mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
234 lines
6.8 KiB
C++
234 lines
6.8 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 SCRIPT_ASSET_H
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#include "ScriptAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.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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// Debug Profiling.
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#include "console/script.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ScriptAsset);
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ConsoleType(ScriptAssetPtr, TypeScriptAssetPtr, ScriptAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeScriptAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<ScriptAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeScriptAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<ScriptAsset>* pAssetPtr = dynamic_cast<AssetPtr<ScriptAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeScriptAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeScriptAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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IMPLEMENT_CALLBACK(ScriptAsset, onInitializeAsset, void, (), (),
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"@brief When the ScriptAsset is initialized(loaded) by the AssetManager.\n\n");
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IMPLEMENT_CALLBACK(ScriptAsset, onRefreshAsset, void, (), (),
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"@brief When the ScriptAsset is refreshed by the AssetManager.\n\n");
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IMPLEMENT_CALLBACK(ScriptAsset, onUnloadAsset, void, (), (),
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"@brief When the ScriptAsset is unloaded by the AssetManager.\n\n");
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ScriptAsset::ScriptAsset() : AssetBase(), mIsServerSide(true)
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{
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mScriptFile = StringTable->EmptyString();
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mScriptPath = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ScriptAsset::~ScriptAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ScriptAsset::initPersistFields()
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{
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docsURL;
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, ScriptAsset),
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&setScriptFile, &getScriptFile, "Path to the script file.");
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}
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//------------------------------------------------------------------------------
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void ScriptAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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void ScriptAsset::initializeAsset()
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{
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if (mpAssetDefinition->mAssetType != StringTable->insert("ScriptAsset"))
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{
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//if we've got a custom type, treat it as our namespace, too
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setClassNamespace(mpAssetDefinition->mAssetType);
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}
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Con::isScriptFile(mScriptPath))
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{
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//We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well
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AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
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// Does the asset have any dependencies?
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if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
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{
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// Iterate all dependencies.
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while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
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{
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AssetPtr<ScriptAsset> scriptAsset = assetDependenciesItr->value;
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mScriptAssetDependencies.push_front(scriptAsset);
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// Next dependency.
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assetDependenciesItr++;
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}
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}
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Con::executeFile(mScriptPath, false, false);
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}
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onInitializeAsset_callback();
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}
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void ScriptAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Con::isScriptFile(mScriptPath))
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{
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//Refresh any dependencies we may have
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for (U32 i = 0; i < mScriptAssetDependencies.size(); i++)
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{
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mScriptAssetDependencies[i]->onAssetRefresh();
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}
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Con::executeFile(mScriptPath, false, false);
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}
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onRefreshAsset_callback();
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}
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void ScriptAsset::unloadAsset()
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{
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onUnloadAsset_callback();
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}
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void ScriptAsset::setScriptFile(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
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// Fetch image file.
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mScriptFile)
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return;
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// Update.
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mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
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// Refresh the asset.
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refreshAsset();
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}
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bool ScriptAsset::execScript()
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{
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AssetBase* handle = mpOwningAssetManager->acquireAsset<AssetBase>(getAssetId());
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if (handle)
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return true;
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if (Con::isScriptFile(mScriptPath))
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{
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return Con::executeFile(mScriptPath, false, false);
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}
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Con::errorf("ScriptAsset:execScript() - Script asset must have a valid file to exec");
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return false;
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}
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DefineEngineMethod(ScriptAsset, execScript, bool, (), ,
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"Executes the script file.\n"
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"@return The bool result of calling exec")
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{
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return object->execScript();
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}
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