#pragma once #include "console/engineAPI.h" #include "assetImporter.h" //Console Functions DefineEngineMethod(AssetImportConfig, loadImportConfig, void, (Settings* configSettings, String configName), (nullAsType(), ""), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->loadImportConfig(configSettings, configName); } DefineEngineMethod(AssetImporter, setTargetPath, void, (String path), (""), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->setTargetPath(path); } DefineEngineMethod(AssetImporter, resetImportSession, void, (bool forceResetSession), (false), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->resetImportSession(forceResetSession); } DefineEngineMethod(AssetImporter, dumpActivityLog, void, (), , "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->dumpActivityLog(); } DefineEngineMethod(AssetImporter, getActivityLogLineCount, S32, (),, "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->getActivityLogLineCount(); } DefineEngineMethod(AssetImporter, getActivityLogLine, String, (S32 i), (0), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->getActivityLogLine(0); } DefineEngineMethod(AssetImporter, autoImportFile, String, (String path), (""), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->autoImportFile(path); } DefineEngineMethod(AssetImporter, addImportingFile, AssetImportObject*, (String path), (""), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->addImportingFile(path); } DefineEngineMethod(AssetImporter, addImportingAssetItem, void, (AssetImportObject* assetItem, AssetImportObject* parentItem), (nullAsType< AssetImportObject*>(), nullAsType< AssetImportObject*>()), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->addImportingAssetItem(assetItem, parentItem); } DefineEngineMethod(AssetImporter, processImportingAssets, void, (), , "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->processImportAssets(); } DefineEngineMethod(AssetImporter, validateImportingAssets, bool, (), , "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->validateAssets(); } DefineEngineMethod(AssetImporter, resolveAssetItemIssues, void, (AssetImportObject* assetItem), (nullAsType< AssetImportObject*>()), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { object->resolveAssetItemIssues(assetItem); } DefineEngineMethod(AssetImporter, importAssets, void, (),, "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->importAssets(); } DefineEngineMethod(AssetImporter, getAssetItemCount, S32, (),, "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->getAssetItemCount(); } DefineEngineMethod(AssetImporter, getAssetItem, AssetImportObject*, (S32 index), (0), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->getAssetItem(index); } DefineEngineMethod(AssetImporter, getAssetItemChildCount, S32, (AssetImportObject* assetItem), (nullAsType< AssetImportObject*>()), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { if (assetItem == nullptr) return 0; return object->getAssetItemChildCount(assetItem); } DefineEngineMethod(AssetImporter, getAssetItemChild, AssetImportObject*, (AssetImportObject* assetItem, S32 index), (nullAsType< AssetImportObject*>(), 0), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { if (assetItem == nullptr) return nullptr; return object->getAssetItemChild(assetItem, index); } DefineEngineMethod(AssetImporter, deleteImportingAsset, void, (AssetImportObject* assetItem), (nullAsType< AssetImportObject*>()), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->deleteImportingAsset(assetItem); } DefineEngineMethod(AssetImporter, setImportConfig, void, (AssetImportConfig* importConfig), (nullAsType< AssetImportConfig*>()), "Creates a new script asset using the targetFilePath.\n" "@return The bool result of calling exec") { return object->setImportConfig(importConfig); } /*DefineEngineFunction(enumColladaForImport, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true), "(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from " "a COLLADA file and store it in a GuiTreeView control. This function is " "used by the COLLADA import gui to show a preview of the scene contents " "prior to import, and is probably not much use for anything else.\n" "@param shapePath COLLADA filename\n" "@param ctrl GuiTreeView control to add elements to\n" "@param loadCachedDts dictates if it should try and load the cached dts file if it exists" "@return true if successful, false otherwise\n" "@ingroup Editors\n" "@internal") { return enumColladaForImport(shapePath, ctrl, loadCachedDts); }*/