Пример #1
0
void SceneHelper::CollectTextures(const DAVA::NMaterial *material, DAVA::TexturesMap &textures, TexturesEnumerateMode mode)
{
    DAVA::uint32 texCount = material->GetTextureCount();
    for(DAVA::uint32 t = 0; t < texCount; ++t)
    {
        DAVA::FilePath texturePath = material->GetTexturePath(material->GetTextureName(t));
        if(!texturePath.IsEmpty() && SceneValidator::Instance()->IsPathCorrectForProject(texturePath)&&!NMaterial::IsRuntimeTexture(material->GetTextureName(t)))
        {
            if(mode == EXCLUDE_NULL)
            {
                DAVA::Texture *texture = material->GetTexture(t);
                if(texture && !texture->isRenderTarget)
                {
                    const DAVA::FilePath & path = texture->texDescriptor->pathname;

                    if(path != texturePath)
                    {
                        DAVA::Logger::Error("texture path: \"%s\"\n material (%s) path: \"%s\"\n", path.GetAbsolutePathname().c_str(), material->GetMaterialName().c_str(), texturePath.GetAbsolutePathname().c_str());
                        DVASSERT(path == texturePath);
                    }

                    textures[FILEPATH_MAP_KEY(path)] = texture;
                }
            }
            else if(mode == INCLUDE_NULL)
            {
                textures[FILEPATH_MAP_KEY(texturePath)] = material->GetTexture(t);
            }
            else
            {
                DVASSERT(0 && "Unknown enumeration mode");
            }
        }
    }
}
Пример #2
0
void QtMainWindow::OpenLastProject()
{
    if(CommandLineManager::Instance() && !CommandLineManager::Instance()->IsCommandLineModeEnabled())
    {
        DAVA::FilePath projectPath = EditorSettings::Instance()->GetProjectPath();

        if(projectPath.IsEmpty())
        {
			projectPath = FilePath(ProjectManager::Instance()->ProjectOpenDialog().toStdString());
        }

        if(projectPath.IsEmpty())
		{
			QtLayer::Instance()->Quit();
		}
		else
		{
			ProjectManager::Instance()->ProjectOpen(QString(projectPath.GetAbsolutePathname().c_str()));
		}
    }
}
Пример #3
0
void SceneHelper::CollectDescriptors(DAVA::Set<DAVA::FilePath> &descriptors, const DAVA::FilePath &pathname)
{
	if(pathname.GetType() == FilePath::PATH_EMPTY)
		return;

	DVASSERT(pathname.IsEqualToExtension(TextureDescriptor::GetDescriptorExtension()));

	if(!pathname.IsEmpty() && SceneValidator::Instance()->IsPathCorrectForProject(pathname))
	{
		descriptors.insert(pathname);
	}
}
Пример #4
0
void SceneUtils::AddFile(const DAVA::FilePath &sourcePath)
{
    String workingPathname = sourcePath.GetRelativePathname(dataSourceFolder);
    FilePath destinationPath = dataFolder + workingPathname;

    if(sourcePath != destinationPath)
    {
        DVASSERT(!sourcePath.IsEmpty());
        DVASSERT(!destinationPath.IsEmpty());

        filesForCopy[sourcePath] = destinationPath;
    }
}
Пример #5
0
void CustomColorsSystem::SaveTexture(const DAVA::FilePath &filePath)
{
	if(filePath.IsEmpty())
		return;

	Sprite* customColorsSprite = drawSystem->GetCustomColorsProxy()->GetSprite();
	Texture* customColorsTexture = customColorsSprite->GetTexture();

	Image* image = customColorsTexture->CreateImageFromMemory(RenderState::RENDERSTATE_2D_BLEND);
    ImageSystem::Instance()->Save(filePath, image);
	SafeRelease(image);

	StoreSaveFileName(filePath);
	drawSystem->GetCustomColorsProxy()->ResetChanges();
}
Пример #6
0
bool CustomColorsSystem::LoadTexture( const DAVA::FilePath &filePath, bool createUndo /* = true */ )
{
	if(filePath.IsEmpty())
		return false;

    Vector<Image*> images;
    ImageSystem::Instance()->Load(filePath, images);
	if(images.empty())
		return false;

	Image* image = images.front();
	if(image)
	{
		Texture* texture = Texture::CreateFromData(image->GetPixelFormat(),
												   image->GetData(),
												   image->GetWidth(),
												   image->GetHeight(),
												   false);
		Sprite* sprite = Sprite::CreateFromTexture(texture, 0, 0, texture->GetWidth(), texture->GetHeight());

		if (createUndo)
		{
			StoreOriginalState();
		}
		RenderManager::Instance()->SetRenderTarget(drawSystem->GetCustomColorsProxy()->GetSprite());
        
        Sprite::DrawState drawState;
		sprite->Draw(&drawState);
        
		RenderManager::Instance()->RestoreRenderTarget();
		AddRectToAccumulator(Rect(Vector2(0.f, 0.f), Vector2(texture->GetWidth(), texture->GetHeight())));

		SafeRelease(sprite);
		SafeRelease(texture);
		for_each(images.begin(), images.end(), SafeRelease<Image>);

		if (createUndo)
		{
			((SceneEditor2*)GetScene())->BeginBatch("Load custom colors texture");
			StoreSaveFileName(filePath);
			CreateUndoPoint();
			((SceneEditor2*)GetScene())->EndBatch();
		}
	}

    return true;
}