Torque3D/Engine/source/T3D/assets/ParticleAsset.h
marauder2k7 68e762130d Compilation changes
Few compile time attempts to speed things up

Swap include guards for pramga once
Change compile options in the cmakeLists for source
generate a pch

small tweaks
2026-06-04 20:42:09 +01:00

79 lines
2.7 KiB
C++

#pragma once
//-----------------------------------------------------------------------------
// 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 PARTICLE_ASSET_H
#define PARTICLE_ASSET_H
#include "assets/assetBase.h"
#include "assets/assetDefinition.h"
#include "core/strings/stringUnit.h"
#include "assets/assetFieldTypes.h"
#include "gui/editor/guiInspectorTypes.h"
//-----------------------------------------------------------------------------
class ParticleAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mScriptFilePath;
StringTableEntry mDatablockFilePath;
public:
ParticleAsset();
virtual ~ParticleAsset();
/// Engine.
static void initPersistFields();
void copyTo(SimObject* object) override;
/// Declare Console Object.
DECLARE_CONOBJECT(ParticleAsset);
protected:
void initializeAsset(void) override {}
void onAssetRefresh(void) override {}
};
DefineConsoleType(TypeParticleAssetPtr, ParticleAsset)
#ifdef TORQUE_TOOLS
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeParticleAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl *mSMEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeParticleAssetPtr);
static void consoleInit();
GuiControl* constructEditControl() override;
bool updateRects() override;
};
#endif
#endif // _ASSET_BASE_H_