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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 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.
- //-----------------------------------------------------------------------------
- //---------------------------------------------------------------------------------------------
- // Path to the folder that contains the editors we will load.
- //---------------------------------------------------------------------------------------------
- $Tools::resourcePath = "tools/";
- // These must be loaded first, in this order, before anything else is loaded
- $Tools::loadFirst = "editorClasses base worldEditor";
- //---------------------------------------------------------------------------------------------
- // Object that holds the simObject id that the materialEditor uses to interpret its material list
- //---------------------------------------------------------------------------------------------
- $Tools::materialEditorList = "";
- if(!$Tools::loaded)
- {
- new Settings(EditorSettings) { file = "tools/settings.xml"; };
- EditorSettings.read();
-
- //We may need to lean on certain EditorSettings, and specifically default values if the settings.xml
- //isn't found
- exec("tools/worldEditor/scripts/editorPrefs.ed.cs");
-
- exec( "tools/gui/profiles.ed.cs" );
- exec("tools/gui/EditorLoadingGui.gui");
- }
- function EditorIsActive()
- {
- return ( isObject(EditorGui) && Canvas.getContent() == EditorGui.getId() );
- }
- function GuiEditorIsActive()
- {
- return ( isObject(GuiEditorGui) && Canvas.getContent() == GuiEditorGui.getId() );
- }
- function loadKeybindings()
- {
- Parent::loadKeybindings();
- }
- // Start-up.
- function onStart()
- {
- //First, we want to ensure we don't inadvertently clean up our editor objects by leaving them in the MissionCleanup group, so lets change that real fast
- $instantGroup = "";
- pushInstantGroup();
-
- echo( " % - Initializing Tools" );
-
- // Default file path when saving from the editor (such as prefabs)
- if ($Pref::WorldEditor::LastPath $= "")
- {
- $Pref::WorldEditor::LastPath = getMainDotCsDir();
- }
-
- // Common GUI stuff.
- exec( "./gui/cursors.ed.cs" );
- exec( "./gui/messageBoxes/messageBox.ed.cs" );
- exec( "./editorClasses/gui/panels/navPanelProfiles.ed.cs" );
-
- // Make sure we get editor profiles before any GUI's
- // BUG: these dialogs are needed earlier in the init sequence, and should be moved to
- // common, along with the guiProfiles they depend on.
- exec( "./gui/guiDialogs.ed.cs" );
-
- //%toggle = $Scripts::ignoreDSOs;
- //$Scripts::ignoreDSOs = true;
-
- $ignoredDatablockSet = new SimSet();
- // fill the list of editors
- $editors[count] = getWordCount( $Tools::loadFirst );
- for ( %i = 0; %i < $editors[count]; %i++ )
- {
- $editors[%i] = getWord( $Tools::loadFirst, %i );
- }
-
- %pattern = $Tools::resourcePath @ "/*/main.cs";
- %folder = findFirstFile( %pattern );
- if ( %folder $= "")
- {
- // if we have absolutely no matches for main.cs, we look for main.cs.dso
- %pattern = $Tools::resourcePath @ "/*/main.cs.dso";
- %folder = findFirstFile( %pattern );
- }
- while ( %folder !$= "" )
- {
- if( filePath( %folder ) !$= "tools" ) // Skip the actual 'tools' folder...we want the children
- {
- %folder = filePath( %folder );
- %editor = fileName( %folder );
- if ( IsDirectory( %folder ) )
- {
- // Yes, this sucks and should be done better
- if ( strstr( $Tools::loadFirst, %editor ) == -1 )
- {
- $editors[$editors[count]] = %editor;
- $editors[count]++;
- }
- }
- }
- %folder = findNextFile( %pattern );
- }
- // initialize every editor
- new SimSet( EditorPluginSet );
- %count = $editors[count];
- for ( %i = 0; %i < %count; %i++ )
- {
- exec( "./" @ $editors[%i] @ "/main.cs" );
-
- %initializeFunction = "initialize" @ $editors[%i];
- if( isFunction( %initializeFunction ) )
- call( %initializeFunction );
- }
-
- // Popuplate the default SimObject icons that
- // are used by the various editors.
- EditorIconRegistry::loadFromPath( "tools/classIcons/" );
-
- // Load up the tools resources. All the editors are initialized at this point, so
- // resources can override, redefine, or add functionality.
