mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-29 00:51:00 +00:00
Script execution on certain existing assets, new asset types and some tweaks to the managers.
131 lines
3.9 KiB
C++
131 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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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 SHAPE_ASSET_H
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#define SHAPE_ASSET_H
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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 _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef __RESOURCE_H__
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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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#ifndef MATERIALASSET_H
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#include "MaterialAsset.h"
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#endif
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#ifndef SHAPE_ANIMATION_ASSET_H
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#include "ShapeAnimationAsset.h"
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#endif
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#include "gui/editor/guiInspectorTypes.h"
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//-----------------------------------------------------------------------------
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class ShapeAsset : public AssetBase
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{
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typedef AssetBase Parent;
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protected:
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StringTableEntry mFileName;
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Resource<TSShape> mShape;
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//Material assets we're dependent on and use
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Vector<StringTableEntry> mMaterialAssetIds;
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Vector<AssetPtr<MaterialAsset>> mMaterialAssets;
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//Animation assets we're dependent on and use
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Vector<StringTableEntry> mAnimationAssetIds;
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Vector<AssetPtr<ShapeAnimationAsset>> mAnimationAssets;
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public:
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ShapeAsset();
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virtual ~ShapeAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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virtual void setDataField(StringTableEntry slotName, const char *array, const char *value);
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virtual void initializeAsset();
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/// Declare Console Object.
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DECLARE_CONOBJECT(ShapeAsset);
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bool loadShape();
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TSShape* getShape() { return mShape; }
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Resource<TSShape> getShapeResource() { return mShape; }
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void SplitSequencePathAndName(String& srcPath, String& srcName);
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String getShapeFilename() { return mFileName; }
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U32 getShapeFilenameHash() { return _StringTable::hashString(mFileName); }
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S32 getMaterialCount() { return mMaterialAssets.size(); }
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S32 getAnimationCount() { return mAnimationAssets.size(); }
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ShapeAnimationAsset* getAnimation(S32 index);
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protected:
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virtual void onAssetRefresh(void);
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};
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DefineConsoleType(TypeShapeAssetPtr, S32)
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeShapeAssetPtr : public GuiInspectorTypeFileName
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{
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typedef GuiInspectorTypeFileName Parent;
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public:
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GuiBitmapButtonCtrl *mShapeEdButton;
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DECLARE_CONOBJECT(GuiInspectorTypeShapeAssetPtr);
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static void consoleInit();
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virtual GuiControl* constructEditControl();
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virtual bool updateRects();
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};
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#endif
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