//----------------------------------------------------------------------------- // Copyright (c) 2013 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. //----------------------------------------------------------------------------- #ifndef LEVEL_ASSET_H #include "LevelAsset.h" #endif #ifndef _ASSET_MANAGER_H_ #include "assets/assetManager.h" #endif #ifndef _CONSOLETYPES_H_ #include "console/consoleTypes.h" #endif #ifndef _TAML_ #include "persistence/taml/taml.h" #endif #ifndef _ASSET_PTR_H_ #include "assets/assetPtr.h" #endif // Debug Profiling. #include "platform/profiler.h" //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(LevelAsset); ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX) //----------------------------------------------------------------------------- ConsoleGetType(TypeLevelAssetPtr) { // Fetch asset Id. return *((StringTableEntry*)dptr); } //----------------------------------------------------------------------------- ConsoleSetType(TypeLevelAssetPtr) { // Was a single argument specified? if (argc == 1) { // Yes, so fetch field value. const char* pFieldValue = argv[0]; // Fetch asset Id. StringTableEntry* assetId = (StringTableEntry*)(dptr); // Update asset value. *assetId = StringTable->insert(pFieldValue); return; } // Warn. Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset."); } //----------------------------------------------------------------------------- LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false) { mLevelName = StringTable->EmptyString(); mLevelFile = StringTable->EmptyString(); mPreviewImage = StringTable->EmptyString(); mPostFXPresetFile = StringTable->EmptyString(); mDecalsFile = StringTable->EmptyString(); mForestFile = StringTable->EmptyString(); mNavmeshFile = StringTable->EmptyString(); mLevelPath = StringTable->EmptyString(); mPreviewImagePath = StringTable->EmptyString(); mPostFXPresetPath = StringTable->EmptyString(); mDecalsPath = StringTable->EmptyString(); mForestPath = StringTable->EmptyString(); mNavmeshPath = StringTable->EmptyString(); mGamemodeName = StringTable->EmptyString(); mMainLevelAsset = StringTable->EmptyString(); mEditorFile = StringTable->EmptyString(); mBakedSceneFile = StringTable->EmptyString(); } //----------------------------------------------------------------------------- LevelAsset::~LevelAsset() { } //----------------------------------------------------------------------------- void LevelAsset::initPersistFields() { // Call parent. Parent::initPersistFields(); addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset), &setLevelFile, &getLevelFile, "Path to the actual level file."); addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level."); addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset), &setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview."); addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset), &setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset."); addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset), &setDecalsFile, &getDecalsFile, "Path to the decals cache file."); addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset), &setForestFile, &getForestFile, "Path to the Forest cache file."); addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset), &setNavmeshFile, &getNavmeshFile, "Path to the navmesh file."); addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset), &setEditorFile, &getEditorFile, "Path to the level file with objects that were removed as part of the baking process. Loaded when the editor is loaded for ease of editing."); addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset), &setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process"); addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene"); addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level"); } //------------------------------------------------------------------------------ void LevelAsset::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); } // void LevelAsset::initializeAsset() { // Call parent. Parent::initializeAsset(); // Ensure the image-file is expanded. mPreviewImagePath = expandAssetFilePath(mPreviewImage); mLevelPath = expandAssetFilePath(mLevelFile); mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile); mDecalsPath = expandAssetFilePath(mDecalsFile); mForestPath = expandAssetFilePath(mForestFile); mNavmeshPath = expandAssetFilePath(mNavmeshFile); } void LevelAsset::onAssetRefresh(void) { // Ensure the image-file is expanded. mPreviewImagePath = expandAssetFilePath(mPreviewImage); mLevelPath = expandAssetFilePath(mLevelFile); mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile); mDecalsPath = expandAssetFilePath(mDecalsFile); mForestPath = expandAssetFilePath(mForestFile); mNavmeshPath = expandAssetFilePath(mNavmeshFile); } // void