mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
323 lines
9.6 KiB
C++
323 lines
9.6 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 GAME_OBJECT_ASSET_H
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#include "GameObjectAsset.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 "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GameObjectAsset);
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ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeGameObjectAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeGameObjectAssetPtr)
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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<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((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("(TypeGameObjectAssetPtr) - 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("(TypeGameObjectAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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GameObjectAsset::GameObjectAsset()
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{
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mGameObjectName = StringTable->EmptyString();
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mScriptFile = StringTable->EmptyString();
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mTAMLFile = StringTable->EmptyString();
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mScriptPath = StringTable->EmptyString();
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mTAMLPath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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GameObjectAsset::~GameObjectAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void GameObjectAsset::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("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset),
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&setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code.");
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addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset),
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&setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy.");
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}
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//------------------------------------------------------------------------------
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void GameObjectAsset::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 GameObjectAsset::initializeAsset()
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{
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//Ensure we have an expanded filepath
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
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}
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void GameObjectAsset::onAssetRefresh()
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{
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//Ensure we have an expanded filepath
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Con::isScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
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}
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void GameObjectAsset::setScriptFile(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
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// Fetch image file.
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mTAMLFile)
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return;
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// Update.
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mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
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// Refresh the asset.
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refreshAsset();
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}
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void GameObjectAsset::setTAMLFile(const char* pTAMLFile)
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{
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// Sanity!
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AssertFatal(pTAMLFile != NULL, "Cannot use a NULL TAML file.");
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// Fetch image file.
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pTAMLFile = StringTable->insert(pTAMLFile, true);
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// Ignore no change,
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if (pTAMLFile == mTAMLFile)
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return;
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// Update.
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mTAMLFile = getOwned() ? expandAssetFilePath(pTAMLFile) : pTAMLFile;
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// Refresh the asset.
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refreshAsset();
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}
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const char* GameObjectAsset::create()
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{
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if (!Torque::FS::IsFile(mTAMLFile))
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return "";
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// Set the format mode.
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Taml taml;
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// Yes, so set it.
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taml.setFormatMode(Taml::getFormatModeEnum("xml"));
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// Turn-off auto-formatting.
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taml.setAutoFormat(false);
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// Read object.
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SimObject* pSimObject = taml.read(mTAMLFile);
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// Did we find the object?
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if (pSimObject == NULL)
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{
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// No, so warn.
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Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFile);
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return "";
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}
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//Flag it so we know where it came from
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//Entity* e = dynamic_cast<Entity*>(pSimObject);
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//e->_setGameObject(getAssetId());
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pSimObject->setDataField(StringTable->insert("GameObject"), nullptr, getAssetId());
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return pSimObject->getIdString();
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}
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DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
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"Creates an instance of the given GameObject given the asset definition.\n"
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"@return The GameObject entity created from the asset.")
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{
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return object->create();
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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(GuiInspectorTypeGameObjectAssetPtr);
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ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
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"@brief Inspector field type for Game 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 GuiInspectorTypeGameObjectAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
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}
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GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
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{
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// Create "Open in ShapeEditor" button
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mGameObjectEditButton = new GuiButtonCtrl();
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
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mGameObjectEditButton->setField("Command", szBuffer);
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mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "ToolsGuiButtonProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "ToolsGuiToolTipProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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const char* assetId = getData();
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if (dStrEqual(assetId, ""))
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{
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mGameObjectEditButton->setText("Create Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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else
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{
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GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
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if (goAsset)
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{
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mGameObjectEditButton->setText("Edit Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
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}
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else
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{
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mGameObjectEditButton->setText("Create Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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}
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//mGameObjectEditButton->registerObject();
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_registerEditControl(mGameObjectEditButton);
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addObject(mGameObjectEditButton);
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return mGameObjectEditButton;
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}
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bool GuiInspectorTypeGameObjectAssetPtr::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, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mGameObjectEditButton != NULL)
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{
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resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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}
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return resized;
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}
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#endif
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