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https://github.com/TorqueGameEngines/Torque3D.git
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get image metadata
adds ability to get image metadata without loading the texture since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created when the asset becomes owned again the image file path will be updated.
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parent
db8c565416
commit
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5 changed files with 139 additions and 23 deletions
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@ -25,36 +25,36 @@
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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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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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#ifndef _GBITMAP_H_
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#include "gfx/bitmap/gBitmap.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _NETCONNECTION_H_
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#include "sim/netConnection.h"
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#include <string>
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#include "assetMacroHelpers.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#include "assetMacroHelpers.h"
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//-----------------------------------------------------------------------------
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class ImageAsset : public AssetBase
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{
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@ -139,6 +139,10 @@ private:
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ImageTypes mImageType;
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HashMap<GFXTextureProfile*, GFXTexHandle> mResourceMap;
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bool mIsNamedTarget;
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S32 mImageWidth;
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S32 mImageHeight;
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S32 mImageChannels;
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void generateTexture(void);
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public:
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ImageAsset();
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@ -210,6 +214,8 @@ protected:
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/// Taml callbacks.
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void onTamlPreWrite(void) override;
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void onTamlPostWrite(void) override;
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void onTamlCustomWrite(TamlCustomNodes& customNodes) override;
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void onTamlCustomRead(const TamlCustomNodes& customNodes) override;
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protected:
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// Texture file
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