1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443
|
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ActorEditor.h"
#include "ActorEditorListCtrl.h"
#include "AtlasObject/AtlasObject.h"
#include "AtlasObject/AtlasObjectText.h"
#include "General/Datafile.h"
#ifdef __WXMAC__
#include <ApplicationServices/ApplicationServices.h>
#endif
#include "wx/file.h"
BEGIN_EVENT_TABLE(ActorEditor, AtlasWindow)
EVT_MENU(ID_CreateEntity, ActorEditor::OnCreateEntity)
END_EVENT_TABLE()
ActorEditor::ActorEditor(wxWindow* parent)
: AtlasWindow(parent, _("Actor Editor"), wxSize(1024, 450))
{
SetIcon(wxIcon(_T("ICON_ActorEditor")));
#ifdef __WXMAC__
ProcessSerialNumber PSN;
GetCurrentProcess(&PSN);
TransformProcessType(&PSN,kProcessTransformToForegroundApplication);
#endif
wxMenu* menu = new wxMenu;
menu->Append(ID_CreateEntity, _("Create &entity..."));
AddCustomMenu(menu, _("&Actor"));
//////////////////////////////////////////////////////////////////////////
wxPanel* mainPanel = new wxPanel(this);
m_ActorEditorListCtrl = new ActorEditorListCtrl(mainPanel);
wxBoxSizer* vertSizer = new wxBoxSizer(wxVERTICAL);
mainPanel->SetSizer(vertSizer);
wxBoxSizer* topSizer = new wxBoxSizer(wxHORIZONTAL);
vertSizer->Add(topSizer,
wxSizerFlags().Border(wxLEFT|wxRIGHT, 5));
vertSizer->Add(
m_ActorEditorListCtrl,
wxSizerFlags().Proportion(1).Expand().Border(wxALL, 10));
//////////////////////////////////////////////////////////////////////////
// Properties panel:
wxPanel* propertiesPanel = new wxPanel(mainPanel);
topSizer->Add(propertiesPanel, wxSizerFlags().Expand().Border(wxLEFT|wxRIGHT, 5));
wxSizer* propertiesSizer = new wxStaticBoxSizer(
new wxStaticBox(propertiesPanel, wxID_ANY, _("Actor properties")),
wxHORIZONTAL);
propertiesPanel->SetSizer(propertiesSizer);
m_CastShadows = new wxCheckBox(propertiesPanel, wxID_ANY, _("Cast shadow"));
propertiesSizer->Add(m_CastShadows, wxSizerFlags().Border(wxALL, 5));
m_Float = new wxCheckBox(propertiesPanel, wxID_ANY, _("Float on water"));
propertiesSizer->Add(m_Float, wxSizerFlags().Border(wxALL, 5));
// TODO: Orientation property.
//////////////////////////////////////////////////////////////////////////
// Materials box:
wxPanel* materialsPanel = new wxPanel(mainPanel);
topSizer->Add(materialsPanel, wxSizerFlags().Expand().Border(wxLEFT|wxRIGHT, 5));
wxSizer* materialsSizer = new wxStaticBoxSizer(
new wxStaticBox(materialsPanel, wxID_ANY, _("Material")),
wxHORIZONTAL);
materialsPanel->SetSizer(materialsSizer);
// Get the list of XML materials
wxArrayString materials = Datafile::EnumerateDataFiles(_T("mods/public/art/materials/"), _T("*.xml"));
// Extract the filenames and discard the path
for (size_t i = 0; i < materials.Count(); ++i)
materials[i] = wxFileName(materials[i]).GetFullName();
m_Material = new wxComboBox(materialsPanel, wxID_ANY, _T(""), wxDefaultPosition, wxDefaultSize, materials);
materialsSizer->Add(m_Material, wxSizerFlags().Border(wxALL, 2));
}
void ActorEditor::ThawData(AtObj& in)
{
AtObj actor (*in["actor"]);
m_ActorEditorListCtrl->ThawData(actor);
m_CastShadows->SetValue(actor["castshadow"].defined());
m_Float->SetValue(actor["float"].defined());
m_Material->SetValue((wxString)actor["material"]);
}
AtObj ActorEditor::FreezeData()
{
AtObj actor (m_ActorEditorListCtrl->FreezeData());
if (m_CastShadows->IsChecked())
actor.set("castshadow", L"");
if (m_Float->IsChecked())
actor.set("float", L"");
if (m_Material->GetValue().length())
actor.set("material", m_Material->GetValue());
AtObj out;
out.set("actor", actor);
return out;
}
static AtObj ConvertToLatestFormat(AtObj in)
{
if (! in.defined())
{
// 'Importing' a new blank file. Fill it in with default values:
AtObj actor;
actor.add("@version", L"1");
in.add("actor", actor);
}
// Determine the file format version
long version;
if (in["Object"].defined())
{
// old-style actor format
version = -1;
}
else if (in["actor"].defined())
{
if (in["actor"]["@version"].defined())
wxString(in["actor"]["@version"]).ToLong(&version);
else
version = 0;
}
else
{
wxLogError(_("Failed to determine actor file format version"));
return AtObj();
}
// Do any necessary conversions into the most recent format:
if (version == -1)
{
AtObj actor;
// Handle the global actor properties
if (wxString(in["Object"]["Properties"]["@autoflatten"]) == _T("1"))
