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https://github.com/TorqueGameEngines/Torque3D.git
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Adds ComponentAsset so the editor scripts can be aware of what components have been defined/are useable.
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Engine/source/T3D/assets/ComponentAsset.cpp
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138
Engine/source/T3D/assets/ComponentAsset.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef COMPONENT_ASSET_H
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#include "ComponentAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ComponentAsset);
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ConsoleType(ComponentAssetPtr, TypeComponentAssetPtr, ComponentAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeComponentAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<ComponentAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeComponentAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<ComponentAsset>* pAssetPtr = dynamic_cast<AssetPtr<ComponentAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeTextureAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeTextureAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ComponentAsset::ComponentAsset() :
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mAcquireReferenceCount(0),
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mpOwningAssetManager(NULL),
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mAssetInitialized(false)
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{
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// Generate an asset definition.
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mpAssetDefinition = new AssetDefinition();
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mComponentName = StringTable->lookup("");
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mComponentClass = StringTable->lookup("");
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mFriendlyName = StringTable->lookup("");
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mComponentType = StringTable->lookup("");
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mDescription = StringTable->lookup("");
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}
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//-----------------------------------------------------------------------------
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ComponentAsset::~ComponentAsset()
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{
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// If the asset manager does not own the asset then we own the
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// asset definition so delete it.
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if (!getOwned())
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delete mpAssetDefinition;
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}
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//-----------------------------------------------------------------------------
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void ComponentAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addField("componentName", TypeString, Offset(mComponentName, ComponentAsset), "Unique Name of the component. Defines the namespace of the scripts for the component.");
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addField("componentClass", TypeString, Offset(mComponentClass, ComponentAsset), "Class of object this component uses.");
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addField("friendlyName", TypeString, Offset(mFriendlyName, ComponentAsset), "The human-readble name for the component.");
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addField("componentType", TypeString, Offset(mComponentType, ComponentAsset), "The category of the component for organizing in the editor.");
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addField("description", TypeString, Offset(mDescription, ComponentAsset), "Simple description of the component.");
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}
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//------------------------------------------------------------------------------
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void ComponentAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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77
Engine/source/T3D/assets/ComponentAsset.h
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77
Engine/source/T3D/assets/ComponentAsset.h
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#pragma once
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//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef COMPONENT_ASSET_H
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#define COMPONENT_ASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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//-----------------------------------------------------------------------------
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class ComponentAsset : public AssetBase
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{
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typedef AssetBase Parent;
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AssetManager* mpOwningAssetManager;
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bool mAssetInitialized;
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AssetDefinition* mpAssetDefinition;
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U32 mAcquireReferenceCount;
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StringTableEntry mComponentName;
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StringTableEntry mComponentClass;
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StringTableEntry mFriendlyName;
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StringTableEntry mComponentType;
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StringTableEntry mDescription;
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public:
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ComponentAsset();
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virtual ~ComponentAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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/// Declare Console Object.
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DECLARE_CONOBJECT(ComponentAsset);
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protected:
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virtual void initializeAsset(void) {}
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virtual void onAssetRefresh(void) {}
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};
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DefineConsoleType(TypeComponentAssetPtr, ComponentAsset)
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#endif // _ASSET_BASE_H_
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