/******************************************************************************/ #include "stdafx.h" /******************************************************************************/ /****************************************************************************** 'Proj' is used because various world (area/object) methods operate on 'Proj'. /******************************************************************************/ State StateImport(UpdateImport, DrawImport, InitImport, ShutImport); Str ImportSrc; BackgroundFileFind ImportBFF; IMPORT_PHASE ImportPhase=IMPORT_GET_FILES; Memc ImportFiles, ImportManual; Map ImportElms(ImportComparePath); // doesn't need to be thread-safe Memc ImportMtrlImages; Memc ImportObjMeshes; Map ImportObjMatrix(Compare); // doesn't need to be thread-safe /******************************************************************************/ int ImportComparePath(C Str &a, C Str &b) {return ComparePath(a, b);} Elm* ImportFind(C Str &name, ELM_TYPE type) { if(C UID *id=ImportElms.find(SkipStartPath(name, ImportSrc)))if(Elm *elm=Proj.findElm(*id, type))return elm; return null; } UID ImportFindID(C Str &name, ELM_TYPE type) { if(Elm *elm=ImportFind(name, type))return elm->id; return UIDZero; } Str ImportFindGamePath(C Str &name, ELM_TYPE type) { if(Elm *elm=ImportFind(name, type))return Proj.gamePath(*elm); return S; } /******************************************************************************/ void Clean(GuiObj &obj) { // don't clean children because this function is already called for all elements switch(obj.type()) { case GO_BUTTON: { if(!FExist(obj.asButton().image.name()))obj.asButton().image=null; if(!FExist(obj.asButton().skin .name()))obj.asButton().skin =null; }break; case GO_CHECKBOX: { if(!FExist(obj.asCheckBox().skin.name()))obj.asCheckBox().skin=null; }break; case GO_COMBOBOX: { if(!FExist(obj.asComboBox().image .name()))obj.asComboBox().image=null; if(!FExist(obj.asComboBox().skin().name()))obj.asComboBox().skin(null, false); }break; case GO_IMAGE: { if(!FExist(obj.asImage().image.name()))obj.asImage().image=null; }break; case GO_MENU: { if(!FExist(obj.asMenu().skin().name()))obj.asMenu().skin(null, false); }break; case GO_PROGRESS: { if(!FExist(obj.asProgress().skin.name()))obj.asProgress().skin=null; }break; case GO_REGION: { Clean(obj.asRegion().view); REPA(obj.asRegion().slidebar)Clean(obj.asRegion().slidebar[i]); if(!FExist(obj.asRegion().skin().name()))obj.asRegion().skin(null, false); }break; case GO_SLIDEBAR: { REPA(obj.asSlideBar().button)Clean(obj.asSlideBar().button[i]); if(!FExist(obj.asSlideBar().skin().name()))obj.asSlideBar().skin(null); }break; case GO_SLIDER: { if(!FExist(obj.asSlider().skin.name()))obj.asSlider().skin=null; }break; case GO_TAB: { if(!FExist(obj.asTab().image.name()))obj.asTab().image=null; if(!FExist(obj.asTab().skin .name()))obj.asTab().skin =null; }break; case GO_TABS: { REPA(obj.asTabs())Clean(obj.asTabs().tab(i)); if(!FExist(obj.asTabs().skin().name()))obj.asTabs().skin(null); }break; case GO_TEXT: { if(!FExist(obj.asText().skin.name()))obj.asText().skin=null; if(!FExist(obj.asText().text_style.name()))obj.asText().text_style=null; }break; case GO_TEXTLINE: { Clean(obj.asTextLine().reset); if(!FExist(obj.asTextLine().skin().name()))obj.asTextLine().skin(null, false); }break; case GO_WINDOW: { REPA(obj.asWindow().button)Clean(obj.asWindow().button[i]); if(!FExist(obj.asWindow().skin().name()))obj.asWindow().skin(null); }break; } } /******************************************************************************/ void Adjust(GuiObj &obj) // here all objects should adjust paths for resources accessed using file names { // don't adjust children because this function is already called for all elements (calling it twice would make destroy paths because it would search in the original project for a path that was already adjusted) switch(obj.type()) { case GO_BUTTON: { obj.asButton().image=ImportFindGamePath(obj.asButton().image.name(), ELM_IMAGE ); obj.asButton().skin =ImportFindGamePath(obj.asButton().skin .name(), ELM_GUI_SKIN); }break; case GO_CHECKBOX: { obj.asCheckBox().skin=ImportFindGamePath(obj.asCheckBox().skin.name(), ELM_GUI_SKIN); }break; case GO_COMBOBOX: { obj.asComboBox().image=ImportFindGamePath(obj.asComboBox().image .name(), ELM_IMAGE ); obj.asComboBox().skin (ImportFindGamePath(obj.asComboBox().skin().name(), ELM_GUI_SKIN), false); }break; case GO_IMAGE: { obj.asImage().image=ImportFindGamePath(obj.asImage().image.name(), ELM_IMAGE); }break; case GO_MENU: { obj.asMenu().skin(ImportFindGamePath(obj.asMenu().skin().name(), ELM_GUI_SKIN), false); }break; case GO_PROGRESS: { obj.asProgress().skin=ImportFindGamePath(obj.asProgress().skin.name(), ELM_GUI_SKIN); }break; case GO_REGION: { Adjust(obj.asRegion().view); REPA(obj.asRegion().slidebar)Adjust(obj.asRegion().slidebar[i]); obj.asRegion().skin(ImportFindGamePath(obj.asRegion().skin().name(), ELM_GUI_SKIN), false); }break; case GO_SLIDEBAR: { REPA(obj.asSlideBar().button)Adjust(obj.asSlideBar().button[i]); obj.asSlideBar().skin(ImportFindGamePath(obj.asSlideBar().skin().name(), ELM_GUI_SKIN)); }break; case GO_SLIDER: { obj.asSlider().skin=ImportFindGamePath(obj.asSlider().skin.name(), ELM_GUI_SKIN); }break; case GO_TAB: { obj.asTab().image=ImportFindGamePath(obj.asTab().image.name(), ELM_IMAGE ); obj.asTab().skin =ImportFindGamePath(obj.asTab().skin .name(), ELM_GUI_SKIN); }break; case GO_TABS: { REPA(obj.asTabs())Adjust(obj.asTabs().tab(i)); obj.asTabs().skin(ImportFindGamePath(obj.asTabs().skin().name(), ELM_GUI_SKIN)); }break; case GO_TEXT: { obj.asText().skin=ImportFindGamePath(obj.asText().skin.name(), ELM_GUI_SKIN); obj.asText().text_style=ImportFindGamePath(obj.asText().text_style.name(), ELM_TEXT_STYLE); }break; case GO_TEXTLINE: { Adjust(obj.asTextLine().reset); obj.asTextLine().skin(ImportFindGamePath(obj.asTextLine().skin().name(), ELM_GUI_SKIN), false); }break; case GO_WINDOW: { REPA(obj.asWindow().button)Adjust(obj.asWindow().button[i]); obj.asWindow().skin(ImportFindGamePath(obj.asWindow().skin().name(), ELM_GUI_SKIN)); }break; } } /******************************************************************************/ void Adjust(MaterialPtr &mtrl) { mtrl=ImportFindGamePath(mtrl.name(), ELM_MTRL); } void Adjust(Mesh &mesh) { REP(mesh.lods()) { MeshLod &lod=mesh.lod(i); REPA(lod.parts) { MeshPart &part=lod.parts[i]; MaterialPtr m[4]= { part.multiMaterial(0), part.multiMaterial(1), part.multiMaterial(2), part.multiMaterial(3), }; REPA(m)Adjust(m[i]); part.multiMaterial(m[0], m[1], m[2], m[3]); REP(part.variations())if(i) { MaterialPtr m=part.variation(i); Adjust(m); part.variation(i, m); } } } } void Adjust(Heightmap &heightmap) { REP(heightmap.materials())Adjust(ConstCast(heightmap.material(i))); } void Adjust(EditObject &obj) { REPA(obj) { Param &p=obj[i]; if(p.type==PARAM_ENUM) if(p.enum_type=Enums(ImportFindGamePath(Enums.name(p.enum_type), ELM_ENUM))) // adjust Enum* { int e=p.enum_type->find(p.value.s); if(InRange(e, *p.enum_type))p.value.id=(*p.enum_type)[e].id; // adjust enum ID } } } /******************************************************************************/ bool ImportFunc(Thread &thread) // 'ObjType' must be initialized because loading old format 'Object' assumes that it is set correctly { ThreadMayUseGPUData(); ObjType.del(); Enum obj_type; // adjusted obj_type to project elm.id FREPA(ImportFiles) { if(thread.wantStop())return false; UpdateProgress.set(i, ImportFiles.elms()); WindowSetProgress(UpdateProgress()); if(ImportFiles[i].type==FSTD_FILE) { C Str &file=ImportFiles[i].name; Str name=GetBaseNoExt(file), ext=GetExt(file), path=GetPath(file); if(ext=="enum") // enum { Enum game; if(game.load(file)) { if(EqualPath(file, "enum/obj_type.enum")) { ObjType=obj_type=game; FREPA(game) { Elm &elm=Proj.Project::newElm(game[i].name, UIDZero, ELM_OBJ_CLASS); ConstCast(obj_type[i].id)=elm.id; // adjust enum ID EditObject edit; edit.setType(true, elm.id, Proj.edit_path).setAccess(true, OBJ_ACCESS_CUSTOM); if(elm.name=="OBJ_LIGHT_POINT")edit.setEditorType(EditObjType.elmID(EDIT_OBJ_LIGHT_POINT));else if(elm.name=="OBJ_LIGHT_CONE" )edit.setEditorType(EditObjType.elmID(EDIT_OBJ_LIGHT_CONE ));else if(elm.name=="OBJ_PARTICLES" )edit.setEditorType(EditObjType.elmID(EDIT_OBJ_PARTICLES )); Save(edit, Proj.editPath(elm)); Object game; edit.copyTo(game, Proj, false, null, null); Save(game, Proj.gamePath(elm)); elm.objClassData()->newData(); elm.objClassData()->from(edit); } }else { Elm &elm=Proj.Project::newElm(game.name, Proj.getPathID(path), ELM_ENUM); ElmEnum *enum_data=elm.enumData(); enum_data->newData(); enum_data->src_file=MakeFullPath(file, FILE_DATA); FCopy(file, Proj.gamePath(elm)); EditEnums edit; edit.create(game); Save(edit, Proj.editPath(elm)); *ImportElms(file)=elm.id; } } }else if(ext=="anim") // animation { Animation game; if(game.load(file)) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_ANIM); elm.animData()->newData(); elm.animData()->loop(game.loop()).linear(game.linear()); FCopy(file, Proj.gamePath(elm)); *ImportElms(file)=elm.id; } }else if(ext=="font") // font { Font game; if(game.load(file)) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_FONT); elm.fontData()->newData(); FCopy(file, Proj.gamePath(elm)); EditFont