Torque3D/Templates/BaseGame/game/tools/navEditor/main.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

274 lines
9.2 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2014 Daniel Buckmaster
//
// 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.
//-----------------------------------------------------------------------------
// These values should align with enum PolyFlags in walkabout/nav.h
$Nav::WalkFlag = 1 << 0;
$Nav::SwimFlag = 1 << 1;
$Nav::JumpFlag = 1 << 2;
$Nav::LedgeFlag = 1 << 3;
$Nav::DropFlag = 1 << 4;
$Nav::ClimbFlag = 1 << 5;
$Nav::TeleportFlag = 1 << 6;
function initializeNavEditor()
{
echo(" % - Initializing Navigation Editor");
// Execute all relevant scripts and GUIs.
exec("./navEditor.cs");
exec("./NavEditorGui.gui");
exec("./NavEditorToolbar.gui");
exec("./NavEditorConsoleDlg.gui");
exec("./CreateNewNavMeshDlg.gui");
// Add ourselves to EditorGui, where all the other tools reside
NavEditorGui.setVisible(false);
NavEditorToolbar.setVisible(false);
NavEditorOptionsWindow.setVisible(false);
NavEditorTreeWindow.setVisible(false);
NavEditorConsoleDlg.setVisible(false);
EditorGui.add(NavEditorGui);
EditorGui.add(NavEditorToolbar);
EditorGui.add(NavEditorOptionsWindow);
EditorGui.add(NavEditorTreeWindow);
EditorGui.add(NavEditorConsoleDlg);
new ScriptObject(NavEditorPlugin)
{
superClass = "EditorPlugin";
editorGui = NavEditorGui;
};
// Bind shortcuts for the nav editor.
%map = new ActionMap();
%map.bindCmd(keyboard, "1", "ENavEditorSelectModeBtn.performClick();", "");
%map.bindCmd(keyboard, "2", "ENavEditorLinkModeBtn.performClick();", "");
%map.bindCmd(keyboard, "3", "ENavEditorCoverModeBtn.performClick();", "");
%map.bindCmd(keyboard, "4", "ENavEditorTileModeBtn.performClick();", "");
%map.bindCmd(keyboard, "5", "ENavEditorTestModeBtn.performClick();", "");
%map.bindCmd(keyboard, "c", "NavEditorConsoleBtn.performClick();", "");
NavEditorPlugin.map = %map;
NavEditorPlugin.initSettings();
}
function destroyNavEditor()
{
}
function NavEditorPlugin::onWorldEditorStartup(%this)
{
// Add ourselves to the window menu.
%accel = EditorGui.addToEditorsMenu("Navigation Editor", "", NavEditorPlugin);
// Add ourselves to the ToolsToolbar.
%tooltip = "Navigation Editor (" @ %accel @ ")";
EditorGui.addToToolsToolbar("NavEditorPlugin", "NavEditorPalette", expandFilename("tools/navEditor/images/nav-editor"), %tooltip);
GuiWindowCtrl::attach(NavEditorOptionsWindow, NavEditorTreeWindow);
// Add ourselves to the Editor Settings window.
exec("./NavEditorSettingsTab.gui");
ESettingsWindow.addTabPage(ENavEditorSettingsPage);
ENavEditorSettingsPage.init();
// Add items to World Editor Creator
EWCreatorWindow.beginGroup("Navigation");
EWCreatorWindow.registerMissionObject("CoverPoint", "Cover point");
EWCreatorWindow.endGroup();
}
function ENavEditorSettingsPage::init(%this)
{
// Initialises the settings controls in the settings dialog box.
%this-->SpawnClassOptions.clear();
%this-->SpawnClassOptions.add("AIPlayer");
%this-->SpawnClassOptions.setFirstSelected();
}
function NavEditorPlugin::onActivated(%this)
{
%this.readSettings();
// Set a global variable so everyone knows we're editing!
$Nav::EditorOpen = true;
// Start off in Select mode.
ToolsPaletteArray->NavEditorSelectMode.performClick();
EditorGui.bringToFront(NavEditorGui);
NavEditorGui.setVisible(true);
NavEditorGui.makeFirstResponder(true);
NavEditorToolbar.setVisible(true);
NavEditorOptionsWindow.setVisible(true);
NavEditorTreeWindow.setVisible(true);
// Inspect the ServerNavMeshSet, which contains all the NavMesh objects
// in the mission.
if(!isObject(ServerNavMeshSet))
new SimSet(ServerNavMeshSet);
if(ServerNavMeshSet.getCount() == 0)
MessageBoxYesNo("No NavMesh", "There is no NavMesh in this level. Would you like to create one?" SPC
"If not, please use the Nav Editor to create a new NavMesh.",
"Canvas.pushDialog(CreateNewNavMeshDlg);");
NavTreeView.open(ServerNavMeshSet, true);
// Push our keybindings to the top. (See initializeNavEditor for where this
// map was created.)
