Files
FlaxEngine/Source/Editor/Content/Proxy/AssetProxy.cs

141 lines
5.4 KiB
C#

// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using FlaxEditor.Content.Thumbnails;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.Content
{
/// <summary>
/// Base class for all asset proxy objects used to manage <see cref="AssetItem"/>.
/// </summary>
/// <seealso cref="FlaxEditor.Content.ContentProxy" />
[HideInEditor]
public abstract class AssetProxy : ContentProxy
{
/// <inheritdoc />
public override bool IsAsset => true;
/// <summary>
/// Gets the full name of the asset type (stored data format).
/// </summary>
public abstract string TypeName { get; }
/// <summary>
/// Gets a value indicating whether this instance is virtual Proxy not linked to any asset.
/// </summary>
protected virtual bool IsVirtual { get; }
/// <summary>
/// Determines whether [is virtual proxy].
/// </summary>
/// <returns><c>true</c> if [is virtual proxy]; otherwise, <c>false</c>.</returns>
public bool IsVirtualProxy()
{
return IsVirtual && CanExport == false;
}
/// <summary>
/// Checks if this proxy supports the given asset type id at the given path.
/// </summary>
/// <param name="typeName">The asset type identifier.</param>
/// <param name="path">The asset path.</param>
/// <returns>True if proxy supports assets of the given type id and path.</returns>
public virtual bool AcceptsAsset(string typeName, string path)
{
return typeName == TypeName && path.EndsWith(FileExtension, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Constructs the item for the asset.
/// </summary>
/// <param name="path">The asset path.</param>
/// <param name="typeName">The asset type name identifier.</param>
/// <param name="id">The asset identifier.</param>
/// <returns>Created item.</returns>
public abstract AssetItem ConstructItem(string path, string typeName, ref Guid id);
/// <summary>
/// Called when thumbnail request gets prepared for drawing.
/// </summary>
/// <param name="request">The request.</param>
public virtual void OnThumbnailDrawPrepare(ThumbnailRequest request)
{
}
/// <summary>
/// Determines whether thumbnail can be drawn for the specified item.
/// </summary>
/// <param name="request">The request.</param>
/// <returns><c>true</c> if this thumbnail can be drawn for the specified item; otherwise, <c>false</c>.</returns>
public virtual bool CanDrawThumbnail(ThumbnailRequest request)
{
return true;
}
/// <summary>
/// Called when thumbnail drawing begins. Proxy should setup scene GUI for guiRoot.
/// </summary>
/// <param name="request">The request to render thumbnail.</param>
/// <param name="guiRoot">The GUI root container control.</param>
/// <param name="context">GPU context.</param>
public virtual void OnThumbnailDrawBegin(ThumbnailRequest request, ContainerControl guiRoot, GPUContext context)
{
guiRoot.AddChild(new Label
{
Text = Name,
AnchorPreset = AnchorPresets.StretchAll,
Offsets = Margin.Zero,
Wrapping = TextWrapping.WrapWords
});
}
/// <summary>
/// Called when thumbnail drawing ends. Proxy should clear custom GUI from guiRoot from that should be not destroyed.
/// </summary>
/// <param name="request">The request to render thumbnail.</param>
/// <param name="guiRoot">The GUI root container control.</param>
public virtual void OnThumbnailDrawEnd(ThumbnailRequest request, ContainerControl guiRoot)
{
}
/// <summary>
/// Called when thumbnail requests cleans data after drawing.
/// </summary>
/// <param name="request">The request.</param>
public virtual void OnThumbnailDrawCleanup(ThumbnailRequest request)
{
}
/// <summary>
/// Initializes rendering settings for asset preview drawing for a thumbnail.
/// </summary>
/// <param name="preview">The asset preview.</param>
protected void InitAssetPreview(Viewport.Previews.AssetPreview preview)
{
preview.RenderOnlyWithWindow = false;
preview.UseAutomaticTaskManagement = false;
preview.AnchorPreset = AnchorPresets.StretchAll;
preview.Offsets = Margin.Zero;
var task = preview.Task;
task.Enabled = false;
var view = task.View;
view.IsSingleFrame = true; // Disable LOD transitions
task.View = view;
var eyeAdaptation = preview.PostFxVolume.EyeAdaptation;
eyeAdaptation.Mode = EyeAdaptationMode.None;
eyeAdaptation.OverrideFlags |= EyeAdaptationSettingsOverride.Mode;
preview.PostFxVolume.EyeAdaptation = eyeAdaptation;
var antiAliasing = preview.PostFxVolume.AntiAliasing;
antiAliasing.Mode = AntialiasingMode.FastApproximateAntialiasing;
antiAliasing.OverrideFlags |= AntiAliasingSettingsOverride.Mode;
preview.PostFxVolume.AntiAliasing = antiAliasing;
}
}
}