GameObjectAsset.cpp 8.2 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->lookup("");
  76. mScriptFilePath = StringTable->lookup("");
  77. mTAMLFilePath = StringTable->lookup("");
  78. }
  79. //-----------------------------------------------------------------------------
  80. GameObjectAsset::~GameObjectAsset()
  81. {
  82. // If the asset manager does not own the asset then we own the
  83. // asset definition so delete it.
  84. if (!getOwned())
  85. delete mpAssetDefinition;
  86. }
  87. //-----------------------------------------------------------------------------
  88. void GameObjectAsset::initPersistFields()
  89. {
  90. // Call parent.
  91. Parent::initPersistFields();
  92. addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
  93. addField("scriptFilePath", TypeString, Offset(mScriptFilePath, GameObjectAsset), "Path to the script file for the GameObject's script code.");
  94. addField("TAMLFilePath", TypeString, Offset(mTAMLFilePath, GameObjectAsset), "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. if (Platform::isFile(mScriptFilePath))
  105. Con::executeFile(mScriptFilePath, false, false);
  106. }
  107. void GameObjectAsset::onAssetRefresh()
  108. {
  109. if (Platform::isFile(mScriptFilePath))
  110. Con::executeFile(mScriptFilePath, false, false);
  111. }
  112. const char* GameObjectAsset::create()
  113. {
  114. if (!Platform::isFile(mTAMLFilePath))
  115. return "";
  116. // Set the format mode.
  117. Taml taml;
  118. // Yes, so set it.
  119. taml.setFormatMode(Taml::getFormatModeEnum("xml"));
  120. // Turn-off auto-formatting.
  121. taml.setAutoFormat(false);
  122. // Read object.
  123. SimObject* pSimObject = taml.read(mTAMLFilePath);
  124. // Did we find the object?
  125. if (pSimObject == NULL)
  126. {
  127. // No, so warn.
  128. Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFilePath);
  129. return "";
  130. }
  131. //Flag it so we know where it came from
  132. pSimObject->setDataField("GameObject", nullptr, getAssetId());
  133. return pSimObject->getIdString();
  134. }
  135. DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
  136. "Creates an instance of the given GameObject given the asset definition.\n"
  137. "@return The GameObject entity created from the asset.")
  138. {
  139. return object->create();
  140. }
  141. //-----------------------------------------------------------------------------
  142. // GuiInspectorTypeAssetId
  143. //-----------------------------------------------------------------------------
  144. IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
  145. ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
  146. "@brief Inspector field type for Game Objects\n\n"
  147. "Editor use only.\n\n"
  148. "@internal"
  149. );
  150. void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
  151. {
  152. Parent::consoleInit();
  153. ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
  154. }
  155. GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
  156. {
  157. // Create base filename edit controls
  158. // Create "Open in ShapeEditor" button
  159. mGameObjectEditButton = new GuiButtonCtrl();
  160. // Change filespec
  161. char szBuffer[512];
  162. dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
  163. mGameObjectEditButton->setField("Command", szBuffer);
  164. mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
  165. mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
  166. mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
  167. const char* assetId = getData();
  168. if (assetId == "")
  169. {
  170. mGameObjectEditButton->setText("Create Game Object");
  171. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  172. }
  173. else
  174. {
  175. GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
  176. if (goAsset)
  177. {
  178. mGameObjectEditButton->setText("Edit Game Object");
  179. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
  180. }
  181. else
  182. {
  183. mGameObjectEditButton->setText("Create Game Object");
  184. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  185. }
  186. }
  187. //mGameObjectEditButton->registerObject();
  188. _registerEditControl(mGameObjectEditButton);
  189. addObject(mGameObjectEditButton);
  190. return mGameObjectEditButton;
  191. }
  192. bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
  193. {
  194. S32 dividerPos, dividerMargin;
  195. mInspector->getDivider(dividerPos, dividerMargin);
  196. Point2I fieldExtent = getExtent();
  197. Point2I fieldPos = getPosition();
  198. mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
  199. mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
  200. bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  201. if (mGameObjectEditButton != NULL)
  202. {
  203. resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  204. }
  205. return resized;
  206. }