Torque3D/Engine/source/T3D/assets/TerrainMaterialAsset.h
AzaezelX 1cf754dbca asset load refactor
genral load method, now returns loadedstate across the board
2023-11-12 16:33:17 -06:00

161 lines
5.4 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef TERRAINMATERIALASSET_H
#define TERRAINMATERIALASSET_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 _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
#ifndef _TERRMATERIAL_H_
#include "terrain/terrMaterial.h"
#endif
#ifndef _MATERIALDEFINITION_H_
#include "materials/materialDefinition.h"
#endif
//-----------------------------------------------------------------------------
class TerrainMaterialAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mScriptFile;
StringTableEntry mScriptPath;
StringTableEntry mMatDefinitionName;
SimObjectPtr<TerrainMaterial> mMaterialDefinition;
SimObjectPtr<Material> mFXMaterialDefinition;
public:
static StringTableEntry smNoTerrainMaterialAssetFallback;
enum TerrainMaterialAssetErrCode
{
ScriptLoaded = AssetErrCode::Extended,
DefinitionAlreadyExists,
EmbeddedDefinition,
Extended
};
public:
TerrainMaterialAsset();
virtual ~TerrainMaterialAsset();
/// Set up some global script interface stuff.
static void consoleInit();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
U32 load();
StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
SimObjectPtr<TerrainMaterial> getMaterialDefinition() { return mMaterialDefinition; }
SimObjectPtr<Material> getFXMaterialDefinition() { return mFXMaterialDefinition; }
void setScriptFile(const char* pScriptFile);
inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
/// <summary>
/// Looks for any assets that uses the provided Material Definition name.
/// If none are found, attempts to auto-import the material definition if the
/// material definition exists.
/// </summary>
/// <param name="matName">Material Definition name to look for</param>
/// <returns>AssetId of matching asset.</returns>
static StringTableEntry getAssetIdByMaterialName(StringTableEntry matName);
static U32 getAssetById(StringTableEntry assetId, AssetPtr<TerrainMaterialAsset>* materialAsset);
static SimObjectPtr<TerrainMaterial> findMaterialDefinitionByAssetId(StringTableEntry assetId);
static U32 getAssetByMaterialName(StringTableEntry matName, AssetPtr<TerrainMaterialAsset>* matAsset);
/// Declare Console Object.
DECLARE_CONOBJECT(TerrainMaterialAsset);
protected:
virtual void initializeAsset();
virtual void onAssetRefresh(void);
static bool setScriptFile(void *obj, const char *index, const char *data)
{
static_cast<TerrainMaterialAsset*>(obj)->setScriptFile(data);
return false;
}
static const char* getScriptFile(void* obj, const char* data) { return static_cast<TerrainMaterialAsset*>(obj)->getScriptFile(); }
};
DefineConsoleType(TypeTerrainMaterialAssetPtr, TerrainMaterialAsset)
DefineConsoleType(TypeTerrainMaterialAssetId, String)
#ifdef TORQUE_TOOLS
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeTerrainMaterialAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl* mEditButton;
DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};
class GuiInspectorTypeTerrainMaterialAssetId : public GuiInspectorTypeTerrainMaterialAssetPtr
{
typedef GuiInspectorTypeTerrainMaterialAssetPtr Parent;
public:
DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetId);
static void consoleInit();
};
#endif
#endif // _ASSET_BASE_H_