Asset Browser initial implementation - Asset updates.

Script execution on certain existing assets, new asset types and some tweaks to the managers.
This commit is contained in:
Areloch 2018-01-28 14:48:02 -06:00
parent ab453d068c
commit 4341428d53
41 changed files with 3173 additions and 96 deletions

View file

@ -38,17 +38,15 @@
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
//-----------------------------------------------------------------------------
class GameObjectAsset : public AssetBase
{
typedef AssetBase Parent;
AssetManager* mpOwningAssetManager;
bool mAssetInitialized;
AssetDefinition* mpAssetDefinition;
U32 mAcquireReferenceCount;
StringTableEntry mGameObjectName;
StringTableEntry mScriptFilePath;
StringTableEntry mTAMLFilePath;
@ -65,11 +63,29 @@ public:
DECLARE_CONOBJECT(GameObjectAsset);
protected:
virtual void initializeAsset(void) {}
virtual void onAssetRefresh(void) {}
virtual void initializeAsset(void);
virtual void onAssetRefresh(void);
};
DefineConsoleType(TypeGameObjectAssetPtr, GameObjectAsset)
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeGameObjectAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl *mSMEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};
#endif // _ASSET_BASE_H_