetName(), mFilePath);
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mLoadedState = BadFileReference;
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return false; //if it failed to load, bail out
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}
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bool hasBlends = false;
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//Now that we've successfully loaded our shape and have any materials and animations loaded
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//we need to set up the animations we're using on our shape
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for (S32 i = mAnimationAssets.size()-1; i >= 0; --i)
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{
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String srcName = mAnimationAssets[i]->getAnimationName();
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String srcPath(mAnimationAssets[i]->getAnimationFilename());
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//SplitSequencePathAndName(srcPath, srcName);
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if (!mShape->addSequence(srcPath, srcName, srcName,
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mAnimationAssets[i]->getStartFrame(), mAnimationAssets[i]->getEndFrame(), mAnimationAssets[i]->getPadRotation(), mAnimationAssets[i]->getPadTransforms()))
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{
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mLoadedState = MissingAnimatons;
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return false;
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}
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if (mAnimationAssets[i]->isBlend())
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hasBlends = true;
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}
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//if any of our animations are blends, set those up now
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if (hasBlends)
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{
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for (U32 i=0; i < mAnimationAssets.size(); ++i)
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{
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if (mAnimationAssets[i]->isBlend() && mAnimationAssets[i]->getBlendAnimationName() != StringTable->EmptyString())
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{
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//gotta do a bit of logic here.
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//First, we need to make sure the anim asset we depend on for our blend is loaded
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AssetPtr<ShapeAnimationAsset> blendAnimAsset = mAnimationAssets[i]->getBlendAnimationName();
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if (blendAnimAsset.isNull())
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{
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Con::errorf("ShapeAsset::initializeAsset - Unable to acquire reference animation asset %s for asset %s to blend!", mAnimationAssets[i]->getBlendAnimationName(), mAnimationAssets[i]->getAssetName());
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{
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mLoadedState = MissingAnimatons;
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return false;
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}
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}
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String refAnimName = blendAnimAsset->getAnimationName();
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if (!mShape->setSequenceBlend(mAnimationAssets[i]->getAnimationName(), true, blendAnimAsset->getAnimationName(), mAnimationAssets[i]->getBlendFrame()))
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{
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Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to set animation clip %s for asset %s to blend!", mAnimationAssets[i]->getAnimationName(), mAnimationAssets[i]->getAssetName());
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{
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mLoadedState = MissingAnimatons;
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return false;
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}
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}
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}
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}
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}
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mChangeSignal.trigger();
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mLoadedState = Ok;
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return true;
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}
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//------------------------------------------------------------------------------
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//Utility function to 'fill out' bindings and resources with a matching asset if one exists
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U32 ShapeAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<ShapeAsset>* shapeAsset)
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{
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount == 0)
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{
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//Didn't work, so have us fall back to a placeholder asset
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shapeAsset->setAssetId(ShapeAsset::smNoShapeAssetFallback);
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if (shapeAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("ShapeAsset::getAssetByFilename - Finding of asset associated with file %s failed with no fallback asset", fileName);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*shapeAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("ShapeAsset::getAssetByFilename - Finding of associated with file %s failed, and fallback asset reported error of Bad File Reference.", fileName);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("ShapeAsset::getAssetByFilename - Finding of associated with file %s failed, utilizing fallback asset", fileName);
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(*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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else
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{
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//acquire and bind the asset, and return it out
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shapeAsset->setAssetId(query.mAssetList[0]);
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return (*shapeAsset)->mLoadedState;
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}
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}
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StringTableEntry ShapeAsset::getAssetIdByFilename(StringTableEntry fileName)
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{
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if (fileName == StringTable->EmptyString())
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return StringTable->EmptyString();
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StringTableEntry shapeAssetId = ShapeAsset::smNoShapeAssetFallback;
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AssetQuery query;
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
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if (foundAssetcount != 0)
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{
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//acquire and bind the asset, and return it out
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shapeAssetId = query.mAssetList[0];
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}
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return shapeAssetId;
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}
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U32 ShapeAsset::getAssetById(StringTableEntry assetId, AssetPtr<ShapeAsset>* shapeAsset)
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{
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(*shapeAsset) = assetId;
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if (shapeAsset->notNull())
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{
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return (*shapeAsset)->mLoadedState;
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}
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else
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{
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//Didn't work, so have us fall back to a placeholder asset
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shapeAsset->setAssetId(ShapeAsset::smNoShapeAssetFallback);
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if (shapeAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("ShapeAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*shapeAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("ShapeAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("ShapeAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId);
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(*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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}
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//------------------------------------------------------------------------------
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void ShapeAsset::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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void ShapeAsset::onAssetRefresh(void)
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{
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if (mFileName == StringTable->EmptyString())
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return;
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// Update.
