//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------- // Path to the folder that contains the editors we will load. //--------------------------------------------------------------------------------------------- $Tools::resourcePath = "tools/"; // These must be loaded first, in this order, before anything else is loaded $Tools::loadFirst = "editorClasses base worldEditor"; //--------------------------------------------------------------------------------------------- // Object that holds the simObject id that the materialEditor uses to interpret its material list //--------------------------------------------------------------------------------------------- $Tools::materialEditorList = ""; //--------------------------------------------------------------------------------------------- // Tools Package. //--------------------------------------------------------------------------------------------- package Tools { function loadKeybindings() { Parent::loadKeybindings(); } // Start-up. function onStart() { Parent::onStart(); new Settings(EditorSettings) { file = "tools/settings.xml"; }; EditorSettings.read(); echo( " % - Initializing Tools" ); // Default file path when saving from the editor (such as prefabs) if ($Pref::WorldEditor::LastPath $= "") { $Pref::WorldEditor::LastPath = getMainDotCsDir(); } // Common GUI stuff. exec( "./gui/cursors.ed.cs" ); exec( "./gui/profiles.ed.cs" ); exec( "./editorClasses/gui/panels/navPanelProfiles.ed.cs" ); // Make sure we get editor profiles before any GUI's // BUG: these dialogs are needed earlier in the init sequence, and should be moved to // common, along with the guiProfiles they depend on. exec( "./gui/guiDialogs.ed.cs" ); //%toggle = $Scripts::ignoreDSOs; //$Scripts::ignoreDSOs = true; $ignoredDatablockSet = new SimSet(); // fill the list of editors $editors[count] = getWordCount( $Tools::loadFirst ); for ( %i = 0; %i < $editors[count]; %i++ ) { $editors[%i] = getWord( $Tools::loadFirst, %i ); } %pattern = $Tools::resourcePath @ "/*/main.cs"; %folder = findFirstFile( %pattern ); if ( %folder $= "") { // if we have absolutely no matches for main.cs, we look for main.cs.dso %pattern = $Tools::resourcePath @ "/*/main.cs.dso"; %folder = findFirstFile( %pattern ); } while ( %folder !$= "" ) { if( filePath( %folder ) !$= "tools" ) // Skip the actual 'tools' folder...we want the children { %folder = filePath( %folder ); %editor = fileName( %folder ); if ( IsDirectory( %folder ) ) { // Yes, this sucks and should be done better if ( strstr( $Tools::loadFirst, %editor ) == -1 ) { $editors[$editors[count]] = %editor; $editors[count]++; } } } %folder = findNextFile( %pattern ); } // initialize every editor new SimSet( EditorPluginSet ); %count = $editors[count]; for ( %i = 0; %i < %count; %i++ ) { exec( "./" @ $editors[%i] @ "/main.cs" ); %initializeFunction = "initialize" @ $editors[%i]; if( isFunction( %initializeFunction ) ) call( %initializeFunction ); } // Popuplate the default SimObject icons that // are used by the various editors. EditorIconRegistry::loadFromPath( "tools/classIcons/" ); // Load up the tools resources. All the editors are initialized at this point, so // resources can override, redefine, or add functionality. Tools::LoadResources( $Tools::resourcePath ); //$Scripts::ignoreDSOs = %toggle; } function startToolTime(%tool) { if($toolDataToolCount $= "") $toolDataToolCount = 0; if($toolDataToolEntry[%tool] !$= "true") { $toolDataToolEntry[%tool] = "true"; $toolDataToolList[$toolDataToolCount] = %tool; $toolDataToolCount++; $toolDataClickCount[%tool] = 0; } $toolDataStartTime[%tool] = getSimTime(); $toolDataClickCount[%tool]++; } function endToolTime(%tool) { %startTime = 0; if($toolDataStartTime[%tool] !$= "") %startTime = $toolDataStartTime[%tool]; if($toolDataTotalTime[%tool] $= "") $toolDataTotalTime[%tool] = 0; $toolDataTotalTime[%tool] += getSimTime() - %startTime; } function dumpToolData() { %count = $toolDataToolCount; for(%i=0; %i<%count; %i++) { %tool = $toolDataToolList[%i]; %totalTime = $toolDataTotalTime[%tool]; if(%totalTime $= "") %totalTime = 0; %clickCount = $toolDataClickCount[%tool]; echo("---"); echo("Tool: " @ %tool); echo("Time (seconds): " @ %totalTime / 1000); echo("Activated: " @ %clickCount); echo("---"); } } // Shutdown. function onExit() { if( EditorGui.isInitialized ) EditorGui.shutdown(); // Free all the icon images in the registry. EditorIconRegistry::clear(); // Save any Layouts we might be using //GuiFormManager::SaveLayout(LevelBuilder, Default, User); %count = $editors[count]; for (%i = 0; %i < %count; %i++) { %destroyFunction = "destroy" @ $editors[%i]; if( isFunction( %destroyFunction ) ) call( %destroyFunction ); } // Call Parent. Parent::onExit(); // write out our settings xml file EditorSettings.write(); } }; function Tools::LoadResources( %path ) { %resourcesPath = %path @ "resources/"; %resourcesList = getDirectoryList( %resourcesPath ); %wordCount = getFieldCount( %resourcesList ); for( %i = 0; %i < %wordCount; %i++ ) { %resource = GetField( %resourcesList, %i ); if( isFile( %resourcesPath @ %resource @ "/resourceDatabase.cs") ) ResourceObject::load( %path, %resource ); } } //----------------------------------------------------------------------------- // Activate Package. //----------------------------------------------------------------------------- activatePackage(Tools);