actor.add("autoflatten", L"");
if (wxString(in["Object"]["Properties"]["@castshadows"]) == _T("1"))
actor.add("castshadow", L"");
// Things to strip leading strings (for converting filenames, since the
// new format doesn't store the entire path)
#define THING1(out,outname, in,inname, prefix) \
wxASSERT( wxString(in["Object"][inname]).StartsWith(_T(prefix)) ); \
out.add(outname, wxString(in["Object"][inname]).Mid(wxString(_T(prefix)).Length()))
#define THING2(out,outname, in,inname, prefix) \
wxASSERT( wxString(in[inname]).StartsWith(_T(prefix)) ); \
out.add(outname, wxString(in[inname]).Mid(wxString(_T(prefix)).Length()))
if (wxString(in["Object"]["Material"]).Len())
{
THING1(actor,"material", in,"Material", "art/materials/");
}
// Create a single variant to contain all the old data
AtObj var;
var.add("@name", L"Base");
var.add("@frequency", L"100"); // 100 == default frequency
THING1(var,"mesh", in,"ModelName", "art/meshes/");
// XXX
if (wxString(in["Object"]["TextureName"]).StartsWith(_T("art/textures/ui/session/portraits/ui_portrait_sheet_civ_")))
{
var.add("texture", L"temp/" + wxString(in["Object"]["TextureName"]).Mid(strlen("art/textures/ui/session/portraits/")));
}
else
{
THING1(var,"texture", in,"TextureName", "art/textures/skins/");
}
AtObj anims;
for (AtIter animit = in["Object"]["Animations"]["Animation"]; animit.defined(); ++animit)
{
if (wcslen(animit["@file"]))
{
AtObj anim;
anim.add("@name", animit["@name"]);
anim.add("@speed", animit["@speed"]);
THING2(anim,"@file", animit,"@file", "art/animation/");
anims.add("animation", anim);
}
}
var.add("animations", anims);
AtObj props;
for (AtIter propit = in["Object"]["Props"]["Prop"]; propit.defined(); ++propit)
{
AtObj prop;
prop.add("@attachpoint", propit["@attachpoint"]);
prop.add("@actor", propit["@model"]);
props.add("prop", prop);
}
var.add("props", props);
AtObj grp;
grp.add("variant", var);
actor.add("group", grp);
#undef THING1
#undef THING2
actor.set("@version", L"1");
in = AtObj();
in.set("actor", actor);
}
else if (version == 0)
{
AtObj actor;
if (in["actor"]["castshadow"].defined()) actor.add("castshadow", in["actor"]["castshadow"]);
if (in["actor"]["material"].defined()) actor.add("material", in["actor"]["material"]);
for (AtIter grpit = in["actor"]["group"]; grpit.defined(); ++grpit)
{
AtObj grp;
for (AtIter varit = grpit["variant"]; varit.defined(); ++varit)
{
AtObj var;
var.add("@name", varit["name"]);
var.add("@frequency", varit["frequency"]);
var.add("mesh", varit["mesh"]);
var.add("texture", varit["texture"]);
AtObj anims;
for (AtIter animit = varit["animations"]["animation"]; animit.defined(); ++animit)
{
AtObj anim;
anim.add("@name", animit["name"]);
anim.add("@file", animit["file"]);
anim.add("@speed", animit["speed"]);
anims.add("animation", anim);
}
var.add("animations", anims);
AtObj props;
for (AtIter propit = varit["props"]["prop"]; propit.defined(); ++propit)
{
AtObj prop;
prop.add("@attachpoint", propit["attachpoint"]);
prop.add("@actor", propit["model"]);
props.add("prop", prop);
}
var.add("props", props);
grp.add("variant", var);
}
actor.add("group", grp);
}
actor.set("@version", L"1");
in.set("actor", actor);
}
else if (version == 1)
{
// current format
}
else
{
// ??? unknown format - this should have been noticed earlier
wxFAIL_MSG(_T("Invalid actor format"));
}
return in;
}
void ActorEditor::ImportData(AtObj& in)
{
AtObj data = ConvertToLatestFormat(in);
if (! data.defined())
return;
// Copy the data into the appropriate UI controls:
AtObj actor (*data["actor"]);
m_ActorEditorListCtrl->ImportData(actor);
m_CastShadows->SetValue(actor["castshadow"].defined());
m_Float->SetValue(actor["float"].defined());
m_Material->SetValue((wxString)actor["material"]);
}
AtObj ActorEditor::ExportData()
{
// Export the group/variant/etc data
AtObj actor (m_ActorEditorListCtrl->ExportData());
actor.set("@version", L"1");
if (m_CastShadows->IsChecked())
actor.set("castshadow", L"");
if (m_Float->IsChecked())
actor.set("float", L"");
if (m_Material->GetValue().length())
actor.set("material", m_Material->GetValue());
AtObj out;
out.set("actor", actor);
return out;
}
void ActorEditor::OnCreateEntity(wxCommandEvent& WXUNUSED(event))
{
// Create a very basic entity for this actor.
