LevelAsset.cpp 7.4 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 LEVEL_ASSET_H
  23. #include "LevelAsset.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(LevelAsset);
  41. ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, String, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeLevelAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return *((StringTableEntry*)dptr);
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeLevelAssetPtr)
  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 Id.
  57. StringTableEntry* assetId = (StringTableEntry*)(dptr);
  58. // Update asset value.
  59. *assetId = StringTable->insert(pFieldValue);
  60. return;
  61. }
  62. // Warn.
  63. Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
  64. }
  65. //-----------------------------------------------------------------------------
  66. LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
  67. {
  68. mLevelName = StringTable->EmptyString();
  69. mLevelFile = StringTable->EmptyString();
  70. mPreviewImage = StringTable->EmptyString();
  71. mPostFXPresetFile = StringTable->EmptyString();
  72. mDecalsFile = StringTable->EmptyString();
  73. mForestFile = StringTable->EmptyString();
  74. mNavmeshFile = StringTable->EmptyString();
  75. mGamemodeName = StringTable->EmptyString();
  76. mMainLevelAsset = StringTable->EmptyString();
  77. mEditorFile = StringTable->EmptyString();
  78. mBakedSceneFile = StringTable->EmptyString();
  79. }
  80. //-----------------------------------------------------------------------------
  81. LevelAsset::~LevelAsset()
  82. {
  83. }
  84. //-----------------------------------------------------------------------------
  85. void LevelAsset::initPersistFields()
  86. {
  87. // Call parent.
  88. Parent::initPersistFields();
  89. addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
  90. &setLevelFile, &getLevelFile, "Path to the actual level file.");
  91. addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
  92. addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
  93. &setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
  94. addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
  95. &setLevelFile, &getLevelFile, "Path to the level's postFXPreset.");
  96. addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
  97. &setLevelFile, &getLevelFile, "Path to the decals cache file.");
  98. addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
  99. &setLevelFile, &getLevelFile, "Path to the Forest cache file.");
  100. addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
  101. &setLevelFile, &getLevelFile, "Path to the navmesh file.");
  102. addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
  103. &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.");
  104. addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
  105. &setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
  106. addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
  107. addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
  108. }
  109. //------------------------------------------------------------------------------
  110. void LevelAsset::copyTo(SimObject* object)
  111. {
  112. // Call to parent.
  113. Parent::copyTo(object);
  114. }
  115. //
  116. void LevelAsset::initializeAsset()
  117. {
  118. // Call parent.
  119. Parent::initializeAsset();
  120. // Ensure the image-file is expanded.
  121. mPreviewImage = expandAssetFilePath(mPreviewImage);
  122. mLevelFile = expandAssetFilePath(mLevelFile);
  123. }
  124. //
  125. void LevelAsset::setLevelFile(const char* pLevelFile)
  126. {
  127. // Sanity!
  128. AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
  129. // Fetch image file.
  130. pLevelFile = StringTable->insert(pLevelFile);
  131. // Ignore no change,
  132. if (pLevelFile == mLevelFile)
  133. return;
  134. // Update.
  135. mLevelFile = getOwned() ? expandAssetFilePath(pLevelFile) : StringTable->insert(pLevelFile);
  136. // Refresh the asset.
  137. refreshAsset();
  138. }
  139. void LevelAsset::setImageFile(const char* pImageFile)
  140. {
  141. // Sanity!
  142. AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
  143. // Fetch image file.
  144. pImageFile = StringTable->insert(pImageFile);
  145. // Ignore no change,
  146. if (pImageFile == mPreviewImage)
  147. return;
  148. // Update.
  149. mPreviewImage = getOwned() ? expandAssetFilePath(pImageFile) : StringTable->insert(pImageFile);
  150. // Refresh the asset.
  151. refreshAsset();
  152. }
  153. void LevelAsset::setEditorFile(const char* pEditorFile)
  154. {
  155. // Sanity!
  156. AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
  157. // Fetch image file.
  158. pEditorFile = StringTable->insert(pEditorFile);
  159. // Ignore no change,
  160. if (pEditorFile == mEditorFile)
  161. return;
  162. // Update.
  163. mEditorFile = getOwned() ? expandAssetFilePath(pEditorFile) : StringTable->insert(pEditorFile);
  164. // Refresh the asset.
  165. refreshAsset();
  166. }
  167. void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
  168. {
  169. // Sanity!
  170. AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
  171. // Fetch image file.
  172. pBakedSceneFile = StringTable->insert(pBakedSceneFile);
  173. // Ignore no change,
  174. if (pBakedSceneFile == mBakedSceneFile)
  175. return;
  176. // Update.
  177. mBakedSceneFile = getOwned() ? expandAssetFilePath(pBakedSceneFile) : StringTable->insert(pBakedSceneFile);
  178. // Refresh the asset.
  179. refreshAsset();
  180. }