edit; edit.german=game.hasChar(u'ä'); edit.french=game.hasChar(u'à'); edit.polish=game.hasChar(u'ą'); edit.russian=game.hasChar(u'л'); edit.chinese=game.hasChar(u'嗨'); edit.german_time.getUTC(); edit.french_time.getUTC(); edit.polish_time.getUTC(); edit.russian_time.getUTC(); edit.chinese_time.getUTC(); edit.size=game.height(); edit.font=name; edit.size_time.getUTC(); edit.font_time.getUTC(); Save(edit, Proj.editPath(elm)); *ImportElms(file)=elm.id; } }else if(ext=="ogg" || ext=="wav") // sound { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_SOUND); elm.soundData()->newData(); FCopy(file, Proj.gamePath(elm)); *ImportElms(file)=elm.id; }else if(ext=="ogm" || ext=="ogv" || ext=="theora" || ext=="webm") // video { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_VIDEO); elm.videoData()->newData(); FCopy(file, Proj.gamePath(elm)); *ImportElms(file)=elm.id; }else if(ext=="mtrl") // material { Material game; if(game.load(file)) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_MTRL); EditMaterial edit; edit.create(game); // create from material // set textures Image base_1, detail_map; if(game.base_1)UpdateMtrlTex(*game.base_1, base_1); if(game.detail_map)UpdateMtrlTex(*game.detail_map, detail_map); if(game. base_0)ImageProps(*game. base_0, &edit. base_0_tex, null, ForceHQMtrlBase0 ? FORCE_HQ : 0 );else edit. base_0_tex.zero(); if(game. base_1)ImageProps( base_1, &edit. base_1_tex, null, ForceHQMtrlBase1 ? FORCE_HQ : 0 );else edit. base_1_tex.zero(); if(game. detail_map)ImageProps( detail_map, &edit. detail_tex, null, (ForceHQMtrlDetail ? FORCE_HQ : 0)|IGNORE_ALPHA);else edit. detail_tex.zero(); if(game. macro_map)ImageProps(*game. macro_map, &edit. macro_tex, null, IGNORE_ALPHA);else edit. macro_tex.zero(); if(game.reflection_map)ImageProps(*game.reflection_map, &edit.reflection_tex, null, IGNORE_ALPHA);else edit.reflection_tex.zero(); if(game. light_map)ImageProps(*game. light_map, &edit. light_tex, null, IGNORE_ALPHA);else edit. light_tex.zero(); if(edit. base_0_tex.valid())if(Proj.includeTex(edit. base_0_tex))game. base_0->save(Proj.texPath(edit. base_0_tex)); if(edit. base_1_tex.valid())if(Proj.includeTex(edit. base_1_tex)) base_1. save(Proj.texPath(edit. base_1_tex)); if(edit. detail_tex.valid())if(Proj.includeTex(edit. detail_tex)) detail_map. save(Proj.texPath(edit. detail_tex)); if(edit. macro_tex.valid())if(Proj.includeTex(edit. macro_tex))game. macro_map->save(Proj.texPath(edit. macro_tex)); if(edit.reflection_tex.valid())if(Proj.includeTex(edit.reflection_tex))game.reflection_map->save(Proj.texPath(edit.reflection_tex)); if(edit. light_tex.valid())if(Proj.includeTex(edit. light_tex))game. light_map->save(Proj.texPath(edit. light_tex)); Str b0=MakeFullPath(game.base_0.name(), FILE_DATA), b1=MakeFullPath(game.base_1.name(), FILE_DATA), d=MakeFullPath(game.detail_map.name(), FILE_DATA), m=MakeFullPath(game.macro_map.name(), FILE_DATA), r=MakeFullPath(game.reflection_map.name(), FILE_DATA), l=MakeFullPath(game.light_map.name(), FILE_DATA); ImportMtrlImages.binaryInclude(SkipStartPath(b0, ImportSrc), ImportComparePath); b0.tailSlash(true); ImportMtrlImages.binaryInclude(SkipStartPath(b1, ImportSrc), ImportComparePath); b1.tailSlash(true); ImportMtrlImages.binaryInclude(SkipStartPath(d , ImportSrc), ImportComparePath); d .tailSlash(true); ImportMtrlImages.binaryInclude(SkipStartPath(m , ImportSrc), ImportComparePath); ImportMtrlImages.binaryInclude(SkipStartPath(r , ImportSrc), ImportComparePath); ImportMtrlImages.binaryInclude(SkipStartPath(l , ImportSrc), ImportComparePath); edit. color_map=(b0.is() ? b0+"xyz" : S); edit. color_map_time.getUTC(); edit. alpha_map.clear(); edit. alpha_map_time.getUTC(); edit. bump_map.clear(); edit. bump_map_time.getUTC(); edit. glow_map.clear(); edit. glow_map_time.getUTC(); edit. normal_map.clear(); edit. normal_map_time.getUTC(); edit.specular_map.clear(); edit. specular_map_time.getUTC(); edit.detail_color =(d.is() ? d+"x" : S); edit. detail_map_time.getUTC(); edit.detail_bump =(d.is() ? d+"z" : S); edit.detail_normal=(d.is() ? d+"wy" : S); edit. macro_map=m; edit. macro_map_time.getUTC(); edit.reflection_map=r; edit.reflection_map_time.getUTC(); edit. light_map=l; edit. light_map_time.getUTC(); if(b1.is()) { edit. bump_map=(b0.is() ? b0+"w" : S); edit. normal_map=b1+"wy"; edit. alpha_map=b1+"z"; edit. glow_map=b1+"z"; edit.specular_map=b1+"x"; }else if(b0.is()) { edit.alpha_map=b0+"w"; } // save Save(edit, Proj.editPath(elm)); edit.copyTo(game, Proj); Save(game, Proj.gamePath(elm)); // finalize ElmMaterial *mtrl_data=elm.mtrlData(); mtrl_data->newData(); mtrl_data->src_file=MakeFullPath(file, FILE_DATA); mtrl_data->from(edit); *ImportElms(file)=elm.id; } }else