LevelAsset::setLevelFile(const char* pLevelFile) { // Sanity! AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file."); // Fetch image file. pLevelFile = StringTable->insert(pLevelFile); // Ignore no change, if (pLevelFile == mLevelFile) return; // Update. mLevelFile = pLevelFile; // Refresh the asset. refreshAsset(); } void LevelAsset::setImageFile(const char* pImageFile) { // Sanity! AssertFatal(pImageFile != NULL, "Cannot use a NULL image file."); // Fetch image file. pImageFile = StringTable->insert(pImageFile); // Ignore no change, if (pImageFile == mPreviewImage) return; // Update. mPreviewImage = pImageFile; // Refresh the asset. refreshAsset(); } void LevelAsset::setEditorFile(const char* pEditorFile) { // Sanity! AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file."); // Fetch image file. pEditorFile = StringTable->insert(pEditorFile); // Ignore no change, if (pEditorFile == mEditorFile) return; // Update. mEditorFile = pEditorFile; // Refresh the asset. refreshAsset(); } void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile) { // Sanity! AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file."); // Fetch image file. pBakedSceneFile = StringTable->insert(pBakedSceneFile); // Ignore no change, if (pBakedSceneFile == mBakedSceneFile) return; // Update. mBakedSceneFile = pBakedSceneFile; // Refresh the asset. refreshAsset(); } void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile) { // Sanity! AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file."); // Fetch file. pPostFXPresetFile = StringTable->insert(pPostFXPresetFile); // Ignore no change, if (pPostFXPresetFile == mPostFXPresetFile) return; // Update. mPostFXPresetFile = pPostFXPresetFile; // Refresh the asset. refreshAsset(); } void LevelAsset::setDecalsFile(const char* pDecalsFile) { // Sanity! AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file."); // Fetch file. pDecalsFile = StringTable->insert(pDecalsFile); // Ignore no change, if (pDecalsFile == mDecalsFile) return; // Update. mDecalsFile = pDecalsFile; // Refresh the asset. refreshAsset(); } void LevelAsset::setForestFile(const char* pForestFile) { // Sanity! AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file."); // Fetch file. pForestFile = StringTable->insert(pForestFile); // Ignore no change, if (pForestFile == mForestFile) return; // Update. mForestFile = pForestFile; // Refresh the asset. refreshAsset(); } void LevelAsset::setNavmeshFile(const char* pNavmeshFile) { // Sanity! AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file."); // Fetch file. pNavmeshFile = StringTable->insert(pNavmeshFile); // Ignore no change, if (pNavmeshFile == mNavmeshFile) return; // Update. mNavmeshFile = pNavmeshFile; // Refresh the asset. refreshAsset(); } void LevelAsset::loadDependencies() { //First, load any material, animation, etc assets we may be referencing in our asset // Find any asset dependencies. AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId); // Does the asset have any dependencies? if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end()) { // Iterate all dependencies. while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId) { //Force it to be loaded by acquiring it StringTableEntry assetId = assetDependenciesItr->value; mAssetDependencies.push_back(AssetDatabase.acquireAsset(assetId)); // Next dependency. assetDependenciesItr++; } } } void LevelAsset::unloadDependencies() { for (U32 i = 0; i < mAssetDependencies.size(); i++) { AssetBase* assetDef = mAssetDependencies[i]; AssetDatabase.releaseAsset(assetDef->getAssetId()); } } DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),, "Gets the full path of the asset's defined level file.\n" "@return The string result of the level path") { return object->getLevelPath(); } DefineEngineMethod(LevelAsset, getPreviewImagePath, const char*, (), , "Gets the full path of the asset's defined preview image file.\n" "@return The string result of the level preview image path") { return object->getImagePath(); } DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), , "Gets the full path of the asset's defined postFX preset file.\n" "@return The string result of the postFX preset path") { return object->getPostFXPresetPath(); } DefineEngineMethod(LevelAsset, getDecalsPath, const char*, (), , "Gets the full path of the asset's defined decal file.\n" "@return The string result of the decal path") { return object->getDecalsPath(); } DefineEngineMethod(LevelAsset, loadDependencies, void, (), , "Initiates the loading of asset dependencies for this level.") { return object->loadDependencies(); } DefineEngineMethod(LevelAsset, unloadDependencies, void, (), , "Initiates the unloading of previously loaded asset dependencies for this level.") { return object->unloadDependencies(); }