Torque3D/Engine/source/T3D/assets/assetImporter_ScriptBinding.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

162 lines
5.8 KiB
C

#pragma once
#include "console/engineAPI.h"
#include "assetImporter.h"
//Console Functions
DefineEngineMethod(AssetImportConfig, loadImportConfig, void, (Settings* configSettings, String configName), (nullAsType<Settings*>(), ""),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->loadImportConfig(configSettings, configName);
}
DefineEngineMethod(AssetImporter, setTargetPath, void, (String path), (""),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->setTargetPath(path);
}
DefineEngineMethod(AssetImporter, resetImportSession, void, (bool forceResetSession), (false),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->resetImportSession(forceResetSession);
}
DefineEngineMethod(AssetImporter, dumpActivityLog, void, (), ,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->dumpActivityLog();
}
DefineEngineMethod(AssetImporter, getActivityLogLineCount, S32, (),,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getActivityLogLineCount();
}
DefineEngineMethod(AssetImporter, getActivityLogLine, String, (S32 i), (0),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getActivityLogLine(0);
}
DefineEngineMethod(AssetImporter, autoImportFile, String, (String path, String typeHint), ("", ""),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->autoImportFile(path, typeHint);
}
DefineEngineMethod(AssetImporter, addImportingFile, AssetImportObject*, (String path), (""),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->addImportingFile(path);
}
DefineEngineMethod(AssetImporter, addImportingAssetItem, void, (AssetImportObject* assetItem, AssetImportObject* parentItem), (nullAsType< AssetImportObject*>(), nullAsType< AssetImportObject*>()),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->addImportingAssetItem(assetItem, parentItem);
}
DefineEngineMethod(AssetImporter, processImportingAssets, void, (), ,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->processImportAssets();
}
DefineEngineMethod(AssetImporter, validateImportingAssets, bool, (), ,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->validateAssets();
}
DefineEngineMethod(AssetImporter, resolveAssetItemIssues, void, (AssetImportObject* assetItem), (nullAsType< AssetImportObject*>()),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
object->resolveAssetItemIssues(assetItem);
}
DefineEngineMethod(AssetImporter, importAssets, void, (),,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->importAssets();
}
DefineEngineMethod(AssetImporter, getAssetItemCount, S32, (),,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getAssetItemCount();
}
DefineEngineMethod(AssetImporter, getAssetItem, AssetImportObject*, (S32 index), (0),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getAssetItem(index);
}
DefineEngineMethod(AssetImporter, getAssetItemChildCount, S32, (AssetImportObject* assetItem), (nullAsType< AssetImportObject*>()),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
if (assetItem == nullptr)
return 0;
return object->getAssetItemChildCount(assetItem);
}
DefineEngineMethod(AssetImporter, getAssetItemChild, AssetImportObject*, (AssetImportObject* assetItem, S32 index), (nullAsType< AssetImportObject*>(), 0),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
if (assetItem == nullptr)
return nullptr;
return object->getAssetItemChild(assetItem, index);
}
DefineEngineMethod(AssetImporter, deleteImportingAsset, void, (AssetImportObject* assetItem), (nullAsType< AssetImportObject*>()),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->deleteImportingAsset(assetItem);
}
DefineEngineMethod(AssetImporter, setImportConfig, void, (AssetImportConfig* importConfig), (nullAsType< AssetImportConfig*>()),
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->setImportConfig(importConfig);
}
/*DefineEngineFunction(enumColladaForImport, bool, (const char* shapePath, const char* ctrl, bool loadCachedDts), ("", "", true),
"(string shapePath, GuiTreeViewCtrl ctrl) Collect scene information from "
"a COLLADA file and store it in a GuiTreeView control. This function is "
"used by the COLLADA import gui to show a preview of the scene contents "
"prior to import, and is probably not much use for anything else.\n"
"@param shapePath COLLADA filename\n"
"@param ctrl GuiTreeView control to add elements to\n"
"@param loadCachedDts dictates if it should try and load the cached dts file if it exists"
"@return true if successful, false otherwise\n"
"@ingroup Editors\n"
"@internal")
{
return enumColladaForImport(shapePath, ctrl, loadCachedDts);
}*/