if(ext=="obj") // object (only create elements but don't set data) { Object game; if(game.load(file)) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_OBJ); elm.objData()->newData(); *ImportElms(file)=elm.id; } } } } // 2nd phase (images after materials, text styles after fonts, objects after creating them before) ImportPhase=IMPORT_IMPORT1; FREPA(ImportFiles) { if(thread.wantStop())return false; UpdateProgress.set(i, ImportFiles.elms()); WindowSetProgress(UpdateProgress()); if(ImportFiles[i].type==FSTD_FILE) { C Str &file=ImportFiles[i].name; Str name=GetBaseNoExt(file), ext=GetExt(file), path=GetPath(file); if(ext=="img") // image { Image game; if(!ImportMtrlImages.binaryHas(file, ImportComparePath)) // if not material texture if(game.load(file)) if(game.is()) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_IMAGE); ElmImage *image_data=elm.imageData(); image_data->newData(); image_data->src_file=MakeFullPath(file, FILE_DATA); if(ImageTI[game.type()].compressed)elm.imageData()->type=ElmImage::COMPRESSED;else if( game.type()==IMAGE_A8 )elm.imageData()->type=ElmImage::ALPHA;else elm.imageData()->type=ElmImage::FULL; elm.imageData()->mode=game.mode(); elm.imageData()->mipMaps(game.mipMaps()>1); elm.imageData()->pow2(IsPow2(game.w()) && IsPow2(game.h())); elm.imageData()->hasAlpha(HasAlpha(game)); elm.imageData()->hasColor(HasColor(game)); game.ExportWEBP(Proj.editPath(elm), 1, 1); FCopy(file, Proj.gamePath(elm)); *ImportElms(file)=elm.id; } }else if(ext=="txds") // text styles { TextStyle game; if(game.load(file)) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_TEXT_STYLE); EditTextStyle edit; edit.create(game, ImportFindID(game.font().name(), ELM_FONT)); Save(edit, Proj.editPath(elm)); edit.copyTo(game, Proj); Save(game, Proj.gamePath(elm)); elm.textStyleData()->newData(); elm.textStyleData()->from(edit); *ImportElms(file)=elm.id; } }else if(ext=="obj") // object { if(Elm *elm=ImportFind(file, ELM_OBJ)) { Object game; game.load(file); UID type=obj_type.elmID(ObjType.find(game.type())); // adjust ID in case source uses ID not listed in ObjType EditObjectPtr base; if(Elm *base_elm=ImportFind(game.base().name(), ELM_OBJ))base=Proj.editPath(*base_elm);else if(type.valid())base=Proj.editPath(type); game.type(false); type.zero(); // clear type as it is always taken from base (OBJ_CLASS) if(game.access()==OBJ_ACCESS_CUSTOM)game.access(false); // use access from base else base=null; // we're not using custom class, so disable base EditObject edit; edit.create(game, type, base); Adjust(edit); Save(edit, Proj.editPath(*elm)); UID *mesh_id=null, *phys_id=null; Matrix matrix=game.matrixFinal(); Pose transform=matrix; ImportObjMeshes.binaryInclude(Str(game.mesh().name()), ImportComparePath); *ImportObjMatrix(elm->id)=~matrix; if(game.mesh() && game.mesh()->is() || game.phys() && game.phys()->is()) { Elm &mesh_elm=Proj.Project::newElm(ElmNameMesh, elm->id, ELM_MESH); mesh_id=&mesh_elm.id; ElmMesh *mesh_data=mesh_elm.meshData(); mesh_data->newData(); mesh_data->src_file=MakeFullPath(game.mesh().name(), FILE_DATA); mesh_data->transform=transform; mesh_data->obj_id=elm->id; Mesh edit_mesh, game_mesh; if(game.mesh())edit_mesh.create(*game.mesh()); edit_mesh.setBase().delRender(); // adjust materials Adjust(edit_mesh); edit_mesh.drawGroupEnum(null); // skeleton if(edit_mesh.skeleton()) { Skeleton skel=*edit_mesh.skeleton(); EditSkeleton edit_skel; edit_skel.create(skel, null); skel.transform(matrix); Elm &skel_elm=Proj.Project::newElm(ElmNameSkel, mesh_elm.id, ELM_SKEL); mesh_elm.meshData()->skel_id=skel_elm.id; ElmSkel *skel_data=skel_elm.skelData(); skel_data->newData(); skel_data->src_file=MakeFullPath(Skeletons.name(edit_mesh.skeleton()), FILE_DATA); skel_data->mesh_id =mesh_elm.id; skel_data->transform=transform; Save(edit_skel, Proj.editPath(skel_elm)); Save( skel, Proj.gamePath(skel_elm)); edit_mesh.skeleton(null); } Skeleton *body_skel; Proj.getMeshSkels(mesh_elm.meshData(), null, &body_skel); EditToGameMesh(edit_mesh, game_mesh, body_skel, null, &matrix); Save(edit_mesh, Proj.editPath(mesh_elm), Proj.game_path); // must use 'game_path' Save(game_mesh, Proj.gamePath(mesh_elm)); mesh_elm.meshData()->from(game_mesh); // phys body if(game.phys() && game.phys()->is()) { PhysBody phys=*game.phys(); phys.transform(matrix); Elm &phys_elm=Proj.Project::newElm(ElmNamePhys, mesh_elm.id, ELM_PHYS); phys_id=&phys_elm.id; mesh_elm.meshData()->phys_id=phys_elm.id; Save(phys, Proj.gamePath(phys_elm)); ElmPhys *phys_data=phys_elm.physData(); phys_data->newData(); phys_data->src_file=MakeFullPath(game.phys().name(), FILE_DATA); phys_data->density =phys.density; phys_data->mesh_id =mesh_elm.id; phys_data->transform=transform; phys_data->from(phys); } } edit.copyTo(game, Proj, true, mesh_id, phys_id); Save(game, Proj.gamePath(*elm)); elm->objData()->from(edit); if(mesh_id)elm->objData()->mesh_id=*mesh_id; } } } } // 3rd phase (Panels after importing images, non-object meshes after importing all objects, particles after importing images) ImportPhase=IMPORT_IMPORT2; FREPA(ImportFiles) { if(thread.wantStop())return false; UpdateProgress.set(i, ImportFiles.elms()); WindowSetProgress(UpdateProgress()); if(ImportFiles[i].type==FSTD_FILE) { C Str &file=ImportFiles[i].name; Str name=GetBaseNoExt(file), ext=GetExt(file), path=GetPath(file); if(ext=="gstl") // Panel (old GuiStyle) { Panel game; if(game.load(file)) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_PANEL); EditPanel edit; edit.create(game, ImportFindID(game. center_image.name(), ELM_IMAGE), ImportFindID(game. border_image.name(), ELM_IMAGE), ImportFindID(game. top_image.name(), ELM_IMAGE), ImportFindID(game. bottom_image.name(), ELM_IMAGE), ImportFindID(game. left_right_image.name(), ELM_IMAGE), ImportFindID(game. top_corner_image.name(), ELM_IMAGE), ImportFindID(game.bottom_corner_image.name(), ELM_IMAGE), ImportFindID(game. panel_image.name(), ELM_PANEL_IMAGE)); Save(edit, Proj.editPath(elm)); edit.copyTo(game, Proj); Save(game, Proj.gamePath(elm)); elm.panelData()->newData(); elm.panelData()->from(edit); *ImportElms(file)=elm.id; } }else if(ext=="mesh") // mesh { Mesh edit_mesh; if(!ImportObjMeshes.binaryHas(file, ImportComparePath)) // if not object mesh if(edit_mesh.load(file)) if(edit_mesh.is()) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_OBJ); elm.objData()->newData(); *ImportElms(file)=elm.id; // src mesh is now ELM_OBJ EditObject edit; Save(edit, Proj.editPath(elm)); UID *mesh_id=null, *phys_id=null; Elm &mesh_elm=Proj.Project::newElm(ElmNameMesh, elm.id, ELM_MESH); mesh_id=&mesh_elm.id; ElmMesh *mesh_data=mesh_elm.meshData(); mesh_data->newData(); mesh_data->src_file=file; mesh_data->obj_id=elm.id; edit_mesh.setBase().delRender(); // adjust materials Adjust(edit_mesh); edit_mesh.drawGroupEnum(null); // skeleton if(edit_mesh.skeleton()) { Elm &skel_elm=Proj.Project::newElm(ElmNameSkel, elm.id, ELM_SKEL); mesh_elm.meshData()->skel_id=skel_elm.id; ElmSkel *skel_data=skel_elm.skelData(); skel_data->newData(); skel_data->src_file=MakeFullPath(Skeletons.name(edit_mesh.skeleton()), FILE_DATA); skel_data->mesh_id=mesh_elm.id; EditSkeleton edit_skel; edit_skel.create(*edit_mesh.skeleton(), null); Save( edit_skel , Proj.editPath(skel_elm)); Save(*edit_mesh.skeleton(), Proj.gamePath(skel_elm)); edit_mesh.skeleton(null); } Skeleton *body_skel; Proj.getMeshSkels(mesh_elm.meshData(), null, &body_skel); Mesh game_mesh; EditToGameMesh(edit_mesh, game_mesh, body_skel, null, null); Save(edit_mesh, Proj.editPath(mesh_elm), Proj.game_path); // must use 'game_path' Save(game_mesh, Proj.gamePath(mesh_elm)); mesh_elm.meshData()->from(game_mesh); // phys body /*if(phys) { Elm &phys_elm=Proj.Project.newElm(name, elm.id, ELM_PHYS); phys_id=&phys_elm.id; mesh_elm.meshData().phys_id=phys_elm.id; Save(phys, Proj.gamePath(phys_elm)); phys_elm.physData().newData(); phys_elm.physData().density=phys.density; phys_elm.physData().mesh_id=mesh_elm.id; phys_elm.physData().from(phys); phys_elm.physData().src_file=MakeFullDataPath(phys.name()); }*/ Object game; edit.copyTo(game, Proj, true, mesh_id, phys_id); Save(game, Proj.gamePath(elm)); elm.objData()->from(edit); if(mesh_id)elm.objData()->mesh_id=*mesh_id; } }else if(ext=="particle") // particles { Particles p; if(p.load(file)) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_OBJ); EditObject edit; Object game; if(Elm *elm=ImportFind(p. image.name(), ELM_IMAGE))edit.New().setName( "Image").setAsIDArray(elm->id).id.set( 5, 0, 0, 0); if(Elm *elm=ImportFind(p.palette_image.name(), ELM_IMAGE))edit.New().setName("Palette Image").setAsIDArray(elm->id).id.set(34, 0, 0, 0); if( p.image_x_frames> 1 )edit.New().setName("Image Frames X" ).forceInt (p.image_x_frames).id.set( 6, 0, 0, 0); if( p.image_y_frames> 1 )edit.New().setName("Image Frames Y" ).forceInt (p.image_y_frames).id.set( 7, 0, 0, 0); if(!Equal(p.image_speed , 1))edit.New().setName("Image Speed" ).forceFlt (p.image_speed ).id.set( 8, 0, 0, 0); if(! p.reborn )edit.New().setName("Reborn" ).forceBool (p.reborn ).id.set( 9, 0, 0, 0); edit.New().setName("Palette Mode" ).forceBool (p.palette() ).id.set(10, 0, 0, 0); if( p.paletteIndex() )edit.New().setName("Palette Index" ).forceBool (p.paletteIndex()!