Torque3D/Engine/source/T3D/assets/ShapeAsset.h
Areloch 4341428d53 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00

131 lines
3.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef SHAPE_ASSET_H
#define SHAPE_ASSET_H
#ifndef _ASSET_BASE_H_
#include "assets/assetBase.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _STRINGUNIT_H_
#include "string/stringUnit.h"
#endif
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef MATERIALASSET_H
#include "MaterialAsset.h"
#endif
#ifndef SHAPE_ANIMATION_ASSET_H
#include "ShapeAnimationAsset.h"
#endif
#include "gui/editor/guiInspectorTypes.h"
//-----------------------------------------------------------------------------
class ShapeAsset : public AssetBase
{
typedef AssetBase Parent;
protected:
StringTableEntry mFileName;
Resource<TSShape> mShape;
//Material assets we're dependent on and use
Vector<StringTableEntry> mMaterialAssetIds;
Vector<AssetPtr<MaterialAsset>> mMaterialAssets;
//Animation assets we're dependent on and use
Vector<StringTableEntry> mAnimationAssetIds;
Vector<AssetPtr<ShapeAnimationAsset>> mAnimationAssets;
public:
ShapeAsset();
virtual ~ShapeAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
virtual void setDataField(StringTableEntry slotName, const char *array, const char *value);
virtual void initializeAsset();
/// Declare Console Object.
DECLARE_CONOBJECT(ShapeAsset);
bool loadShape();
TSShape* getShape() { return mShape; }
Resource<TSShape> getShapeResource() { return mShape; }
void SplitSequencePathAndName(String& srcPath, String& srcName);
String getShapeFilename() { return mFileName; }
U32 getShapeFilenameHash() { return _StringTable::hashString(mFileName); }
S32 getMaterialCount() { return mMaterialAssets.size(); }
S32 getAnimationCount() { return mAnimationAssets.size(); }
ShapeAnimationAsset* getAnimation(S32 index);
protected:
virtual void onAssetRefresh(void);
};
DefineConsoleType(TypeShapeAssetPtr, S32)
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeShapeAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl *mShapeEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeShapeAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};
#endif