LevelAsset.cpp 9.0 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. &setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
  96. addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
  97. &setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
  98. addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
  99. &setForestFile, &getForestFile, "Path to the Forest cache file.");
  100. addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
  101. &setNavmeshFile, &getNavmeshFile, "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. mPostFXPresetFile = expandAssetFilePath(mPostFXPresetFile);
  124. mDecalsFile = expandAssetFilePath(mDecalsFile);
  125. mForestFile = expandAssetFilePath(mForestFile);
  126. mNavmeshFile = expandAssetFilePath(mNavmeshFile);
  127. }
  128. //
  129. void LevelAsset::setLevelFile(const char* pLevelFile)
  130. {
  131. // Sanity!
  132. AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
  133. // Fetch image file.
  134. pLevelFile = StringTable->insert(pLevelFile);
  135. // Ignore no change,
  136. if (pLevelFile == mLevelFile)
  137. return;
  138. // Update.
  139. mLevelFile = pLevelFile;
  140. // Refresh the asset.
  141. refreshAsset();
  142. }
  143. void LevelAsset::setImageFile(const char* pImageFile)
  144. {
  145. // Sanity!
  146. AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
  147. // Fetch image file.
  148. pImageFile = StringTable->insert(pImageFile);
  149. // Ignore no change,
  150. if (pImageFile == mPreviewImage)
  151. return;
  152. // Update.
  153. mPreviewImage = pImageFile;
  154. // Refresh the asset.
  155. refreshAsset();
  156. }
  157. void LevelAsset::setEditorFile(const char* pEditorFile)
  158. {
  159. // Sanity!
  160. AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
  161. // Fetch image file.
  162. pEditorFile = StringTable->insert(pEditorFile);
  163. // Ignore no change,
  164. if (pEditorFile == mEditorFile)
  165. return;
  166. // Update.
  167. mEditorFile = pEditorFile;
  168. // Refresh the asset.
  169. refreshAsset();
  170. }
  171. void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
  172. {
  173. // Sanity!
  174. AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
  175. // Fetch image file.
  176. pBakedSceneFile = StringTable->insert(pBakedSceneFile);
  177. // Ignore no change,
  178. if (pBakedSceneFile == mBakedSceneFile)
  179. return;
  180. // Update.
  181. mBakedSceneFile = pBakedSceneFile;
  182. // Refresh the asset.
  183. refreshAsset();
  184. }
  185. void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
  186. {
  187. // Sanity!
  188. AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
  189. // Fetch file.
  190. pPostFXPresetFile = StringTable->insert(pPostFXPresetFile);
  191. // Ignore no change,
  192. if (pPostFXPresetFile == mPostFXPresetFile)
  193. return;
  194. // Update.
  195. mPostFXPresetFile = pPostFXPresetFile;
  196. // Refresh the asset.
  197. refreshAsset();
  198. }
  199. void LevelAsset::setDecalsFile(const char* pDecalsFile)
  200. {
  201. // Sanity!
  202. AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
  203. // Fetch file.
  204. pDecalsFile = StringTable->insert(pDecalsFile);
  205. // Ignore no change,
  206. if (pDecalsFile == mDecalsFile)
  207. return;
  208. // Update.
  209. mDecalsFile = pDecalsFile;
  210. // Refresh the asset.
  211. refreshAsset();
  212. }
  213. void LevelAsset::setForestFile(const char* pForestFile)
  214. {
  215. // Sanity!
  216. AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
  217. // Fetch file.
  218. pForestFile = StringTable->insert(pForestFile);
  219. // Ignore no change,
  220. if (pForestFile == mForestFile)
  221. return;
  222. // Update.
  223. mForestFile = pForestFile;
  224. // Refresh the asset.
  225. refreshAsset();
  226. }
  227. void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
  228. {
  229. // Sanity!
  230. AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
  231. // Fetch file.
  232. pNavmeshFile = StringTable->insert(pNavmeshFile);
  233. // Ignore no change,
  234. if (pNavmeshFile == mNavmeshFile)
  235. return;
  236. // Update.
  237. mNavmeshFile = pNavmeshFile;
  238. // Refresh the asset.
  239. refreshAsset();
  240. }