LevelAsset.cpp 6.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef LEVEL_ASSET_H
  23. #include "LevelAsset.h"
  24. #endif
  25. #ifndef _ASSET_MANAGER_H_
  26. #include "assets/assetManager.h"
  27. #endif
  28. #ifndef _CONSOLETYPES_H_
  29. #include "console/consoleTypes.h"
  30. #endif
  31. #ifndef _TAML_
  32. #include "persistence/taml/taml.h"
  33. #endif
  34. #ifndef _ASSET_PTR_H_
  35. #include "assets/assetPtr.h"
  36. #endif
  37. // Debug Profiling.
  38. #include "platform/profiler.h"
  39. //-----------------------------------------------------------------------------
  40. IMPLEMENT_CONOBJECT(LevelAsset);
  41. ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeLevelAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return *((StringTableEntry*)dptr);
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeLevelAssetPtr)
  50. {
  51. // Was a single argument specified?
  52. if (argc == 1)
  53. {
  54. // Yes, so fetch field value.
  55. const char* pFieldValue = argv[0];
  56. // Fetch asset Id.
  57. StringTableEntry* assetId = (StringTableEntry*)(dptr);
  58. // Update asset value.
  59. *assetId = StringTable->insert(pFieldValue);
  60. return;
  61. }
  62. // Warn.
  63. Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
  64. }
  65. //-----------------------------------------------------------------------------
  66. LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
  67. {
  68. mLevelName = StringTable->EmptyString();
  69. mLevelFile = StringTable->EmptyString();
  70. mPreviewImage = StringTable->EmptyString();
  71. mPostFXPresetFile = StringTable->EmptyString();
  72. mDecalsFile = StringTable->EmptyString();
  73. mForestFile = StringTable->EmptyString();
  74. mNavmeshFile = StringTable->EmptyString();
  75. mGamemodeName = StringTable->EmptyString();
  76. mMainLevelAsset = StringTable->EmptyString();
  77. }
  78. //-----------------------------------------------------------------------------
  79. LevelAsset::~LevelAsset()
  80. {
  81. // If the asset manager does not own the asset then we own the
  82. // asset definition so delete it.
  83. if (!getOwned())
  84. delete mpAssetDefinition;
  85. }
  86. //-----------------------------------------------------------------------------
  87. void LevelAsset::initPersistFields()
  88. {
  89. // Call parent.
  90. Parent::initPersistFields();
  91. addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
  92. &setLevelFile, &getLevelFile, "Path to the actual level file.");
  93. addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
  94. addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
  95. &setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
  96. addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
  97. &setLevelFile, &getLevelFile, "Path to the level's postFXPreset.");
  98. addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
  99. &setLevelFile, &getLevelFile, "Path to the decals cache file.");
  100. addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
  101. &setLevelFile, &getLevelFile, "Path to the Forest cache file.");
  102. addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
  103. &setLevelFile, &getLevelFile, "Path to the navmesh file.");
  104. addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
  105. addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
  106. }
  107. //------------------------------------------------------------------------------
  108. void LevelAsset::copyTo(SimObject* object)
  109. {
  110. // Call to parent.
  111. Parent::copyTo(object);
  112. }
  113. //
  114. void LevelAsset::initializeAsset()
  115. {
  116. // Call parent.
  117. Parent::initializeAsset();
  118. // Ensure the image-file is expanded.
  119. mPreviewImage = expandAssetFilePath(mPreviewImage);
  120. mLevelFile = expandAssetFilePath(mLevelFile);
  121. }
  122. //
  123. void LevelAsset::setLevelFile(const char* pLevelFile)
  124. {
  125. // Sanity!
  126. AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
  127. // Fetch image file.
  128. pLevelFile = StringTable->insert(pLevelFile);
  129. // Ignore no change,
  130. if (pLevelFile == mLevelFile)
  131. return;
  132. // Update.
  133. mLevelFile = getOwned() ? expandAssetFilePath(pLevelFile) : StringTable->insert(pLevelFile);
  134. // Refresh the asset.
  135. refreshAsset();
  136. }
  137. void LevelAsset::setImageFile(const char* pImageFile)
  138. {
  139. // Sanity!
  140. AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
  141. // Fetch image file.
  142. pImageFile = StringTable->insert(pImageFile);
  143. // Ignore no change,
  144. if (pImageFile == mPreviewImage)
  145. return;
  146. // Update.
  147. mPreviewImage = getOwned() ? expandAssetFilePath(pImageFile) : StringTable->insert(pImageFile);
  148. // Refresh the asset.
  149. refreshAsset();
  150. }