// The output should be an XML file like:
//
// <?xml version="1.0" encoding="UTF-8" standalone="yes"?>
// <Entity Parent="celt_csw_b">
// <Actor>units/celt_csw_a.xml</Actor>
// </Entity>
//
// 'Actor' comes from this actor's filename.
// 'Parent' comes from the filename of a user-selected entity.
// The file will be saved into a user-selected location.
// Get the entity's expected name
wxFileName currentFilename (GetCurrentFilename());
if (! currentFilename.IsOk())
{
wxMessageDialog(this, _("Please save this actor before attempting to create an entity for it."),
_("Gentle reminder"), wxOK | wxICON_INFORMATION).ShowModal();
return;
}
wxString entityName = currentFilename.GetName();
// Work out where the entities are stored
wxFileName entityPath (_T("mods/public/entities/"));
entityPath.MakeAbsolute(Datafile::GetDataDirectory());
// Make sure the user knows what's going on
static bool instructed = false; // only tell them once per session
if (! instructed)
{
instructed = true;
if (wxMessageBox(_("To create an entity, you will first be asked to choose a parent entity, and then asked where save the new entity."),
_("Usage instructions"), wxICON_INFORMATION|wxOK|wxCANCEL, this) != wxOK)
return; // cancelled by user
}
wxString parentEntityFilename
(wxFileSelector(_("Choose a parent entity"), entityPath.GetPath(), _T(""),
_T("xml"), _("XML files (*.xml)|*.xml|All files (*.*)|*.*"), wxFD_OPEN, this));
if (! parentEntityFilename.Length())
return; // cancelled by user
// Get the parent's name
wxString parentName (wxFileName(parentEntityFilename).GetName());
wxString outputEntityFilename
(wxFileSelector(_("Choose a filename to save as"), entityPath.GetPath(), entityName,
_T("xml"), _("XML files (*.xml)|*.xml|All files (*.*)|*.*"), wxFD_SAVE|wxFD_OVERWRITE_PROMPT, this));
if (! outputEntityFilename.Length())
return; // cancelled by user
// Get this actor's filename, relative to actors/
wxFileName actorPath (_T("mods/public/art/actors/"));
actorPath.MakeAbsolute(Datafile::GetDataDirectory());
wxFileName actorFilename (currentFilename);
actorFilename.MakeRelativeTo(actorPath.GetFullPath());
// Create the XML data to be written
// TODO: Native line endings
wxString xml =
_T("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\r\n")
_T("\r\n")
_T("<Entity Parent=\"") + parentName + _T("\">\r\n")
_T("\t<Actor>") + actorFilename.GetFullPath(wxPATH_UNIX) + _T("</Actor>\r\n")
_T("</Entity>\r\n");
wxFile file (outputEntityFilename.c_str(), wxFile::write);
if (! file.IsOpened())
{
wxLogError(_("Failed to open file"));
return;
}
if (! file.Write(xml))
{
wxLogError(_("Failed to write XML data to file"));
return;
}
}
wxString ActorEditor::GetDefaultOpenDirectory()
{
wxFileName dir (_T("mods/public/art/actors/"), wxPATH_UNIX);
dir.MakeAbsolute(Datafile::GetDataDirectory());
return dir.GetPath();
}
|