Torque3D/Templates/BaseGame/game/tools/assetBrowser/main.cs
Areloch 32d8acd1b3 Adds functionality to duplicate an existing asset, currently works with image and level. Other types to follow.
Adds editor setting for default target module, as well as if duplication of an asset should prompt for a new name, or proceed automatically with a default naming behavior.
Shifts collada loader logic back to collada from assimp until the oddities with the assimp DAE import configs is ironed out.
2020-04-05 01:28:34 -05:00

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6.2 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function initializeAssetBrowser()
{
echo(" % - Initializing Asset Browser");
$AssetBrowser::importConfigsFile = "tools/assetBrowser/assetImportConfigs.xml";
$AssetBrowser::currentImportConfig = "";
if(!isObject(AssetFilterTypeList))
{
new ArrayObject(AssetFilterTypeList);
AssetFilterTypeList.add("All");
AssetFilterTypeList.add("ComponentAsset");
AssetFilterTypeList.add("CppAsset");
AssetFilterTypeList.add("CubemapAsset");
AssetFilterTypeList.add("GameObjectAsset");
AssetFilterTypeList.add("GUIAsset");
AssetFilterTypeList.add("ImageAsset");
AssetFilterTypeList.add("LevelAsset");
AssetFilterTypeList.add("MaterialAsset");
AssetFilterTypeList.add("ParticleAsset");
AssetFilterTypeList.add("PostFXAsset");
AssetFilterTypeList.add("ScriptAsset");
AssetFilterTypeList.add("ShapeAsset");
AssetFilterTypeList.add("ShapeAnimationAsset");
AssetFilterTypeList.add("SoundAsset");
AssetFilterTypeList.add("StateMachineAsset");
AssetFilterTypeList.add("TerrainAsset");
AssetFilterTypeList.add("TerrainMaterialAsset");
}
exec("./guis/assetBrowser.gui");
exec("./guis/addModuleWindow.gui");
exec("./guis/gameObjectCreator.gui");
exec("./guis/newAsset.gui");
exec("./guis/newComponentAsset.gui");
exec("./guis/editAsset.gui");
exec("./guis/assetImport.gui");
exec("./guis/assetImportConfigEditor.gui");
exec("./guis/selectModule.gui");
exec("./guis/selectPath.gui");
exec("./guis/editModule.gui");
exec("./guis/importTemplateModules.gui");
exec("./guis/assetPreviewButtonsTemplate.gui");
exec("./guis/newFolder.gui");
exec("./guis/assetImportLog.gui");
exec("./guis/looseFileAudit.gui");
exec("./guis/assetNameEdit.gui");
exec("./scripts/assetBrowser.cs");
exec("./scripts/popupMenus.cs");
exec("./scripts/addModuleWindow.cs");
exec("./scripts/assetImport.cs");
exec("./scripts/assetImportConfig.cs");
exec("./scripts/gameObjectCreator.cs");
exec("./scripts/newAsset.cs");
exec("./scripts/editAsset.cs");
exec("./scripts/editModule.cs");
exec("./scripts/selectModule.cs");
exec("./scripts/assetImportConfigEditor.cs");
exec("./scripts/directoryHandling.cs");
exec("./scripts/selectPath.cs");
exec("./scripts/looseFileAudit.cs");
//Processing for the different asset types
exec("./scripts/assetTypes/component.cs");
exec("./scripts/assetTypes/cpp.cs");
exec("./scripts/assetTypes/gameObject.cs");
exec("./scripts/assetTypes/gui.cs");
exec("./scripts/assetTypes/image.cs");
exec("./scripts/assetTypes/level.cs");
exec("./scripts/assetTypes/material.cs");
exec("./scripts/assetTypes/postFX.cs");
exec("./scripts/assetTypes/script.cs");
exec("./scripts/assetTypes/shape.cs");
exec("./scripts/assetTypes/shapeAnimation.cs");
exec("./scripts/assetTypes/sound.cs");
exec("./scripts/assetTypes/stateMachine.cs");
exec("./scripts/assetTypes/cubemap.cs");
exec("./scripts/assetTypes/folder.cs");
exec("./scripts/assetTypes/terrain.cs");
exec("./scripts/assetTypes/terrainMaterial.cs");
new ScriptObject( AssetBrowserPlugin )
{
superClass = "EditorPlugin";
};
Input::GetEventManager().subscribe( AssetBrowser, "BeginDropFiles" );
Input::GetEventManager().subscribe( AssetBrowser, "DropFile" );
Input::GetEventManager().subscribe( AssetBrowser, "EndDropFiles" );
if(!isObject(AssetImportSettings))
{
new Settings(AssetImportSettings)
{
file = $AssetBrowser::importConfigsFile;
};
}
AssetImportSettings.read();
ImportAssetWindow.reloadImportOptionConfigs();
if(!isObject(ImportAssetWindow.importTempDirHandler))
ImportAssetWindow.importTempDirHandler = makedirectoryHandler(0, "", "");
if(!isObject(ImportActivityLog))
new ArrayObject(ImportActivityLog);
ImportAssetWindow.importingFilesArray = new ArrayObject();
if(!isObject(SessionImportAssetItems))
new ArrayObject(SessionImportAssetItems);
if(!isObject(ImportAssetItems))
new ArrayObject(ImportAssetItems);
AssetBrowser.buildPopupMenus();
//Force everything to initialize if other things need to reference it's behavior before we're displayed(usually other tools)
AssetBrowser.showDialog();
AssetBrowser.hideDialog();
}
function AssetBrowserPlugin::onWorldEditorStartup( %this )
{
// Add ourselves to the toolbar.
AssetBrowser.addToolbarButton();
}
function TSStatic::onConstructField(%this, %fieldName, %fieldLabel, %fieldTypeName, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %callbackName, %ownerObj)
{
%inspector = %this.getParent();
%makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @
%fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
eval(%makeCommand);
}