mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 16:25:42 +00:00
Implements support of autoloaded assets.
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5 changed files with 184 additions and 0 deletions
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@ -54,6 +54,14 @@
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#include "console/consoleTypes.h"
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#include "console/consoleTypes.h"
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#endif
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#endif
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#ifndef _AUTOLOAD_ASSETS_H_
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#include "assets/autoloadAssets.h"
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#endif
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#ifndef COMPONENTASSET_H
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#include "T3D/assets/ComponentAsset.h"
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#endif
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// Script bindings.
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// Script bindings.
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#include "assetManager_ScriptBinding.h"
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#include "assetManager_ScriptBinding.h"
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@ -202,6 +210,57 @@ bool AssetManager::addModuleDeclaredAssets( ModuleDefinition* pModuleDefinition
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return true;
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return true;
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}
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}
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bool AssetManager::loadModuleAutoLoadAssets(ModuleDefinition* pModuleDefinition)
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{
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// Debug Profiling.
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PROFILE_SCOPE(AssetManager_loadModuleAutoLoadAssets);
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// Sanity!
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AssertFatal(pModuleDefinition != NULL, "Cannot auto load assets using a NULL module definition");
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// Does the module have any assets associated with it?
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if (pModuleDefinition->getModuleAssets().empty())
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{
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// Yes, so warn.
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Con::warnf("Asset Manager: Cannot auto load assets to module '%s' as it has no existing assets.", pModuleDefinition->getSignature());
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return false;
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}
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U32 assetCount = pModuleDefinition->getModuleAssets().size();
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// Iterate the module definition children.
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for (SimSet::iterator itr = pModuleDefinition->begin(); itr != pModuleDefinition->end(); ++itr)
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{
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// Fetch the declared assets.
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AutoloadAssets* pAutoloadAssets = dynamic_cast<AutoloadAssets*>(*itr);
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// Skip if it's not a declared assets location.
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if (pAutoloadAssets == NULL)
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continue;
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for (U32 i = 0; i < assetCount; ++i)
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{
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AssetDefinition* assetDef = pModuleDefinition->getModuleAssets()[i];
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if (assetDef->mAssetType == pAutoloadAssets->getAssetType())
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{
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//TODO: this is stupid and ugly, need to properly automagically parse the class for registration
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AssetBase* assetBase = nullptr;
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if (assetDef->mAssetType == StringTable->insert("ComponentAsset"))
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{
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assetBase = mTaml.read<ComponentAsset>(assetDef->mAssetBaseFilePath);
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}
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//load the asset now if valid
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if (assetBase)
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addPrivateAsset(assetBase);
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool AssetManager::addDeclaredAsset( ModuleDefinition* pModuleDefinition, const char* pAssetFilePath )
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bool AssetManager::addDeclaredAsset( ModuleDefinition* pModuleDefinition, const char* pAssetFilePath )
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@ -2974,6 +3033,9 @@ void AssetManager::onModulePreLoad( ModuleDefinition* pModuleDefinition )
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// Add module declared assets.
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// Add module declared assets.
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addModuleDeclaredAssets( pModuleDefinition );
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addModuleDeclaredAssets( pModuleDefinition );
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// Load any auto-loaded asset types
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loadModuleAutoLoadAssets(pModuleDefinition);
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// Is an asset tags manifest specified?
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// Is an asset tags manifest specified?
