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 "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->EmptyString();
  76. mScriptFile = StringTable->EmptyString();
  77. mTAMLFile = StringTable->EmptyString();
  78. mScriptPath = StringTable->EmptyString();
  79. mTAMLPath = StringTable->EmptyString();
  80. }
  81. //-----------------------------------------------------------------------------
  82. GameObjectAsset::~GameObjectAsset()
  83. {
  84. }
  85. //-----------------------------------------------------------------------------
  86. void GameObjectAsset::initPersistFields()
  87. {
  88. docsURL;
  89. // Call parent.
  90. Parent::initPersistFields();
  91. addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
  92. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, GameObjectAsset),
  93. &setScriptFile, &getScriptFile, "Path to the script file for the GameObject's script code.");
  94. addProtectedField("TAMLFile", TypeAssetLooseFilePath, Offset(mTAMLFile, GameObjectAsset),
  95. &setTAMLFile, &getTAMLFile, "Path to the taml file for the GameObject's heirarchy.");
  96. }
  97. //------------------------------------------------------------------------------
  98. void GameObjectAsset::copyTo(SimObject* object)
  99. {
  100. // Call to parent.
  101. Parent::copyTo(object);
  102. }
  103. void GameObjectAsset::initializeAsset()
  104. {
  105. //Ensure we have an expanded filepath
  106. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  107. if (Torque::FS::IsScriptFile(mScriptPath))
  108. Con::executeFile(mScriptPath, false, false);
  109. mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
  110. }
  111. void GameObjectAsset::onAssetRefresh()
  112. {
  113. //Ensure we have an expanded filepath
  114. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  115. if (Torque::FS::IsScriptFile(mScriptPath))
  116. Con::executeFile(mScriptPath, false, false);
  117. mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
  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, true);
  125. // Ignore no change,
  126. if (pScriptFile == mTAMLFile)
  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, true);
  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 (!Torque::FS::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. #ifdef TORQUE_TOOLS
  179. //-----------------------------------------------------------------------------
  180. // GuiInspectorTypeAssetId
  181. //-----------------------------------------------------------------------------
  182. IMPLEMENT_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
  183. ConsoleDocClass(GuiInspectorTypeGameObjectAssetPtr,
  184. "@brief Inspector field type for Game Objects\n\n"
  185. "Editor use only.\n\n"
  186. "@internal"
  187. );
  188. void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
  189. {
  190. Parent::consoleInit();
  191. ConsoleBaseType::getType(TypeGameObjectAssetPtr)->setInspectorFieldType("GuiInspectorTypeGameObjectAssetPtr");
  192. }
  193. GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
  194. {
  195. // Create "Open in ShapeEditor" button
  196. mGameObjectEditButton = new GuiButtonCtrl();
  197. // Change filespec
  198. char szBuffer[512];
  199. dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
  200. mGameObjectEditButton->setField("Command", szBuffer);
  201. mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "ToolsGuiButtonProfile");
  202. mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "ToolsGuiToolTipProfile");
  203. mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
  204. const char* assetId = getData();
  205. if (dStrEqual(assetId, ""))
  206. {
  207. mGameObjectEditButton->setText("Create Game Object");
  208. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  209. }
  210. else
  211. {
  212. GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
  213. if (goAsset)
  214. {
  215. mGameObjectEditButton->setText("Edit Game Object");
  216. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
  217. }
  218. else
  219. {
  220. mGameObjectEditButton->setText("Create Game Object");
  221. mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
  222. }
  223. }
  224. //mGameObjectEditButton->registerObject();
  225. _registerEditControl(mGameObjectEditButton);
  226. addObject(mGameObjectEditButton);
  227. return mGameObjectEditButton;
  228. }
  229. bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
  230. {
  231. S32 dividerPos, dividerMargin;
  232. mInspector->getDivider(dividerPos, dividerMargin);
  233. Point2I fieldExtent = getExtent();
  234. Point2I fieldPos = getPosition();
  235. mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
  236. mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
  237. bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  238. if (mGameObjectEditButton != NULL)
  239. {
  240. resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
  241. }
  242. return resized;
  243. }
  244. #endif