GameObjectAsset.cpp 9.3 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 GAME_OBJECT_ASSET_H
  23. #include "GameObjectAsset.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(GameObjectAsset);
  41. ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeGameObjectAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeGameObjectAssetPtr)
  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 pointer.
  57. AssetPtr<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((AssetPtrBase*)(dptr));
  58. // Is the asset pointer the correct type?
  59. if (pAssetPtr == NULL)
  60. {
  61. // No, so fail.
  62. //Con::warnf("(TypeGameObjectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  63. return;
  64. }
  65. // Set asset.
  66. pAssetPtr->setAssetId(pFieldValue);
  67. return;
  68. }
  69. // Warn.
  70. Con::warnf("(TypeGameObjectAssetPtr) - Cannot set multiple args to a single asset.");
  71. }
  72. //-----------------------------------------------------------------------------
  73. GameObjectAsset::GameObjectAsset()
  74. {
  75. mGameObjectName = StringTable->EmptyString();
  76. mScriptFile = StringTable->EmptyString();
  77. mTAMLFile = StringTable->EmptyString();
  78. }
  79. //-----------------------------------------------------------------------------
  80. GameObjectAsset::~GameObjectAsset()
  81. {
  82. // If the asset manager does not own the asset then we own the
  83. // asset definition so delete it.
  84. if (!getOwned())
  85. delete mpAssetDefinition;
  86. }
  87. //-----------------------------------------------------------------------------
  88. void GameObjectAsset::initPersistFields()
  89. {
  90. // Call parent.
  91. Parent::initPersistFields();
  92. addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
  93. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset),
  94. &setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code.");
  95. addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset),
  96. &setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy.");
  97. }
  98. //------------------------------------------------------------------------------
  99. void GameObjectAsset::copyTo(SimObject* object)
  100. {
  101. // Call to parent.
  102. Parent::copyTo(object);
  103. }
  104. void GameObjectAsset::initializeAsset()
  105. {
  106. //Ensure we have an expanded filepath
  107. mScriptFile = expandAssetFilePath(mScriptFile);
  108. if (Platform::isFile(mScriptFile))
  109. Con::executeFile(mScriptFile, false, false);
  110. }
  111. void GameObjectAsset::onAssetRefresh()
  112. {
  113. //Ensure we have an expanded filepath
  114. mScriptFile = expandAssetFilePath(mScriptFile);
  115. if (Platform::isFile(mScriptFile))
  116. Con::executeFile(mScriptFile, false, false);
  117. }
  118. void GameObjectAsset::setScriptFile(const char* pScriptFile)
  119. {
  120. // Sanity!
  121. AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
  122. // Fetch image file.
  123. pScriptFile = StringTable->insert(pScriptFile);
  124. // Ignore no change,
  125. if (pScriptFile == mScriptFile)
  126. return;
  127. // Update.
  128. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : StringTable->insert(pScriptFile);
  129. // Refresh the asset.
  130. refreshAsset();
  131. }
  132. void GameObjectAsset::setTAMLFile(const char* pTAMLFile)
  133. {
  134. // Sanity!
  135. AssertFatal(pTAMLFile != NULL, "Cannot use a NULL TAML file.");
  136. // Fetch image file.
  137. pTAMLFile = StringTable->insert(pTAMLFile);
  138. // Ignore no change,
  139. if (pTAMLFile == mScriptFile)
  140. return;
  141. // Update.
  142. mTAMLFile = getOwned() ? expandAssetFilePath(pTAMLFile) : StringTable->insert(pTAMLFile);
  143. // Refresh the asset.
  144. refreshAsset();
  145. }
  146. const char* GameObjectAsset::create()
  147. {
  148. if (!Platform::isFile(mTAMLFile))
  149. return "";
  150. // Set the format mode.
  151. Taml taml;
  152. // Yes, so set it.
  153. taml.setFormatMode(Taml::getFormatModeEnum("xml"));
  154. // Turn-off auto-formatting.
  155. taml.setAutoFormat(false);
  156. // Read object.
  157. SimObject* pSimObject = taml.read(mTAMLFile);
  158. // Did we find the object?
  159. if (pSimObject == NULL)
  160. {
  161. // No, so warn.
  162. Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFile);
  163. return "";
  164. }
  165. //Flag it so we know where it came from
  166. pSimObject->setDataField("GameObject", nullptr, getAssetId());
  167. return pSimObject->getIdString();
  168. }
  169. DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
  170. "Creates an instance of the given GameObject given the asset definition.\n"
  171. "@return The GameObject entity created from the asset.")
  172. {
  173. return object->create();
  174. }
  175. //-----------------------------------------------------------------------------
  176. // GuiInspectorTypeAssetId
  177. //-----------------------------------------------------------------------------
  178. IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
  179. ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
  180. "@brief Inspector field type for Game Objects\n\n"
  181. "Editor use only.\n\n"
  182. "@internal"
  183. );
  184. void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
  185. {
  186. Parent::consoleInit();
  187. ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
  188. }
  189. GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
  190. {
  191. // Create "Open in ShapeEditor" button
  192. mGameObjectEditButton = new GuiButtonCtrl();
  193. // Change filespec
  194. char szBuffer[512];
  195. dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
  196. mGameObjectEditButton->setField("Command", szBuffer);
  197. mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
  198. mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
  199. mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
  200. const char* assetId = getData();
  201. if (assetId == "")
  202. {
  203. mGameObjectEditButton->setText("Create Game Object");
  204. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  205. }
  206. else
  207. {
  208. GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
  209. if (goAsset)
  210. {
  211. mGameObjectEditButton->setText("Edit Game Object");
  212. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
  213. }
  214. else
  215. {
  216. mGameObjectEditButton->setText("Create Game Object");
  217. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  218. }
  219. }
  220. //mGameObjectEditButton->registerObject();
  221. _registerEditControl(mGameObjectEditButton);
  222. addObject(mGameObjectEditButton);
  223. return mGameObjectEditButton;
  224. }
  225. bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
  226. {
  227. S32 dividerPos, dividerMargin;
  228. mInspector->getDivider(dividerPos, dividerMargin);
  229. Point2I fieldExtent = getExtent();
  230. Point2I fieldPos = getPosition();
  231. mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
  232. mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
  233. bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  234. if (mGameObjectEditButton != NULL)
  235. {
  236. resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  237. }
  238. return resized;
  239. }