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if ( pModuleDefinition->getAssetTagsManifest() != StringTable->EmptyString() )
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if ( pModuleDefinition->getAssetTagsManifest() != StringTable->EmptyString() )
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{
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{
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@ -127,6 +127,7 @@ public:
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bool removeDeclaredAssets( ModuleDefinition* pModuleDefinition );
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bool removeDeclaredAssets( ModuleDefinition* pModuleDefinition );
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bool removeDeclaredAsset( const char* pAssetId );
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bool removeDeclaredAsset( const char* pAssetId );
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bool renameDeclaredAsset( const char* pAssetIdFrom, const char* pAssetIdTo );
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bool renameDeclaredAsset( const char* pAssetIdFrom, const char* pAssetIdTo );
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bool loadModuleAutoLoadAssets(ModuleDefinition* pModuleDefinition);
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StringTableEntry getAssetName( const char* pAssetId );
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StringTableEntry getAssetName( const char* pAssetId );
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StringTableEntry getAssetDescription( const char* pAssetId );
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StringTableEntry getAssetDescription( const char* pAssetId );
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StringTableEntry getAssetCategory( const char* pAssetId );
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StringTableEntry getAssetCategory( const char* pAssetId );
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45
Engine/source/assets/autoloadAssets.cpp
Normal file
45
Engine/source/assets/autoloadAssets.cpp
Normal file
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@ -0,0 +1,45 @@
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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 _AUTOLOAD_ASSETS_H_
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#include "assets/autoloadAssets.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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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(AutoloadAssets);
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//-----------------------------------------------------------------------------
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void AutoloadAssets::initPersistFields()
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{
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// Call Parent.
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Parent::initPersistFields();
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addField("Path", TypeString, Offset(mPath, AutoloadAssets), "");
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addField("AssetType", TypeString, Offset(mAssetType, AutoloadAssets), "");
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addField("Recurse", TypeBool, Offset(mRecurse, AutoloadAssets), "");
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}
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74
Engine/source/assets/autoloadAssets.h
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74
Engine/source/assets/autoloadAssets.h
Normal file
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@ -0,0 +1,74 @@
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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 _AUTOLOAD_ASSETS_H_
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#define _AUTOLOAD_ASSETS_H_
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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 AutoloadAssets : public SimObject
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{
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friend class AssetManager;
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private:
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typedef SimObject Parent;
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StringTableEntry mPath;
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StringTableEntry mAssetType;
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bool mRecurse;
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public:
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AutoloadAssets() :
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mPath(StringTable->EmptyString()),
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mAssetType(StringTable->EmptyString()),
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mRecurse(false)
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{}
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virtual ~AutoloadAssets() {}
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static void initPersistFields();
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inline void setPath(const char* pPath) { mPath = StringTable->insert(pPath); }
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inline StringTableEntry getPath(void) const { return mPath; }
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inline void setAssetType(const char* pPath) { mAssetType = StringTable->insert(pPath); }
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inline StringTableEntry getAssetType(void) const { return mAssetType; }
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inline void setRecurse(const bool recurse) { mRecurse = recurse; }
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inline bool getRecurse(void) const { return mRecurse; }
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/// Declare Console Object.
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DECLARE_CONOBJECT(AutoloadAssets);
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};
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#endif // _DECLARED_ASSETS_H_
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#pragma once
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inline void setAssetTagsManifest( const char* pTagsAssetManifest ) { if ( checkUnlocked() ) { mAssetTagsManifest = StringTable->insert(pTagsAssetManifest); } }
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inline void setAssetTagsManifest( const char* pTagsAssetManifest ) { if ( checkUnlocked() ) { mAssetTagsManifest = StringTable->insert(pTagsAssetManifest); } }
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inline StringTableEntry getAssetTagsManifest( void ) const { return mAssetTagsManifest; }
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inline StringTableEntry getAssetTagsManifest( void ) const { return mAssetTagsManifest; }
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inline typeModuleAssetsVector& getModuleAssets( void ) { return mModuleAssets; }
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inline typeModuleAssetsVector& getModuleAssets( void ) { return mModuleAssets; }
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void addDeclaredAsset(AssetDefinition* asset) { mModuleAssets.push_back(asset); }
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/// Module location.
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/// Module location.
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inline void setModulePath( const char* pModulePath ) { if ( checkUnlocked() ) { mModulePath = StringTable->insert(pModulePath); } }
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inline void setModulePath( const char* pModulePath ) { if ( checkUnlocked() ) { mModulePath = StringTable->insert(pModulePath); } }
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