//----------------------------------------------------------------------------- // 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 GAME_OBJECT_ASSET_H #include "GameObjectAsset.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 "console/script.h" #include "platform/profiler.h" //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(GameObjectAsset); ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX) //----------------------------------------------------------------------------- ConsoleGetType(TypeGameObjectAssetPtr) { // Fetch asset Id. return (*((AssetPtr*)dptr)).getAssetId(); } //----------------------------------------------------------------------------- ConsoleSetType(TypeGameObjectAssetPtr) { // Was a single argument specified? if (argc == 1) { // Yes, so fetch field value. const char* pFieldValue = argv[0]; // Fetch asset pointer. AssetPtr* pAssetPtr = dynamic_cast*>((AssetPtrBase*)(dptr)); // Is the asset pointer the correct type? if (pAssetPtr == NULL) { // No, so fail. //Con::warnf("(TypeGameObjectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue); return; } // Set asset. pAssetPtr->setAssetId(pFieldValue); return; } // Warn. Con::warnf("(TypeGameObjectAssetPtr) - Cannot set multiple args to a single asset."); } //----------------------------------------------------------------------------- GameObjectAsset::GameObjectAsset() { mGameObjectName = StringTable->EmptyString(); mScriptFile = StringTable->EmptyString(); mTAMLFile = StringTable->EmptyString(); mScriptPath = StringTable->EmptyString(); mTAMLPath = StringTable->EmptyString(); } //----------------------------------------------------------------------------- GameObjectAsset::~GameObjectAsset() { } //----------------------------------------------------------------------------- void GameObjectAsset::initPersistFields() { docsURL; // Call parent. Parent::initPersistFields(); addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class."); addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset), &setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code."); addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset), &setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy."); } //------------------------------------------------------------------------------ void GameObjectAsset::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); } void GameObjectAsset::initializeAsset() { //Ensure we have an expanded filepath mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; if (Con::isScriptFile(mScriptPath)) Con::executeFile(mScriptPath, false, false); mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath; } void GameObjectAsset::onAssetRefresh() { //Ensure we have an expanded filepath mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; if (Con::isScriptFile(mScriptPath)) Con::executeFile(mScriptPath, false, false); mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath; } void GameObjectAsset::setScriptFile(const char* pScriptFile) { // Sanity! AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file."); // Fetch image file. pScriptFile = StringTable->insert(pScriptFile, true); // Ignore no change, if (pScriptFile == mTAMLFile) return; // Update. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile; // Refresh the asset. refreshAsset(); } void GameObjectAsset::setTAMLFile(const char* pTAMLFile) { // Sanity! AssertFatal(pTAMLFile != NULL, "Cannot use a NULL TAML file."); // Fetch image file. pTAMLFile = StringTable->insert(pTAMLFile, true); // Ignore no change, if (pTAMLFile == mTAMLFile) return; // Update. mTAMLFile = getOwned() ? expandAssetFilePath(pTAMLFile) : pTAMLFile; // Refresh the asset. refreshAsset(); } const char* GameObjectAsset::create() { if (!Torque::FS::IsFile(mTAMLFile)) return ""; // Set the format mode. Taml taml; // Yes, so set it. taml.setFormatMode(Taml::getFormatModeEnum("xml")); // Turn-off auto-formatting. taml.setAutoFormat(false); // Read object. SimObject* pSimObject = taml.read(mTAMLFile); // Did we find the object? if (pSimObject == NULL) { // No, so warn. Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFile); return ""; } //Flag it so we know where it came from //Entity* e = dynamic_cast(pSimObject); //e->_setGameObject(getAssetId()); pSimObject->setDataField(StringTable->insert("GameObject"), nullptr, getAssetId()); return pSimObject->getIdString(); } DefineEngineMethod(GameObjectAsset, createObject, const char*, (),, "Creates an instance of the given GameObject given the asset definition.\n" "@return The GameObject entity created from the asset.") { return object->create(); } #ifdef TORQUE_TOOLS //----------------------------------------------------------------------------- // GuiInspectorTypeAssetId //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr); ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr, "@brief Inspector field type for Game Objects\n\n" "Editor use only.\n\n" "@internal" ); void GuiInspectorTypeGameObjectAssetPtr::consoleInit() { Parent::consoleInit(); ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr"); } GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl() { // Create "Open in ShapeEditor" button mGameObjectEditButton = new GuiButtonCtrl(); // Change filespec char szBuffer[512]; dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption); mGameObjectEditButton->setField("Command", szBuffer); mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "ToolsGuiButtonProfile"); mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "ToolsGuiToolTipProfile"); mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000"); const char* assetId = getData(); if (dStrEqual(assetId, "")) { mGameObjectEditButton->setText("Create Game Object"); mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset."); } else { GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId); if (goAsset) { mGameObjectEditButton->setText("Edit Game Object"); mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset."); } else { mGameObjectEditButton->setText("Create Game Object"); mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset."); } } //mGameObjectEditButton->registerObject(); _registerEditControl(mGameObjectEditButton); addObject(mGameObjectEditButton); return mGameObjectEditButton; } bool GuiInspectorTypeGameObjectAssetPtr::updateRects() { S32 dividerPos, dividerMargin; mInspector->getDivider(dividerPos, dividerMargin); Point2I fieldExtent = getExtent(); Point2I fieldPos = getPosition(); mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y); mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y); bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent); if (mGameObjectEditButton != NULL) { resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent); } return resized; } #endif