=0).id.set(11, 0, 0, 0); if( p.smooth_fade )edit.New().setName("Smooth Fade" ).forceBool (p.smooth_fade ).id.set(12, 0, 0, 0); edit.New().setName("Elements" ).forceInt (p.p.elms() ).id.set(13, 0, 0, 0); edit.New().setName("Color" ).forceColor(p.color ).id.set( 1, 0, 0, 0); if( p.glow )edit.New().setName("Glow" ).forceInt (p.glow ).id.set(14, 0, 0, 0); edit.New().setName("Radius" ).forceFlt (p.radius ).id.set(15, 0, 0, 0); if(!Equal(p.radius_random , 0))edit.New().setName("Radius Random" ).forceFlt (p.radius_random ).id.set(32, 0, 0, 0); if(!Equal(p.radius_growth , 1))edit.New().setName("Radius Growth" ).forceFlt (p.radius_growth ).id.set(16, 0, 0, 0); if(!Equal(p.offset_range , 0))edit.New().setName("Offset Range" ).forceFlt (p.offset_range ).id.set(17, 0, 0, 0); if(!Equal(p.offset_speed , 1))edit.New().setName("Offset Speed" ).forceFlt (p.offset_speed ).id.set(18, 0, 0, 0); edit.New().setName("Life" ).forceFlt (p.life ).id.set(19, 0, 0, 0); if(!Equal(p.life_random , 0))edit.New().setName("Life Random" ).forceFlt (p.life_random ).id.set(33, 0, 0, 0); if(!Equal(p.glue , 0))edit.New().setName("Glue" ).forceFlt (p.glue ).id.set(20, 0, 0, 0); if(!Equal(p.damping , 0))edit.New().setName("Velocity Damping" ).forceFlt (p.damping ).id.set(21, 0, 0, 0); if(!Equal(p.ang_vel , 0))edit.New().setName("Angular Velocity" ).forceFlt (p.ang_vel ).id.set(22, 0, 0, 0); edit.New().setName("Random Velocity" ).forceFlt (p.vel_random ).id.set(23, 0, 0, 0); if(!Equal(p.vel_constant.x, 0))edit.New().setName("Initial Velocity X").forceFlt (p.vel_constant.x).id.set(24, 0, 0, 0); if(!Equal(p.vel_constant.y, 0))edit.New().setName("Initial Velocity Y").forceFlt (p.vel_constant.y).id.set(25, 0, 0, 0); if(!Equal(p.vel_constant.z, 0))edit.New().setName("Initial Velocity Z").forceFlt (p.vel_constant.z).id.set(26, 0, 0, 0); if(!Equal(p.accel.x , 0))edit.New().setName("Acceleration X" ).forceFlt (p.accel.x ).id.set(27, 0, 0, 0); if(!Equal(p.accel.y , 0))edit.New().setName("Acceleration Y" ).forceFlt (p.accel.y ).id.set(28, 0, 0, 0); if(!Equal(p.accel.z , 0))edit.New().setName("Acceleration Z" ).forceFlt (p.accel.z ).id.set(29, 0, 0, 0); if( p.sourceType()==PARTICLE_STATIC_SHAPE)edit.New().setName("Source Shape").forceInt(p.shape.type ).id.set(30, 0, 0, 0); if(!p.inside_shape )edit.New().setName("Inside Source" ).forceBool (p.inside_shape ).id.set(31, 0, 0, 0); Save(edit, Proj.editPath(elm)); edit.copyTo(game, Proj, true, null, null); Save(game, Proj.gamePath(elm)); elm.objData()->newData(); elm.objData()->from(edit); *ImportElms(file)=elm.id; } } } } // 4th phase (gui objects after importing images text styles and Panels, worlds after importing all objects and meshes) ImportPhase=IMPORT_IMPORT3; FREPA(ImportFiles) { if(thread.wantStop())return false; UpdateProgress.set(i, ImportFiles.elms()); WindowSetProgress(UpdateProgress()); C Str &file=ImportFiles[i].name; Str name=GetBaseNoExt(file), ext=GetExt(file), path=GetPath(file); if(ImportFiles[i].type==FSTD_FILE) { if(ext=="gobj") // gui objects { GuiObjs game; if(game.load(file)) { REP(GO_NUM)if(C MembConst *objs=game.objects(GUI_OBJ_TYPE(i)))REPA(*objs)Adjust((*objs)[i]); Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_GUI); Save(game, Proj.gamePath(elm)); elm.guiData()->newData(); *ImportElms(file)=elm.id; } } }else if(ImportFiles[i].type==FSTD_DIR) { if(ext=="world") // world { EE1WorldSettings settings; Str edit=file; edit.tailSlash(true)+="Edit/"; if(settings.load(edit+"Settings")) { Elm &elm=Proj.Project::newElm(name, Proj.getPathID(path), ELM_WORLD); *ImportElms(file)=elm.id; elm.worldData()->newData(); elm.worldData()->area_size= settings.areaSize(); elm.worldData()->hm_res =NearestPow2(settings.hmRes ()); elm.worldData()->ctrlRadius(settings.path.ctrlRadius()); elm.worldData()->ctrlHeight(settings.path.ctrlHeight()); elm.worldData()->maxClimb (settings.path.maxClimb ()); elm.worldData()->maxSlope (settings.path.maxSlope ()); elm.worldData()->cellSize (settings.path.cellSize ()); elm.worldData()->cellHeight(settings.path.cellHeight()); Proj.makeGameVer(elm); // create paths and save world settings (call this after setting them) WorldVer *world_ver=Proj.worldVerRequire(elm.id); world_ver->changed=true; for(FileFind ff(MakeFullPath(edit+"Area", FILE_DATA)); ff(); )if(ff.type==FSTD_FILE && !GetExt(ff.name).is()) { if(thread.wantStop())return false; VecI2 xy=TextVecI2(ff.name); File f; if(f.readStdTry(ff.pathName())) { Heightmap h; Memt objs; // !! Warning: this should actually be Edit.Obj !! however we'd need 'Object.loadData' method which is hidden, and 'AreaObj' provides same save/load functionality as 'Edit.Obj' for(ChunkReader cr(f); File *f=cr(); ) { if(cr.name()=="Heightmap")switch(cr.ver()) { case 0: h.load(*f); break; }else if(cr.name()=="Object")switch(cr.ver()) { case 1: REP(f->getInt())if(!objs.New().load(*f)){objs.removeLast(); break;} break; } } if(h.is() || objs.elms()) { Area area(xy, null); area.ver=world_ver->areas(xy); // create AreaVer (needed for rebuild) Memt area_objs; if(h.is()) { Adjust(h); Swap(SCAST(Heightmap, *New(Delete(area.hm))), h); if(area.ver) { area.ver->hm_height_time.getUTC(); area.ver->hm_mtrl_time .getUTC(); area.ver->hm_color_time .getUTC(); } world_ver->rebuildAreaNeighbor(xy, AREA_REBUILD_HM|AREA_REBUILD_HM_MESH|AREA_REBUILD_HM_MESH_SIMPLIFY|AREA_REBUILD_HM_PHYS); // rebuild after settings AreaVer } REPA(objs) { Game::Area::Data::AreaObj &src =objs[i]; UID type=obj_type.elmID(ObjType.find(src.type())); // adjust ID in case source uses ID not listed in ObjType EditObjectPtr base; if(src.access()!=OBJ_ACCESS_CUSTOM)type.zero(); // clear class if we're not using custom Elm *base_elm=ImportFind(src.base().name(), ELM_OBJ); if(!base_elm)base_elm=ImportFind(src.mesh().name(), ELM_OBJ); // if object base was not found, then try checking its mesh (because earlier we've imported non-object meshes as objects) if( base_elm) // create only if we've found ELM_OBJ base { base=Proj.editPath(*base_elm); Obj &obj=area_objs.New(); obj.ObjData::create(src, type, base); Adjust(obj.params); if(C Matrix *matrix=ImportObjMatrix.find(base_elm->id))obj.matrix=(*matrix)*obj.matrix; // object meshes are already transformed world_ver->changedObj(obj, xy); } } if(area_objs.elms()) { FREPA(area_objs)area.objs.add(&area_objs[i]); if(area.ver)area.ver->obj_ver.randomize(); world_ver->rebuildAreaNeighbor(xy, AREA_REBUILD_GAME_AREA_OBJS); // rebuild after settings AreaVer } world_ver->rebuildAreaNeighbor(xy, AREA_REBUILD_EMBED_OBJ|AREA_REBUILD_WATER|AREA_REBUILD_PATH); // rebuild after settings AreaVer area.saveEdit(Proj.editAreaPath(elm.id, xy)); area.objs.del(); // delete obj pointer container manually before objects are deleted (otherwise Area destructor would be accessing removed objects) } } } Pak global; if(global.load(MakeFullPath(edit+"Global/Waypoints.pak", FILE_DATA)))FREPA(global)if(global.file(i).data_size) // waypoints { EE1EditWaypoint src; File f; if(f.readTry(global.file(i), global))if(src.load(f, global.file(i).name)) { EditWaypoint edit; edit.create(src, src.name); Save(edit, Proj.editWaypointPath(elm.id, src.id)); Game::Waypoint game; edit.copyTo(game ); Save(game, Proj.gameWaypointPath(elm.id, src.id)); world_ver->changedWaypoint(src.id); } } if(global.load(MakeFullPath(edit+"Global/Lakes.pak", FILE_DATA)))FREPA(global)if(global.file(i).data_size) // lakes { EE1EditLake src; File f; if(f.readTry(global.file(i), global))if(src.load(f, global.file(i).name)) { Lake lake; lake.setDepth(src.depth); Swap(lake.polys, src.polys); lake.polys_time.getUTC(); Save(lake, Proj.editLakePath(elm.id, src.id)); world_ver->changedLake(src.id); } } if(global.load(MakeFullPath(edit+"Global/Rivers.pak", FILE_DATA)))FREPA(global)if(global.file(i).data_size) // rivers { EE1EditRiver src; File f; if(f.readTry(global.file(i), global))if(src.load(f, global.file(i).name)) { River river; river.setDepth(src.depth); FREPA(src.vtxs)river.vtxs.New().set(src.vtxs[i].radius, src.vtxs[i].pos); Swap(river.edges, src.edges); river.vtx_edge_time.getUTC(); Save(river, Proj.editRiverPath(elm.id, src.id)); world_ver->changedRiver(src.id); } } } } } } // move materials used by only one object to inside of the obj REPA(Proj.elms) { Elm &elm=Proj.elms[i]; if(ElmMesh *mesh_data=elm.meshData()) { REPA(mesh_data->mtrl_ids) { C UID &mtrl_id=mesh_data->mtrl_ids[i]; REPA(Proj.elms) // check other meshes { Elm &elm_other=Proj.elms[i]; if(ElmMesh *mesh_data=elm_other.meshData())if(&elm_other!=&elm)if(mesh_data->mtrl_ids.binaryHas(mtrl_id, Compare))goto used; } if(Elm *mtrl_elm=Proj.findElm(mtrl_id, ELM_MTRL))if(Elm *obj=Proj.meshToObjElm(&elm))mtrl_elm->setParent(obj); // set to object used:; } } } ImportPhase=IMPORT_FINISHED; return false; } bool ImportFilter(C Str &name) { Str ext=GetExt(name); if( ext=="world" || ext=="atlas") // world and atlas if(FileInfoSystem(name).type==FSTD_DIR) // folder { BackgroundFileFind::File &file=ImportManual.New(); file.get(name); file.name=name; // add this element manually return false; // skip files inside those folders } return true; } /******************************************************************************/ bool InitImport() { ImportSrc.tailSlash(false); if(FileInfoSystem(ImportSrc).type!