- Tools::LoadResources( $Tools::resourcePath );
-
- //Now, go through and load any tool-group modules
- ModuleDatabase.setModuleExtension("module");
-
- //Any common tool modules
- ModuleDatabase.scanModules( "tools", false );
- ModuleDatabase.LoadGroup( "Tools" );
-
- //Now that we're done loading, we can set the instant group back
- popInstantGroup();
- $instantGroup = MissionCleanup;
- pushInstantGroup();
-
- $Tools::loaded = true;
- }
- function startToolTime(%tool)
- {
- if($toolDataToolCount $= "")
- $toolDataToolCount = 0;
-
- if($toolDataToolEntry[%tool] !$= "true")
- {
- $toolDataToolEntry[%tool] = "true";
- $toolDataToolList[$toolDataToolCount] = %tool;
- $toolDataToolCount++;
- $toolDataClickCount[%tool] = 0;
- }
-
- $toolDataStartTime[%tool] = getSimTime();
- $toolDataClickCount[%tool]++;
- }
- function endToolTime(%tool)
- {
- %startTime = 0;
-
- if($toolDataStartTime[%tool] !$= "")
- %startTime = $toolDataStartTime[%tool];
-
- if($toolDataTotalTime[%tool] $= "")
- $toolDataTotalTime[%tool] = 0;
-
- $toolDataTotalTime[%tool] += getSimTime() - %startTime;
- }
- function dumpToolData()
- {
- %count = $toolDataToolCount;
- for(%i=0; %i<%count; %i++)
- {
- %tool = $toolDataToolList[%i];
- %totalTime = $toolDataTotalTime[%tool];
- if(%totalTime $= "")
- %totalTime = 0;
- %clickCount = $toolDataClickCount[%tool];
- echo("---");
- echo("Tool: " @ %tool);
- echo("Time (seconds): " @ %totalTime / 1000);
- echo("Activated: " @ %clickCount);
- echo("---");
- }
- }
- // Shutdown.
- function onExit()
- {
- if( EditorGui.isInitialized )
- EditorGui.shutdown();
-
- // Free all the icon images in the registry.
- EditorIconRegistry::clear();
-
- // Save any Layouts we might be using
- //GuiFormManager::SaveLayout(LevelBuilder, Default, User);
-
- %count = $editors[count];
- for (%i = 0; %i < %count; %i++)
- {
- %destroyFunction = "destroy" @ $editors[%i];
- if( isFunction( %destroyFunction ) )
- call( %destroyFunction );
- }
-
- // write out our settings xml file
- EditorSettings.write();
- }
- function EditorCreateFakeGameSession(%fileName)
- {
- // Create a local game server and connect to it.
- if(isObject(ServerGroup))
- ServerGroup.delete();
-
- new SimGroup(ServerGroup);
-
- if(isObject(ServerConnection))
- ServerConnection.delete();
-
- new GameConnection(ServerConnection);
- // This calls GameConnection::onConnect.
- ServerConnection.connectLocal();
- $instantGroup = ServerGroup;
-
- $Game::MissionGroup = "MissionGroup";
- exec(%file);
- }
- function fastLoadWorldEdit(%val)
- {
- if(%val || %val $= "")
- {
- if(!$Tools::loaded)
- {
- canvas.pushDialog( EditorLoadingGui );
- canvas.repaint();
-
- onStart();
-
- canvas.popDialog(EditorLoadingGui);
- }
-
- %timerId = startPrecisionTimer();
-
- if( GuiEditorIsActive() )
- toggleGuiEditor(1);
-
- if( !$missionRunning )
- {
- EditorNewLevel("ToolsModule:DefaultEditorLevel");
- }
- else
- {
- pushInstantGroup();
-
- if ( !isObject( Editor ) )
- {
- Editor::create();
- MissionCleanup.add( Editor );
- MissionCleanup.add( Editor.getUndoManager() );
- }
-
- if( EditorIsActive() )
- {
- if (theLevelInfo.type $= "DemoScene")
- {
- commandToServer('dropPlayerAtCamera');
- Editor.close("SceneGui");
- }
- else
- {
- %playGUIName = ProjectSettings.value("UI/playGUIName");
- Editor.close(%playGUIName);
- }
- }
- else
- {
- canvas.pushDialog( EditorLoadingGui );
- canvas.repaint();
-
- Editor.open();
-
- // Cancel the scheduled event to prevent
- // the level from cycling after it's duration
- // has elapsed.
- cancel($Game::Schedule);
-
- if (theLevelInfo.type $= "DemoScene")
- commandToServer('dropCameraAtPlayer', true);
-
- canvas.popDialog(EditorLoadingGui);
- }
-
- popInstantGroup();
- }
-
- %elapsed = stopPrecisionTimer( %timerId );
- warn( "Time spent in toggleEditor() : " @ %elapsed / 1000.0 @ " s" );
- }
- }
- function fastLoadGUIEdit(%val)
- {
- if(%val)
- {
- if(!$Tools::loaded)
- {
- canvas.pushDialog( EditorLoadingGui );
- canvas.repaint();
-
- onStart();
-
- canvas.popDialog(EditorLoadingGui);
- }
- toggleGuiEditor(true);
- }
- }
- function Tools::LoadResources( %path )
- {
- %resourcesPath = %path @ "resources/";
- %resourcesList = getDirectoryList( %resourcesPath );
-
- %wordCount = getFieldCount( %resourcesList );
- for( %i = 0; %i < %wordCount; %i++ )
- {
- %resource = GetField( %resourcesList, %i );
- if( isFile( %resourcesPath @ %resource @ "/resourceDatabase.cs") )
- ResourceObject::load( %path, %resource );
- }
- }
- //This lets us fast-load the editor from the menu
- GlobalActionMap.bind(keyboard, "F11", fastLoadWorldEdit);
- GlobalActionMap.bind(keyboard, "F10", fastLoadGUIEdit);
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