GameObjectAsset.cpp 9.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320
  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. #include "T3D/entity.h"
  38. // Debug Profiling.
  39. #include "platform/profiler.h"
  40. //-----------------------------------------------------------------------------
  41. IMPLEMENT_CONOBJECT(GameObjectAsset);
  42. ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
  43. //-----------------------------------------------------------------------------
  44. ConsoleGetType(TypeGameObjectAssetPtr)
  45. {
  46. // Fetch asset Id.
  47. return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
  48. }
  49. //-----------------------------------------------------------------------------
  50. ConsoleSetType(TypeGameObjectAssetPtr)
  51. {
  52. // Was a single argument specified?
  53. if (argc == 1)
  54. {
  55. // Yes, so fetch field value.
  56. const char* pFieldValue = argv[0];
  57. // Fetch asset pointer.
  58. AssetPtr<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((AssetPtrBase*)(dptr));
  59. // Is the asset pointer the correct type?
  60. if (pAssetPtr == NULL)
  61. {
  62. // No, so fail.
  63. //Con::warnf("(TypeGameObjectAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  64. return;
  65. }
  66. // Set asset.
  67. pAssetPtr->setAssetId(pFieldValue);
  68. return;
  69. }
  70. // Warn.
  71. Con::warnf("(TypeGameObjectAssetPtr) - Cannot set multiple args to a single asset.");
  72. }
  73. //-----------------------------------------------------------------------------
  74. GameObjectAsset::GameObjectAsset()
  75. {
  76. mGameObjectName = StringTable->EmptyString();
  77. mScriptFile = StringTable->EmptyString();
  78. mTAMLFile = StringTable->EmptyString();
  79. }
  80. //-----------------------------------------------------------------------------
  81. GameObjectAsset::~GameObjectAsset()
  82. {
  83. }
  84. //-----------------------------------------------------------------------------
  85. void GameObjectAsset::initPersistFields()
  86. {
  87. // Call parent.
  88. Parent::initPersistFields();
  89. addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
  90. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset),
  91. &setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code.");
  92. addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset),
  93. &setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy.");
  94. }
  95. //------------------------------------------------------------------------------
  96. void GameObjectAsset::copyTo(SimObject* object)
  97. {
  98. // Call to parent.
  99. Parent::copyTo(object);
  100. }
  101. void GameObjectAsset::initializeAsset()
  102. {
  103. //Ensure we have an expanded filepath
  104. if (!Platform::isFullPath(mScriptFile))
  105. mScriptFile = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptFile;
  106. if (Platform::isFile(mScriptFile))
  107. Con::executeFile(mScriptFile, false, false);
  108. if (!Platform::isFullPath(mTAMLFile))
  109. mTAMLFile = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLFile;
  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. mTAMLFile = expandAssetFilePath(mTAMLFile);
  118. }
  119. void GameObjectAsset::setScriptFile(const char* pScriptFile)
  120. {
  121. // Sanity!
  122. AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
  123. // Fetch image file.
  124. pScriptFile = StringTable->insert(pScriptFile);
  125. // Ignore no change,
  126. if (pScriptFile == mScriptFile)
  127. return;
  128. // Update.
  129. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
  130. // Refresh the asset.
  131. refreshAsset();
  132. }
  133. void GameObjectAsset::setTAMLFile(const char* pTAMLFile)
  134. {
  135. // Sanity!
  136. AssertFatal(pTAMLFile != NULL, "Cannot use a NULL TAML file.");
  137. // Fetch image file.
  138. pTAMLFile = StringTable->insert(pTAMLFile);
  139. // Ignore no change,
  140. if (pTAMLFile == mTAMLFile)
  141. return;
  142. // Update.
  143. mTAMLFile = getOwned() ? expandAssetFilePath(pTAMLFile) : pTAMLFile;
  144. // Refresh the asset.
  145. refreshAsset();
  146. }
  147. const char* GameObjectAsset::create()
  148. {
  149. if (!Platform::isFile(mTAMLFile))
  150. return "";
  151. // Set the format mode.
  152. Taml taml;
  153. // Yes, so set it.
  154. taml.setFormatMode(Taml::getFormatModeEnum("xml"));
  155. // Turn-off auto-formatting.
  156. taml.setAutoFormat(false);
  157. // Read object.
  158. SimObject* pSimObject = taml.read(mTAMLFile);
  159. // Did we find the object?
  160. if (pSimObject == NULL)
  161. {
  162. // No, so warn.
  163. Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFile);
  164. return "";
  165. }
  166. //Flag it so we know where it came from
  167. //Entity* e = dynamic_cast<Entity*>(pSimObject);
  168. //e->_setGameObject(getAssetId());
  169. pSimObject->setDataField(StringTable->insert("GameObject"), nullptr, getAssetId());
  170. return pSimObject->getIdString();
  171. }
  172. DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
  173. "Creates an instance of the given GameObject given the asset definition.\n"
  174. "@return The GameObject entity created from the asset.")
  175. {
  176. return object->create();
  177. }
  178. //-----------------------------------------------------------------------------
  179. // GuiInspectorTypeAssetId
  180. //-----------------------------------------------------------------------------
  181. IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
  182. ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
  183. "@brief Inspector field type for Game Objects\n\n"
  184. "Editor use only.\n\n"
  185. "@internal"
  186. );
  187. void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
  188. {
  189. Parent::consoleInit();
  190. ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
  191. }
  192. GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
  193. {
  194. // Create "Open in ShapeEditor" button
  195. mGameObjectEditButton = new GuiButtonCtrl();
  196. // Change filespec
  197. char szBuffer[512];
  198. dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
  199. mGameObjectEditButton->setField("Command", szBuffer);
  200. mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "ToolsGuiButtonProfile");
  201. mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "ToolsGuiToolTipProfile");
  202. mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
  203. const char* assetId = getData();
  204. if (assetId == "")
  205. {
  206. mGameObjectEditButton->setText("Create Game Object");
  207. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  208. }
  209. else
  210. {
  211. GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
  212. if (goAsset)
  213. {
  214. mGameObjectEditButton->setText("Edit Game Object");
  215. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
  216. }
  217. else
  218. {
  219. mGameObjectEditButton->setText("Create Game Object");
  220. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  221. }
  222. }
  223. //mGameObjectEditButton->registerObject();
  224. _registerEditControl(mGameObjectEditButton);
  225. addObject(mGameObjectEditButton);
  226. return mGameObjectEditButton;
  227. }
  228. bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
  229. {
  230. S32 dividerPos, dividerMargin;
  231. mInspector->getDivider(dividerPos, dividerMargin);
  232. Point2I fieldExtent = getExtent();
  233. Point2I fieldPos = getPosition();
  234. mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
  235. mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
  236. bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  237. if (mGameObjectEditButton != NULL)
  238. {
  239. resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  240. }
  241. return resized;
  242. }