Archive 17/01/2023.

CMake Adding Components to Editor

vivienneanthony

Hello,

I want to add components to the Urho3DPlayer for use in the Editor. THe problem I have in a separate folder I have the components basically in ExistenceClient like GameObject.cpp and Character.cpp.

The cmake is coded to use all files in Tools/Urho3DPlayer which I need to compile the other files at the same time.

The only thing I can think of is adding lines in the cmake file in Tools/Urho3DPlayer to include specifc source in the ExistenceClient folder specifically components. Or tell Cmake to use the Urho3D library + my components when compiling.

Vivienne

cadaver

There’s still the problem of registering your components before running, which I don’t think is possible without modifying Urho3DPlayer code. You could go that route, but it’s probably easier and more future-proof making a mode in your application which is able to behave like Urho3DPlayer when it’s running the editor. For example when there’s a command line switch “–editor” or similar.

Ther’s nothing “magic” in what Urho3DPlayer does, you’ll only need to:

  • Register your components
  • Instantiate the Script subsystem
  • Load the editor script and run its Start() function
  • Run Urho engine loop until exited
vivienneanthony

[quote=“cadaver”]There’s still the problem of registering your components before running, which I don’t think is possible without modifying Urho3DPlayer code. You could go that route, but it’s probably easier and more future-proof making a mode in your application which is able to behave like Urho3DPlayer when it’s running the editor. For example when there’s a command line switch “–editor” or similar.

Ther’s nothing “magic” in what Urho3DPlayer does, you’ll only need to:

  • Register your components
  • Instantiate the Script subsystem
  • Load the editor script and run its Start() function
  • Run Urho engine loop until exited[/quote]

[code]#

Copyright © 2008-2015 the Urho3D project.

Permission is hereby granted, free of charge, to any person obtaining a copy

of this software and associated documentation files (the “Software”), to deal

in the Software without restriction, including without limitation the rights

to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

copies of the Software, and to permit persons to whom the Software is

furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in

all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN

THE SOFTWARE.

Define target name

set (TARGET_NAME Urho3DPlayer)

Find Urho3D library

find_package (Urho3D REQUIRED)
include_directories (${URHO3D_INCLUDE_DIRS})

Define source files

define_source_files ()

#ddd more file
FILE(GLOB Character ${CMAKE_SOURCE_DIR}/Source/ExistenceApps/ExistenceClient/Character.cpp)
FILE(GLOB GameObject ${CMAKE_SOURCE_DIR}/Source/ExistenceApps/ExistenceClient/GameObject.cpp)
FILE(GLOB InteractObject ${CMAKE_SOURCE_DIR}/Source/ExistenceApps/ExistenceClient/InteractObject.cpp)

Setup target with resource copying

setup_main_executable (NOBUNDLE)

Setup test cases

if (URHO3D_ANGELSCRIPT)
setup_test (NAME Editor OPTIONS Scripts/Editor.as -w)
setup_test (NAME NinjaSnowWar OPTIONS Scripts/NinjaSnowWar.as -w)
setup_test (NAME SpritesAS OPTIONS Scripts/03_Sprites.as -w)
endif ()
if (URHO3D_LUA)
setup_test (NAME SpritesLua OPTIONS LuaScripts/03_Sprites.lua -w)
endif ()

Symlink/copy helper shell scripts or batch files to invoke Urho3DPlayer

if (NOT IOS AND NOT ANDROID AND NOT EMSCRIPTEN)
# Ensure the output directory exist before creating the symlinks
file (MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
foreach (FILE Editor NinjaSnowWar)
create_symlink (${CMAKE_SOURCE_DIR}/bin/${FILE}${SCRIPT_EXT} ${CMAKE_BINARY_DIR}/bin/${FILE}${SCRIPT_EXT} FALLBACK_TO_COPY)
endforeach ()
endif ()[/code]

vivienneanthony

Hello

Which file to load?

I think I can now build individiual editor without messing with urho3dplayer? Not “Editor.as

Vivienne

[quote=“vivienneanthony”][quote=“cadaver”]There’s still the problem of registering your components before running, which I don’t think is possible without modifying Urho3DPlayer code. You could go that route, but it’s probably easier and more future-proof making a mode in your application which is able to behave like Urho3DPlayer when it’s running the editor. For example when there’s a command line switch “–editor” or similar.

