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https://github.com/TorqueGameEngines/Torque3D.git
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asset load flow work
add reloading state to asset tracking, convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback add more errstriongcodes to hook up skip load<type> execution if the asset loaded state is ::Ok
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parent
753cbe32d9
commit
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23 changed files with 177 additions and 35 deletions
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@ -44,11 +44,17 @@
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#include "core/resource.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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#include "assetMacroHelpers.h"
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//-----------------------------------------------------------------------------
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class ShapeAnimationAsset : public AssetBase
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{
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typedef AssetBase Parent;
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typedef AssetPtr<ShapeAnimationAsset> ConcreteAssetPtr;
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protected:
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StringTableEntry mFileName;
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StringTableEntry mFilePath;
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@ -72,6 +78,21 @@ protected:
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Resource<TSShape> mSourceShape;
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public:
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enum ShapeAnimationAssetErrCode
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{
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TooManyBones = AssetErrCode::Extended,
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Extended
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};
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static const String mErrCodeStrings[U32(ShapeAnimationAssetErrCode::Extended) - U32(Parent::Extended) + 1];
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static U32 getAssetErrCode(ConcreteAssetPtr checkAsset) { if (checkAsset) return checkAsset->mLoadedState; else return 0; }
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static String getAssetErrstrn(U32 errCode)
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{
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if (errCode < Parent::Extended) return Parent::getAssetErrstrn(errCode);
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if (errCode > ShapeAnimationAssetErrCode::Extended) return "undefined error";
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return mErrCodeStrings[errCode - Parent::Extended];
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};
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ShapeAnimationAsset();
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virtual ~ShapeAnimationAsset();
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