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

@ -61,6 +61,15 @@
#ifndef COMPONENTASSET_H
#include "T3D/assets/ComponentAsset.h"
#endif
#ifndef GUI_ASSET_H
#include "T3D/assets/GUIAsset.h"
#endif
#ifndef SCRIPT_ASSET_H
#include "T3D/assets/ScriptAsset.h"
#endif
#ifndef MATERIALASSET_H
#include "T3D/assets/MaterialAsset.h"
#endif
// Script bindings.
#include "assetManager_ScriptBinding.h"
@ -251,6 +260,18 @@ bool AssetManager::loadModuleAutoLoadAssets(ModuleDefinition* pModuleDefinition)
{
assetBase = mTaml.read<ComponentAsset>(assetDef->mAssetBaseFilePath);
}
else if (assetDef->mAssetType == StringTable->insert("GUIAsset"))
{
assetBase = mTaml.read<GUIAsset>(assetDef->mAssetBaseFilePath);
}
else if (assetDef->mAssetType == StringTable->insert("ScriptAsset"))
{
assetBase = mTaml.read<ScriptAsset>(assetDef->mAssetBaseFilePath);
}
else if (assetDef->mAssetType == StringTable->insert("MaterialAsset"))
{
assetBase = mTaml.read<MaterialAsset>(assetDef->mAssetBaseFilePath);
}
//load the asset now if valid
if (assetBase)
@ -2369,6 +2390,13 @@ S32 AssetManager::findAssetLooseFile( AssetQuery* pAssetQuery, const char* pLoos
//-----------------------------------------------------------------------------
AssetManager::typeAssetDependsOnHash* AssetManager::getDependedOnAssets()
{
// Find any asset dependencies.
return &mAssetDependsOn;
}
//-----------------------------------------------------------------------------
bool AssetManager::scanDeclaredAssets( const char* pPath, const char* pExtension, const bool recurse, ModuleDefinition* pModuleDefinition )
{
// Debug Profiling.