GameObjectAsset.cpp 9.5 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. mScriptPath = StringTable->EmptyString();
  79. mTAMLPath = StringTable->EmptyString();
  80. }
  81. //-----------------------------------------------------------------------------
  82. GameObjectAsset::~GameObjectAsset()
  83. {
  84. }
  85. //-----------------------------------------------------------------------------
  86. void GameObjectAsset::initPersistFields()
  87. {
  88. // Call parent.
  89. Parent::initPersistFields();
  90. addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
  91. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset),
  92. &setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code.");
  93. addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset),
  94. &setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy.");
  95. }
  96. //------------------------------------------------------------------------------
  97. void GameObjectAsset::copyTo(SimObject* object)
  98. {
  99. // Call to parent.
  100. Parent::copyTo(object);
  101. }
  102. void GameObjectAsset::initializeAsset()
  103. {
  104. //Ensure we have an expanded filepath
  105. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  106. if (Torque::FS::IsScriptFile(mScriptPath))
  107. Con::executeFile(mScriptPath, false, false);
  108. mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
  109. }
  110. void GameObjectAsset::onAssetRefresh()
  111. {
  112. //Ensure we have an expanded filepath
  113. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  114. if (Torque::FS::IsScriptFile(mScriptPath))
  115. Con::executeFile(mScriptPath, false, false);
  116. mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
  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, true);
  124. // Ignore no change,
  125. if (pScriptFile == mTAMLFile)
  126. return;
  127. // Update.
  128. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : 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, true);
  138. // Ignore no change,
  139. if (pTAMLFile == mTAMLFile)
  140. return;
  141. // Update.
  142. mTAMLFile = getOwned() ? expandAssetFilePath(pTAMLFile) : pTAMLFile;
  143. // Refresh the asset.
  144. refreshAsset();
  145. }
  146. const char* GameObjectAsset::create()
  147. {
  148. if (!Torque::FS::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. //Entity* e = dynamic_cast<Entity*>(pSimObject);
  167. //e->_setGameObject(getAssetId());
  168. pSimObject->setDataField(StringTable->insert("GameObject"), nullptr, getAssetId());
  169. return pSimObject->getIdString();
  170. }
  171. DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
  172. "Creates an instance of the given GameObject given the asset definition.\n"
  173. "@return The GameObject entity created from the asset.")
  174. {
  175. return object->create();
  176. }
  177. //-----------------------------------------------------------------------------
  178. // GuiInspectorTypeAssetId
  179. //-----------------------------------------------------------------------------
  180. IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
  181. ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
  182. "@brief Inspector field type for Game Objects\n\n"
  183. "Editor use only.\n\n"
  184. "@internal"
  185. );
  186. void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
  187. {
  188. Parent::consoleInit();
  189. ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
  190. }
  191. GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
  192. {
  193. // Create "Open in ShapeEditor" button
  194. mGameObjectEditButton = new GuiButtonCtrl();
  195. // Change filespec
  196. char szBuffer[512];
  197. dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
  198. mGameObjectEditButton->setField("Command", szBuffer);
  199. mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "ToolsGuiButtonProfile");
  200. mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "ToolsGuiToolTipProfile");
  201. mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
  202. const char* assetId = getData();
  203. if (dStrEqual(assetId, ""))
  204. {
  205. mGameObjectEditButton->setText("Create Game Object");
  206. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  207. }
  208. else
  209. {
  210. GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
  211. if (goAsset)
  212. {
  213. mGameObjectEditButton->setText("Edit Game Object");
  214. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
  215. }
  216. else
  217. {
  218. mGameObjectEditButton->setText("Create Game Object");
  219. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  220. }
  221. }
  222. //mGameObjectEditButton->registerObject();
  223. _registerEditControl(mGameObjectEditButton);
  224. addObject(mGameObjectEditButton);
  225. return mGameObjectEditButton;
  226. }
  227. bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
  228. {
  229. S32 dividerPos, dividerMargin;
  230. mInspector->getDivider(dividerPos, dividerMargin);
  231. Point2I fieldExtent = getExtent();
  232. Point2I fieldPos = getPosition();
  233. mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
  234. mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
  235. bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  236. if (mGameObjectEditButton != NULL)
  237. {
  238. resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  239. }
  240. return resized;
  241. }