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set preview image

set the image asset preview image for namedTargets
marauder2k7 6 달 전
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16d219769f
2개의 변경된 파일10개의 추가작업 그리고 2개의 파일을 삭제
  1. 8 0
      Engine/source/T3D/assets/ImageAsset.cpp
  2. 2 2
      Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/image.tscript

+ 8 - 0
Engine/source/T3D/assets/ImageAsset.cpp

@@ -649,6 +649,14 @@ DefineEngineMethod(ImageAsset, getImageInfo, const char*, (), ,
    return object->getImageInfo();
 }
 
+DefineEngineMethod(ImageAsset, isNamedTarget, bool, (), ,
+   "Gets whether this image is a named target.\n"
+   "@return bool for isNamedTarget.")
+{
+   return object->isNamedTarget();
+}
+
+
 #ifdef TORQUE_TOOLS
 DefineEngineStaticMethod(ImageAsset, getAssetIdByFilename, const char*, (const char* filePath), (""),
    "Queries the Asset Database to see if any asset exists that is associated with the provided file path.\n"

+ 2 - 2
Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/image.tscript

@@ -179,8 +179,8 @@ function AssetBrowser::buildImageAssetPreview(%this, %assetDef, %previewData)
 {
    //%module = %this.dirHandler.getModuleFromAddress(makeRelativePath(filePath(%assetDef.getImagePath())));
       
-   %previewData.previewImage = "ToolsModule:genericAssetIcon_image";
-   %previewData.previewLoaded = false; //this marks it for loading progressively later
+   %previewData.previewImage = %assetDef.isNamedTarget() ? "Core_Rendering:namedTarget_image" : "ToolsModule:genericAssetIcon_image";
+   %previewData.previewLoaded = %assetDef.isNamedTarget() ? true : false; //if image target we are loaded, else mark for loading later.
    
    %previewData.assetName = %assetDef.assetName;
    %previewData.assetPath = %assetDef.scriptFile;