=FSTD_DIR)StateProjectList.set(StateFadeTime);else { UID id; id.randomizeValid(); Str name=GetBase(ImportSrc); if(name=="Data")name=GetBase(GetPath(ImportSrc)); Str path=ProjectsPath+EncodeFileName(id); Str error; LOAD_RESULT result=Proj.Project::open(id, name, path, error); // open using 'Project' method if(!FExistSystem(path) || !LoadOK(result)){StateProjectList.set(StateFadeTime); Gui.msgBox(S, S+"Can't write to:\"\n"+ProjectsPath+'"');}else { DataPath(ImportSrc); ImportPhase=IMPORT_GET_FILES; ImportBFF.find(ImportSrc, ImportFilter); UpdateProgress.create(Rect_C(0, -0.1f, 1, 0.045f)); } } return true; } void ShutImport() { UpdateThread .del(); // delete the thread first UpdateProgress.del(); if(ImportPhase!=IMPORT_FINISHED) { FDelDirs(Proj.path); // delete what was imported until now Proj.Project::del(); } ImportBFF .del(); ImportFiles .del(); ImportManual.del(); // delete after BFF ImportElms .del(); ImportMtrlImages.del(); ImportObjMeshes .del(); ImportObjMatrix .del(); DataPath(S); WindowSetNormal(); } /******************************************************************************/ bool UpdateImport() { if(Kb.bp(KB_ESC)){StateProjectList.set(StateFadeTime); Gui.msgBox(S, "Importing breaked on user request");} // cancel importing if(ImportPhase==IMPORT_GET_FILES) { if(ImportBFF.finished()) { ImportBFF.getFiles(ImportFiles); FREPA(ImportManual)Swap(ImportFiles.New(), ImportManual[i]); REPAO(ImportFiles).name=SkipStartPath(ImportFiles[i].name, ImportSrc); ImportFiles.sort(BackgroundFileFind::Compare); ImportPhase=IMPORT_IMPORT; UpdateThread.create(ImportFunc); // create thread after all other stuff } } if(ImportPhase==IMPORT_FINISHED) { WindowFlash(); Proj.save(); Str error; Proj.open(Proj.id, Proj.name, Proj.path, error); // reopen using 'ProjectEx' method SetProjectState(); } Time.wait(1000/30); // limit to 30 fps Server.update(null, true); if(Ms.bp(3))WindowToggle(); return true; } /******************************************************************************/ void DrawImport() { D.clear(BackgroundColor()); D.text(Rect(Vec2(0, 0.2f)), S+"Importing Project\n\""+ImportSrc+'"'); switch(ImportPhase) { case IMPORT_GET_FILES: { D.text(0, 0, "Getting list of files"); }break; case IMPORT_IMPORT : case IMPORT_IMPORT1: case IMPORT_IMPORT2: case IMPORT_IMPORT3: { D.text(0, 0, S+"Importing files "+(ImportPhase-IMPORT_IMPORT+1)+"/4"); GuiPC gpc; gpc.visible=gpc.enabled=true; gpc.client_rect=gpc.clip.set(-D.w(), -D.h(), D.w(), D.h()); gpc.offset.zero(); UpdateProgress.draw(gpc); D.clip(); }break; } } /******************************************************************************/ /******************************************************************************/ EE1WorldSettings& EE1WorldSettings::reset() { ::EE::Game::WorldSettings::reset(); path .reset(); return T; } bool EE1WorldSettings::load(C Str &name) {File f; if(f.readStdTry(name))return load(f); reset(); return false;} bool EE1WorldSettings::load( File &f ) { switch(f.decUIntV()) // version { case 1: { if(!::EE::Game::WorldSettings::load(f))return false; if(!path .load(f))return false; }return true; case 0: { reset(); f.skip(-1); if(!::EE::Game::WorldSettings::load(f))return false; path.reset().areaSize(areaSize()); }return true; } reset(); return false; } bool EE1ObjGlobal::load(File &f) { switch(f.decUIntV()) // version { case 1: {Rect rect; f>>rect;} return true; case 0: {RectI area; f>>area;} return true; default: return false; } } bool EE1EditWaypoint::loadData(File &f) { File temp; temp.writeMem().putUInt(CC4('W','P','N','T')); f.copy(temp); temp.pos(0); return Game::Waypoint::load(temp); } bool EE1EditWaypoint::load(File &f, C Str &name) { if(id.fromHex(name))switch(f.decUIntV()) // version { case 1: if(EE1ObjGlobal::load(f)) { GetStr(f, T.name); return loadData(f); }break; case 0: { RectI area; f>>area; GetStr(f, T.name); }return loadData(f); } return false; } bool EE1EditLake::load(File &f, C Str &name) { if(id.fromHex(name))if(::EE1ObjGlobal::load(f))switch(f.decUIntV()) { case 0: { f>>depth; polys.clear(); REP(f.getInt()){Memc &poly=polys.New(); poly.setNum(f.getInt()); FREPA(poly)f>>poly[i];} GetStr(f, material); }return true; } return false; } bool EE1EditRiver::load(File &f, C Str &name) { if(id.fromHex(name))if(::EE1ObjGlobal::load(f))switch(f.decUIntV()) { case 0: { f>>depth; vtxs .setNum(f.getInt()); FREPA(vtxs )f>>vtxs [i]; edges.setNum(f.getInt()); FREPA(edges)f>>edges[i]; GetStr(f, material); }return true; } return false; } EE1EditWaypoint::EE1EditWaypoint() : id(UIDZero) {} EE1EditLake::EE1EditLake() : id(UIDZero), depth(1) {} EE1EditRiver::EE1EditRiver() : id(UIDZero), depth(1) {} /******************************************************************************/