GameObjectAsset.cpp 9.6 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 "console/script.h"
  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. mScriptPath = StringTable->EmptyString();
  80. mTAMLPath = StringTable->EmptyString();
  81. }
  82. //-----------------------------------------------------------------------------
  83. GameObjectAsset::~GameObjectAsset()
  84. {
  85. }
  86. //-----------------------------------------------------------------------------
  87. void GameObjectAsset::initPersistFields()
  88. {
  89. docsURL;
  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. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset),
  94. &setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code.");
  95. addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset),
  96. &setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy.");
  97. }
  98. //------------------------------------------------------------------------------
  99. void GameObjectAsset::copyTo(SimObject* object)
  100. {
  101. // Call to parent.
  102. Parent::copyTo(object);
  103. }
  104. void GameObjectAsset::initializeAsset()
  105. {
  106. //Ensure we have an expanded filepath
  107. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  108. if (Con::isScriptFile(mScriptPath))
  109. Con::executeFile(mScriptPath, false, false);
  110. mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
  111. }
  112. void GameObjectAsset::onAssetRefresh()
  113. {
  114. //Ensure we have an expanded filepath
  115. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  116. if (Con::isScriptFile(mScriptPath))
  117. Con::executeFile(mScriptPath, false, false);
  118. mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
  119. }
  120. void GameObjectAsset::setScriptFile(const char* pScriptFile)
  121. {
  122. // Sanity!
  123. AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
  124. // Fetch image file.
  125. pScriptFile = StringTable->insert(pScriptFile, true);
  126. // Ignore no change,
  127. if (pScriptFile == mTAMLFile)
  128. return;
  129. // Update.
  130. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
  131. // Refresh the asset.
  132. refreshAsset();
  133. }
  134. void GameObjectAsset::setTAMLFile(const char* pTAMLFile)
  135. {
  136. // Sanity!
  137. AssertFatal(pTAMLFile != NULL, "Cannot use a NULL TAML file.");
  138. // Fetch image file.
  139. pTAMLFile = StringTable->insert(pTAMLFile, true);
  140. // Ignore no change,
  141. if (pTAMLFile == mTAMLFile)
  142. return;
  143. // Update.
  144. mTAMLFile = getOwned() ? expandAssetFilePath(pTAMLFile) : pTAMLFile;
  145. // Refresh the asset.
  146. refreshAsset();
  147. }
  148. const char* GameObjectAsset::create()
  149. {
  150. if (!Torque::FS::IsFile(mTAMLFile))
  151. return "";
  152. // Set the format mode.
  153. Taml taml;
  154. // Yes, so set it.
  155. taml.setFormatMode(Taml::getFormatModeEnum("xml"));
  156. // Turn-off auto-formatting.
  157. taml.setAutoFormat(false);
  158. // Read object.
  159. SimObject* pSimObject = taml.read(mTAMLFile);
  160. // Did we find the object?
  161. if (pSimObject == NULL)
  162. {
  163. // No, so warn.
  164. Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFile);
  165. return "";
  166. }
  167. //Flag it so we know where it came from
  168. //Entity* e = dynamic_cast<Entity*>(pSimObject);
  169. //e->_setGameObject(getAssetId());
  170. pSimObject->setDataField(StringTable->insert("GameObject"), nullptr, getAssetId());
  171. return pSimObject->getIdString();
  172. }
  173. DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
  174. "Creates an instance of the given GameObject given the asset definition.\n"
  175. "@return The GameObject entity created from the asset.")
  176. {
  177. return object->create();
  178. }
  179. #ifdef TORQUE_TOOLS
  180. //-----------------------------------------------------------------------------
  181. // GuiInspectorTypeAssetId
  182. //-----------------------------------------------------------------------------
  183. IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
  184. ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
  185. "@brief Inspector field type for Game Objects\n\n"
  186. "Editor use only.\n\n"
  187. "@internal"
  188. );
  189. void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
  190. {
  191. Parent::consoleInit();
  192. ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
  193. }
  194. GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
  195. {
  196. // Create "Open in ShapeEditor" button
  197. mGameObjectEditButton = new GuiButtonCtrl();
  198. // Change filespec
  199. char szBuffer[512];
  200. dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
  201. mGameObjectEditButton->setField("Command", szBuffer);
  202. mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "ToolsGuiButtonProfile");
  203. mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "ToolsGuiToolTipProfile");
  204. mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
  205. const char* assetId = getData();
  206. if (dStrEqual(assetId, ""))
  207. {
  208. mGameObjectEditButton->setText("Create Game Object");
  209. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  210. }
  211. else
  212. {
  213. GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
  214. if (goAsset)
  215. {
  216. mGameObjectEditButton->setText("Edit Game Object");
  217. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
  218. }
  219. else
  220. {
  221. mGameObjectEditButton->setText("Create Game Object");
  222. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  223. }
  224. }
  225. //mGameObjectEditButton->registerObject();
  226. _registerEditControl(mGameObjectEditButton);
  227. addObject(mGameObjectEditButton);
  228. return mGameObjectEditButton;
  229. }
  230. bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
  231. {
  232. S32 dividerPos, dividerMargin;
  233. mInspector->getDivider(dividerPos, dividerMargin);
  234. Point2I fieldExtent = getExtent();
  235. Point2I fieldPos = getPosition();
  236. mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
  237. mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
  238. bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  239. if (mGameObjectEditButton != NULL)
  240. {
  241. resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  242. }
  243. return resized;
  244. }
  245. #endif