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if(!Platform::isFullPath(mFileName))
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mFilePath = getOwned() ? expandAssetFilePath(mFileName) : mFilePath;
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loadShape();
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}
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void ShapeAsset::SplitSequencePathAndName(String& srcPath, String& srcName)
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{
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srcName = "";
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// Determine if there is a sequence name at the end of the source string, and
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// if so, split the filename from the sequence name
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S32 split = srcPath.find(' ', 0, String::Right);
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S32 split2 = srcPath.find('\t', 0, String::Right);
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if ((split == String::NPos) || (split2 > split))
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split = split2;
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if (split != String::NPos)
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{
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split2 = split + 1;
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while ((srcPath[split2] != '\0') && dIsspace(srcPath[split2]))
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split2++;
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// now 'split' is at the end of the path, and 'split2' is at the start of the sequence name
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srcName = srcPath.substr(split2);
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srcPath = srcPath.erase(split, srcPath.length() - split);
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}
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}
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ShapeAnimationAsset* ShapeAsset::getAnimation(S32 index)
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{
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if (index < mAnimationAssets.size())
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{
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return mAnimationAssets[index];
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}
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return nullptr;
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}
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#ifdef TORQUE_TOOLS
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const char* ShapeAsset::generateCachedPreviewImage(S32 resolution)
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{
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if (!mShape)
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return "";
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TSLastDetail* dt = new TSLastDetail(mShape,
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mFilePath,
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1,
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0,
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0,
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false,
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0,
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resolution);
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dt->update();
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delete dt;
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return mFilePath;
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}
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#endif
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DefineEngineMethod(ShapeAsset, getMaterialCount, S32, (), ,
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"Gets the number of materials for this shape asset.\n"
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"@return Material count.\n")
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{
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return object->getMaterialCount();
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|
}
|
|
|
|
DefineEngineMethod(ShapeAsset, getAnimationCount, S32, (), ,
|
|
"Gets the number of animations for this shape asset.\n"
|
|
"@return Animation count.\n")
|
|
{
|
|
return object->getAnimationCount();
|
|
}
|
|
|
|
DefineEngineMethod(ShapeAsset, getAnimation, ShapeAnimationAsset*, (S32 index), (0),
|
|
"Gets a particular shape animation asset for this shape.\n"
|
|
"@param animation asset index.\n"
|
|
"@return Shape Animation Asset.\n")
|
|
{
|
|
return object->getAnimation(index);
|
|
}
|
|
|
|
DefineEngineMethod(ShapeAsset, getShapeFile, const char*, (), ,
|
|
"Gets the shape's file path\n"
|
|
"@return The filename of the shape file")
|
|
{
|
|
return object->getShapeFilePath();
|
|
}
|
|
|
|
DefineEngineMethod(ShapeAsset, getShapeConstructorFilePath, const char*, (), ,
|
|
"Gets the shape's constructor file.\n"
|
|
"@return The filename of the shape constructor file")
|
|
{
|
|
return object->getShapeConstructorFilePath();
|
|
}
|
|
|
|
DefineEngineMethod(ShapeAsset, getStatusString, String, (), , "get status string")\
|
|
{
|
|
return ShapeAsset::getAssetErrstrn(object->getStatus());
|
|
}
|
|
|
|
|
|
#ifdef TORQUE_TOOLS
|
|
DefineEngineMethod(ShapeAsset, generateCachedPreviewImage, const char*, (S32 resolution), (256), "")
|
|
{
|
|
return object->generateCachedPreviewImage(resolution);
|
|
}
|
|
|
|
DefineEngineStaticMethod(ShapeAsset, getAssetIdByFilename, const char*, (const char* filePath), (""),
|
|
"Queries the Asset Database to see if any asset exists that is associated with the provided file path.\n"
|
|
"@return The AssetId of the associated asset, if any.")