Ther’s nothing “magic” in what Urho3DPlayer does, you’ll only need to:

  • Register your components
  • Instantiate the Script subsystem
  • Load the editor script and run its Start() function
  • Run Urho engine loop until exited[/quote]

[code]#

Copyright © 2008-2015 the Urho3D project.

Permission is hereby granted, free of charge, to any person obtaining a copy

of this software and associated documentation files (the “Software”), to deal

in the Software without restriction, including without limitation the rights

to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

copies of the Software, and to permit persons to whom the Software is

furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in

all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN

THE SOFTWARE.

Define target name

set (TARGET_NAME Urho3DPlayer)

Find Urho3D library

find_package (Urho3D REQUIRED)
include_directories (${URHO3D_INCLUDE_DIRS})

Define source files

define_source_files ()

#ddd more file
FILE(GLOB Character ${CMAKE_SOURCE_DIR}/Source/ExistenceApps/ExistenceClient/Character.cpp)
FILE(GLOB GameObject ${CMAKE_SOURCE_DIR}/Source/ExistenceApps/ExistenceClient/GameObject.cpp)
FILE(GLOB InteractObject ${CMAKE_SOURCE_DIR}/Source/ExistenceApps/ExistenceClient/InteractObject.cpp)

Setup target with resource copying

setup_main_executable (NOBUNDLE)

Setup test cases

if (URHO3D_ANGELSCRIPT)
setup_test (NAME Editor OPTIONS Scripts/Editor.as -w)
setup_test (NAME NinjaSnowWar OPTIONS Scripts/NinjaSnowWar.as -w)
setup_test (NAME SpritesAS OPTIONS Scripts/03_Sprites.as -w)
endif ()
if (URHO3D_LUA)
setup_test (NAME SpritesLua OPTIONS LuaScripts/03_Sprites.lua -w)
endif ()

Symlink/copy helper shell scripts or batch files to invoke Urho3DPlayer

if (NOT IOS AND NOT ANDROID AND NOT EMSCRIPTEN)
# Ensure the output directory exist before creating the symlinks
file (MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
foreach (FILE Editor NinjaSnowWar)
create_symlink (${CMAKE_SOURCE_DIR}/bin/${FILE}${SCRIPT_EXT} ${CMAKE_BINARY_DIR}/bin/${FILE}${SCRIPT_EXT} FALLBACK_TO_COPY)
endforeach ()
endif ()[/code][/quote]

vivienneanthony

[quote=“cadaver”]There’s still the problem of registering your components before running, which I don’t think is possible without modifying Urho3DPlayer code. You could go that route, but it’s probably easier and more future-proof making a mode in your application which is able to behave like Urho3DPlayer when it’s running the editor. For example when there’s a command line switch “–editor” or similar.

Ther’s nothing “magic” in what Urho3DPlayer does, you’ll only need to:

  • Register your components
  • Instantiate the Script subsystem
  • Load the editor script and run its Start() function
  • Run Urho engine loop until exited[/quote]

That’s what I did. It seems to not pick up the components and it seems if the scene doesn’t fully load the “open scene” does not disappear?

pastebin.com/v6KTEDsH

It does compile.

cadaver

Do you need to register attributes for your custom components? Also, maybe include them all in a single editor category (the string parameter for RegisterFactory). However, RegisterFactory should be enough for them to appear in the editor menu.

vivienneanthony

Yes. They are set on default in the code.

github.com/vivienneanthony/Urho … meObject.h
github.com/vivienneanthony/Urho … Object.cpp

This is one of the codes. I did the register factory line in the post but I am not sure if that’s enougth.

E[code]xistenceEditor::ExistenceEditor(Context* context) :
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Application(context)

{
/// Register

context_ -> RegisterFactory<Character> ("Character");
context_ -> RegisterFactory<GameObject> ("GameObject");
context_ -> RegisterFactory<InteractObject> ("InteractObject");
context_ -> RegisterFactory<ProceduralTerrain> ("PoceduralTerrain");

cout << "Debig: Existence Client  Existence " << &applicationPtr << endl;

/// Register states
cout << "Debug: Existence Client Base Class Constructor context" << &context << " context_"<< &context_ << endl;

return;

}[/code]

cadaver

Ok, when your classes have attributes and you have defined a ClassName::RegisterObject() function for them, you should rather call that instead of just registering the factory.