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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
102
Engine/source/assets/assetDefinition.h
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102
Engine/source/assets/assetDefinition.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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#ifndef _ASSET_DEFINITION_H_
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#define _ASSET_DEFINITION_H_
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#ifndef _STRINGTABLE_H_
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#include "core/stringTable.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "core/strings/stringUnit.h"
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#endif
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#ifndef _SIM_H_
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#include "console/sim.h"
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#endif
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#ifndef _SIMOBJECT_H_
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#include "console/simObject.h"
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#endif
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#ifndef _CONSOLEOBJECT_H_
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#include "console/consoleObject.h"
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#endif
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//-----------------------------------------------------------------------------
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class AssetBase;
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class ModuleDefinition;
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//-----------------------------------------------------------------------------
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struct AssetDefinition
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{
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public:
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AssetDefinition() { reset(); }
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virtual ~AssetDefinition() {}
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virtual void reset( void )
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{
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mAssetLoading = false;
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mpModuleDefinition = NULL;
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mpAssetBase = NULL;
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mAssetBaseFilePath = StringTable->EmptyString();
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mAssetId = StringTable->EmptyString();
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mAssetLoadedCount = 0;
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mAssetUnloadedCount = 0;
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mAssetRefreshEnable = true;
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mAssetLooseFiles.clear();
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// Reset persisted state.
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mAssetName = StringTable->EmptyString();
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mAssetDescription = StringTable->EmptyString();
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mAssetAutoUnload = true;
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mAssetInternal = false;
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mAssetPrivate = false;
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mAssetType = StringTable->EmptyString();
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mAssetCategory = StringTable->EmptyString();
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}
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ModuleDefinition* mpModuleDefinition;
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AssetBase* mpAssetBase;
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StringTableEntry mAssetBaseFilePath;
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StringTableEntry mAssetId;
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U32 mAssetLoadedCount;
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U32 mAssetUnloadedCount;
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bool mAssetRefreshEnable;
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Vector<StringTableEntry> mAssetLooseFiles;
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/// Persisted state.
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StringTableEntry mAssetName;
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StringTableEntry mAssetDescription;
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bool mAssetAutoUnload;
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bool mAssetInternal;
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bool mAssetPrivate;
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bool mAssetLoading;
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StringTableEntry mAssetType;
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StringTableEntry mAssetCategory;
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};
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#endif // _ASSET_DEFINITION_H_
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