%this.map.push();
// Store this on a dynamic field
// in order to restore whatever setting
// the user had before.
%this.prevGizmoAlignment = GlobalGizmoProfile.alignment;
// Always use Object alignment.
GlobalGizmoProfile.alignment = "Object";
// Set the status until some other editing mode adds useful information.
EditorGuiStatusBar.setInfo("Navigation editor.");
EditorGuiStatusBar.setSelection("");
// Allow the Gui to setup.
NavEditorGui.onEditorActivated();
Parent::onActivated(%this);
}
function NavEditorPlugin::onDeactivated(%this)
{
%this.writeSettings();
$Nav::EditorOpen = false;
NavEditorGui.setVisible(false);
NavEditorToolbar.setVisible(false);
NavEditorOptionsWindow.setVisible(false);
NavEditorTreeWindow.setVisible(false);
%this.map.pop();
// Restore the previous Gizmo alignment settings.
GlobalGizmoProfile.alignment = %this.prevGizmoAlignment;
// Allow the Gui to cleanup.
NavEditorGui.onEditorDeactivated();
Parent::onDeactivated(%this);
}
function NavEditorPlugin::onEditMenuSelect(%this, %editMenu)
{
%hasSelection = false;
}
function NavEditorPlugin::handleDelete(%this)
{
// Event happens when the user hits 'delete'.
NavEditorGui.deleteSelected();
}
function NavEditorPlugin::handleEscape(%this)
{
return NavEditorGui.onEscapePressed();
}
function NavEditorPlugin::isDirty(%this)
{
return NavEditorGui.isDirty;
}
function NavEditorPlugin::onSaveMission(%this, %missionFile)
{
if(NavEditorGui.isDirty)
{
MissionGroup.save(%missionFile);
NavEditorGui.isDirty = false;
}
}
//-----------------------------------------------------------------------------
// Settings
//-----------------------------------------------------------------------------
function NavEditorPlugin::initSettings(%this)
{
EditorSettings.beginGroup("NavEditor", true);
EditorSettings.setDefaultValue("SpawnClass", "AIPlayer");
EditorSettings.setDefaultValue("SpawnDatablock", "DefaultPlayerData");
EditorSettings.endGroup();
}
function NavEditorPlugin::readSettings(%this)
{
EditorSettings.beginGroup("NavEditor", true);
// Currently these are globals because of the way they are accessed in navMesh.cpp.
$Nav::Editor::renderMesh = EditorSettings.value("RenderMesh");
$Nav::Editor::renderPortals = EditorSettings.value("RenderPortals");
$Nav::Editor::renderBVTree = EditorSettings.value("RenderBVTree");
NavEditorGui.spawnClass = EditorSettings.value("SpawnClass");
NavEditorGui.spawnDatablock = EditorSettings.value("SpawnDatablock");
NavEditorGui.backgroundBuild = EditorSettings.value("BackgroundBuild");
NavEditorGui.saveIntermediates = EditorSettings.value("SaveIntermediates");
NavEditorGui.playSoundWhenDone = EditorSettings.value("PlaySoundWhenDone");
// Build in the background by default, unless a preference has been saved.
if (NavEditorGui.backgroundBuild $= "")
{
NavEditorGui.backgroundBuild = true;
}
EditorSettings.endGroup();
}
function NavEditorPlugin::writeSettings(%this)
{
EditorSettings.beginGroup("NavEditor", true);
EditorSettings.setValue("RenderMesh", $Nav::Editor::renderMesh);
EditorSettings.setValue("RenderPortals", $Nav::Editor::renderPortals);
EditorSettings.setValue("RenderBVTree", $Nav::Editor::renderBVTree);
EditorSettings.setValue("SpawnClass", NavEditorGui.spawnClass);
EditorSettings.setValue("SpawnDatablock", NavEditorGui.spawnDatablock);
EditorSettings.setValue("BackgroundBuild", NavEditorGui.backgroundBuild);
EditorSettings.setValue("SaveIntermediates", NavEditorGui.saveIntermediates);
EditorSettings.setValue("PlaySoundWhenDone", NavEditorGui.playSoundWhenDone);
EditorSettings.endGroup();
}
function ESettingsWindowPopup::onWake(%this)
{
%this.setSelected(%this.findText(EditorSettings.value(%this.editorSettingsValue)));
}
function ESettingsWindowPopup::onSelect(%this)
{
EditorSettings.setValue(%this.editorSettingsValue, %this.getText());
eval(%this.editorSettingsRead);
}