Exemplo n.º 1
0
void ParticlesEditorController::RemoveParticleLayerNode(LayerParticleEditorNode* layerToRemove)
{
    if (!layerToRemove)
    {
        return;
    }
    
    EmitterParticleEditorNode* emitterNode = layerToRemove->GetEmitterEditorNode();
    if (!emitterNode)
    {
        return;
    }

    ParticleEmitter* emitter = emitterNode->GetParticleEmitter();
    if (!emitter)
    {
        return;
    }
    
    // Lookup for the layer to be removed.
    int32 layerIndex = layerToRemove->GetLayerIndex();
    if (layerIndex == -1)
    {
        return;
    }

	// Reset the selected node in case it is one to be removed.
	CleanupSelectedNodeIfDeleting(layerToRemove);

    // Remove the node from the layers list and also from the emitter.
    emitter->RemoveLayer(layerIndex);
    
    emitterNode->RemoveChildNode(layerToRemove);
}
Exemplo n.º 2
0
void CommandSaveParticleEmitterToYaml::Execute()
{
    BaseParticleEditorNode* selectedNode = ParticlesEditorController::Instance()->GetSelectedNode();
    EmitterParticleEditorNode* emitterNode = dynamic_cast<EmitterParticleEditorNode*>(selectedNode);
    if (!emitterNode || !emitterNode->GetEmitterNode())
    {
        return;
    }

    ParticleEmitter * emitter = emitterNode->GetParticleEmitter();
    if (!emitter)
    {
        return;
    }

	FilePath yamlPath = emitter->GetConfigPath();
    if (this->forceAskFilename || yamlPath.IsEmpty() )
    {
        QString projectPath = QString(EditorSettings::Instance()->GetParticlesConfigsPath().GetAbsolutePathname().c_str());
        QString filePath = QFileDialog::getSaveFileName(NULL, QString("Save Particle Emitter YAML file"),
                                                        projectPath, QString("YAML File (*.yaml)"));
 
        if (filePath.isEmpty())
        {
            return;
        }
        
        yamlPath = FilePath(filePath.toStdString());
    }

    emitter->SaveToYaml(yamlPath);
}
Exemplo n.º 3
0
LayerParticleEditorNode* ParticlesEditorController::CloneParticleLayerNode(LayerParticleEditorNode* layerToClone)
{
    if (!layerToClone || !layerToClone->GetLayer())
    {
        return NULL;
    }
    
    EmitterParticleEditorNode* emitterNode = layerToClone->GetEmitterEditorNode();
    if (!emitterNode)
    {
        return NULL;
    }

    ParticleEmitter* emitter = emitterNode->GetParticleEmitter();
    if (!emitter)
    {
        return NULL;
    }

    ParticleLayer* clonedLayer = layerToClone->GetLayer()->Clone();
    emitter->AddLayer(clonedLayer);
    
    LayerParticleEditorNode* clonedEditorNode = new LayerParticleEditorNode(emitterNode, clonedLayer);
    emitterNode->AddChildNode(clonedEditorNode);

    return clonedEditorNode;
}
Exemplo n.º 4
0
void CommandLoadParticleEmitterFromYaml::Execute()
{
    BaseParticleEditorNode* selectedNode = ParticlesEditorController::Instance()->GetSelectedNode();
    EmitterParticleEditorNode* emitterNode = dynamic_cast<EmitterParticleEditorNode*>(selectedNode);
    if (!emitterNode || !emitterNode->GetEmitterNode())
    {
        return;
    }
    
    QString projectPath = QString(EditorSettings::Instance()->GetParticlesConfigsPath().GetAbsolutePathname().c_str());
	Logger::Debug("Project path: %s", projectPath.toStdString().c_str());
	QString filePath = QFileDialog::getOpenFileName(NULL, QString("Open Particle Emitter Yaml file"),
                                                    projectPath, QString("YAML File (*.yaml)"));
	if (filePath.isEmpty())
    {
		return;
    }

    // In case this emitter already has Editor Nodes - remove them before loading.
    ParticlesEditorController::Instance()->CleanupParticleEmitterEditorNode(emitterNode);
    ParticleEmitter* emitter = emitterNode->GetParticleEmitter();

    if(!emitter)
    {
    	return;
    }

    emitter->LoadFromYaml(filePath.toStdString());

	// Perform the validation of the Yaml file loaded.
	String validationMessage;
	if (ParticlesEditorSceneDataHelper::ValidateParticleEmitter(emitter, validationMessage) == false)
	{
		ShowErrorDialog(validationMessage);
	}

    QtMainWindowHandler::Instance()->RefreshSceneGraph();
}