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Save a Character Preset

Summary

Below is an example demonstrating how you can use script accessible settings to control the saving of a Character Preset..., without causing the output options or file save dialogs to be displayed.

API Areas of Interest

Example

Save_Character_Preset.dsa
// Define an anonymous function;
// serves as our main loop,
// limits the scope of variables
(function(){
 
	// Initialize variables that hold modifier key state
	var g_bShiftPressed = false;
	var g_bControlPressed = false;
	var g_bAltPressed = false;
	var g_bMetaPressed = false;
 
	// If the "Action" global transient is defined, and its the correct type
	if( typeof( Action ) != "undefined" && Action.inherits( "DzScriptAction" ) ){
		// If the current key sequence for the action is not pressed
		if( !App.isKeySequenceDown( Action.shortcut ) ){
			updateModifierKeyState();
		}
	// If the "Action" global transient is not defined
	} else if( typeof( Action ) == "undefined" ) {
		updateModifierKeyState();
	}
 
	/*********************************************************************/
	// void : A function for updating the keyboard modifier state
	function updateModifierKeyState()
	{
		// Get the current modifier key state
		var nModifierState = App.modifierKeyState();
		// Update variables that hold modifier key state
		g_bShiftPressed = (nModifierState & 0x02000000) != 0;
		g_bControlPressed = (nModifierState & 0x04000000) != 0;
		g_bAltPressed = (nModifierState & 0x08000000) != 0;
		g_bMetaPressed = (nModifierState & 0x10000000) != 0;
	};
 
	/*********************************************************************/
	// void : A function for printing only if debugging
	function debug()
	{
		// If we're not debugging
		if( !g_bAltPressed ){
			// We're done...
			return;
		}
 
		// Convert the arguments object into an array
		var aArguments = [].slice.call( arguments );
 
		// Print the array
		print( aArguments.join(" ") );
	};
 
	/*********************************************************************/
	// String : A function for retrieving a translation if one exists
	function text( sText )
	{
		// If the version of the application supports qsTr()
		if( typeof( qsTr ) != "undefined" ){
			// Return the translated (if any) text
			return qsTr( sText );
		}
 
		// Return the original text
		return sText;
	};
 
	/*********************************************************************/
	// DzNode : A function for getting the root of a node
	function getRootNode( oNode )
	{
		// If a node is selected and it is a bone
		if( oNode && oNode.inherits( "DzBone" ) ){
			// We want the skeleton
			return oNode.getSkeleton();
		}
 
		// Return the original node
		return oNode;
	};
 
	/*********************************************************************/
	// void : A function for setting the default options
	function setDefaultOptions( oSettings, sRootLabel )
	{
		// If the root label is not empty
		if( !sRootLabel.isEmpty() ){
			// Set the label of the root node to find it in the scene;
			// this can be used to override selection within the scene
			oSettings.setStringValue( "RootLabel", sRootLabel );
		}
	};
 
	/*********************************************************************/
	// void : A function for setting the required options
	function setRequiredOptions( oSettings, bShowOptions )
	{
		// Set the initial state of the compress file checkbox
		oSettings.setBoolValue( "CompressOutput", false );
 
		// Do not to show the options
		oSettings.setBoolValue( "RunSilent", !bShowOptions );
	};
 
	/*********************************************************************/
	// Get the asset IO manager
	var oAssetIOMgr = App.getAssetIOMgr();
	// Define the class name of the asset filter we want to use
	var sClassName = "DzCharacterAssetFilter";
	// Find the index of the asset filter with the class name we want
	var nAssetIOFilter = oAssetIOMgr.findFilter( sClassName );
	// If we didn't find an asset filter with the class name we wanted
	if( nAssetIOFilter < 0 ){
		// Inform the user
		MessageBox.critical( text("An asset filter with the class name " +
			"\"%1\" could not be found.").arg( sClassName ),
			text("Critical Error"), text("&OK") );
 
		// We're done...
		return;
	}
 
	// Get the asset filter at the prescribed index
	var oAssetIOFilter = oAssetIOMgr.getFilter( nAssetIOFilter );
	// If we do not have a valid asset filter
	if( !oAssetIOFilter ){
		// Inform the user
		MessageBox.critical( text("An asset filter with the class name " +
			"\"%1\" could not be found.").arg( sClassName ),
			text("Critical Error"), text("&OK") );
 
		// We're done...
		return;
	}
 
	// Create a settings object
	var oSettings = new DzFileIOSettings();
 
	// Get the default settings
	oAssetIOFilter.getDefaultOptions( oSettings );
 
	// Define whether or not to show options
	var bShowOptions = g_bControlPressed;
	var bOptionsShown = false;
 
	// Get the root of the primary selection
	var oRootNode = getRootNode( Scene.getPrimarySelection() );
 
	// If we had a node selected, get its name otherwise use a default
	var sRootName = (oRootNode ? oRootNode.getName() : "Genesis8Female");
	var sRootLabel = (oRootNode ? oRootNode.getLabel() : "");
 
	// Get the content manager
	var oContentMgr = App.getContentMgr();
 
	// Get the base path - the first mapped content directory
	var sBasePath = oContentMgr.getContentDirectoryPath( 0 );
 
	// Set the default options; this can be used to set
	// options before the dialog is displayed
	setDefaultOptions( oSettings, sRootLabel );
 
	// Debug
	debug( "Defaults:", oSettings.toJsonString() );
 
	// If we are showing options, we can override the last saved state
	// by passing in the settings we want to override;
	// if we cannot get the default/saved options for the asset filter,
	// without displaying the options dialog
	if( !oAssetIOFilter.getOptions( oSettings, bShowOptions, "" ) ){
		// We're done...
		return;
	// If we can get the options for the importer
	} else {
		// Capture that options were shown
		bOptionsShown = true;
 
		// Debug
		debug( "Get:", oSettings.toJsonString() );
	}
 
	// If we are not showing options
	if( !bShowOptions ){
		// Set whether to write shape settings
		oSettings.setBoolValue( "WriteShapes", true );
 
		// Set whether to write material settings
		oSettings.setBoolValue( "WriteMaterials", true );
	}
 
	// Set the required options; override user settings if needed
	setRequiredOptions( oSettings, !bOptionsShown );
 
	// Debug
	debug( "Required:", oSettings.toJsonString() );
 
	// Construct the name of the file to save to; omit file extension
	var sFile = String("%1/%2 Test").arg( sBasePath ).arg( sClassName );
 
	// Use the asset manager to save a file, using the filter and defined settings
	var oError = oAssetIOMgr.doSaveWithOptions( oAssetIOFilter, oSettings,
		false, sFile, sBasePath, "" );
 
	// If there was no error
	if( oError.valueOf() == 0x00000000 ){
		// Debug
		debug( "Saved:", sFile );
	// If there was an error
	} else {
		// Debug
		debug( "Error:", getErrorMessage( oError ) );
	}
 
// Finalize the function and invoke
})();