|
|
{
|
|
return ShapeAsset::getAssetIdByFilename(StringTable->insert(filePath));
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// GuiInspectorTypeAssetId
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef TORQUE_TOOLS
|
|
IMPLEMENT_CONOBJECT(GuiInspectorTypeShapeAssetPtr);
|
|
|
|
ConsoleDocClass(GuiInspectorTypeShapeAssetPtr,
|
|
"@brief Inspector field type for Shapes\n\n"
|
|
"Editor use only.\n\n"
|
|
"@internal"
|
|
);
|
|
|
|
void GuiInspectorTypeShapeAssetPtr::consoleInit()
|
|
{
|
|
Parent::consoleInit();
|
|
|
|
ConsoleBaseType::getType(TypeShapeAssetPtr)->setInspectorFieldType("GuiInspectorTypeShapeAssetPtr");
|
|
}
|
|
|
|
GuiControl* GuiInspectorTypeShapeAssetPtr::constructEditControl()
|
|
{
|
|
// Create base filename edit controls
|
|
GuiControl *retCtrl = Parent::constructEditControl();
|
|
if (retCtrl == NULL)
|
|
return retCtrl;
|
|
|
|
// Change filespec
|
|
char szBuffer[512];
|
|
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"ShapeAsset\", \"AssetBrowser.changeAsset\", %s, %s);",
|
|
mInspector->getIdString(), mCaption);
|
|
mBrowseButton->setField("Command", szBuffer);
|
|
|
|
setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
|
|
|
|
// Create "Open in ShapeEditor" button
|
|
mShapeEdButton = new GuiBitmapButtonCtrl();
|
|
|
|
dSprintf(szBuffer, sizeof(szBuffer), "ShapeEditorPlugin.openShapeAssetId(%d.getText());", retCtrl->getId());
|
|
mShapeEdButton->setField("Command", szBuffer);
|
|
|
|
char bitmapName[512] = "ToolsModule:shape_editor_n_image";
|
|
mShapeEdButton->setBitmap(StringTable->insert(bitmapName));
|
|
|
|
mShapeEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
|
|
mShapeEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
|
|
mShapeEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
|
|
mShapeEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the Shape Editor");
|
|
|
|
mShapeEdButton->registerObject();
|
|
addObject(mShapeEdButton);
|
|
|
|
return retCtrl;
|
|
}
|
|
|
|
bool GuiInspectorTypeShapeAssetPtr::updateRects()
|
|
{
|
|
S32 dividerPos, dividerMargin;
|
|
mInspector->getDivider(dividerPos, dividerMargin);
|
|
Point2I fieldExtent = getExtent();
|
|
Point2I fieldPos = getPosition();
|
|
|
|
mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
|
|
mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
|
|
|
|
bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
|
|
if (mBrowseButton != NULL)
|
|
{
|
|
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
|
|
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
|
|
}
|
|
|
|
if (mShapeEdButton != NULL)
|
|
{
|
|
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
|
|
resized |= mShapeEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
|
|
}
|
|
|
|
return resized;
|
|
}
|
|
|
|
IMPLEMENT_CONOBJECT(GuiInspectorTypeShapeAssetId);
|
|
|
|
ConsoleDocClass(GuiInspectorTypeShapeAssetId,
|
|
"@brief Inspector field type for Shapes\n\n"
|
|
"Editor use only.\n\n"
|
|
"@internal"
|
|
);
|
|
|
|
void GuiInspectorTypeShapeAssetId::consoleInit()
|
|
{
|
|
Parent::consoleInit();
|
|
|
|
ConsoleBaseType::getType(TypeShapeAssetId)->setInspectorFieldType("GuiInspectorTypeShapeAssetId");
|
|
}
|
|
|
|
#endif
|