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Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
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123 changed files with 30435 additions and 181 deletions
41
Engine/source/assets/assetBase_ScriptBinding.h
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Engine/source/assets/assetBase_ScriptBinding.h
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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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#include "console/engineAPI.h"
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#include "assetBase.h"
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#include "assetManager.h"
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DefineEngineMethod(AssetBase, refreshAsset, void, (), ,
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"Refresh the asset.\n"
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"@return No return value.\n")
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{
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object->refreshAsset();
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}
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//-----------------------------------------------------------------------------
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DefineEngineMethod(AssetBase, getAssetId, String, (), ,
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"Gets the assets' Asset Id. This is only available if the asset was acquired from the asset manager.\n"
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"@return The assets' Asset Id.\n")
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{
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return object->getAssetId();
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}
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