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https://github.com/TorqueGameEngines/Torque3D.git
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getAssetDependencyFieldCount clearAssetDependencyFields addAssetDependencyField saveAsset Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
153 lines
8.2 KiB
C++
153 lines
8.2 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 _ASSET_BASE_H_
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#define _ASSET_BASE_H_
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#ifndef _ASSET_DEFINITION_H_
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#include "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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//-----------------------------------------------------------------------------
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class AssetManager;
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//-----------------------------------------------------------------------------
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extern StringTableEntry assetNameField;
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extern StringTableEntry assetDescriptionField;
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extern StringTableEntry assetCategoryField;
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extern StringTableEntry assetInternalField;
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extern StringTableEntry assetPrivateField;
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extern StringTableEntry assetAutoUnloadField;
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//#define ASSET_BASE_ASSETNAME_FIELD "AssetName"
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//#define ASSET_BASE_ASSETDESCRIPTION_FIELD "AssetDescription"
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//#define ASSET_BASE_ASSETCATEGORY_FIELD "AssetCategory"
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//#define ASSET_BASE_ASSETINTERNAL_FIELD "AssetInternal"
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//#define ASSET_BASE_ASSETPRIVATE_FIELD "AssetPrivate"
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//#define ASSET_BASE_AUTOUNLOAD_FIELD "AssetAutoUnload"
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//-----------------------------------------------------------------------------
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class AssetBase : public SimObject
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{
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friend class AssetManager;
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typedef SimObject Parent;
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protected:
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AssetManager* mpOwningAssetManager;
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bool mAssetInitialized;
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AssetDefinition* mpAssetDefinition;
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U32 mAcquireReferenceCount;
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public:
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AssetBase();
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virtual ~AssetBase();
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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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/// Asset configuration.
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inline void setAssetName(const char* pAssetName) { if (mpOwningAssetManager == NULL) mpAssetDefinition->mAssetName = StringTable->insert(pAssetName); }
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inline StringTableEntry getAssetName(void) const { return mpAssetDefinition->mAssetName; }
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void setAssetDescription(const char* pAssetDescription);
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inline StringTableEntry getAssetDescription(void) const { return mpAssetDefinition->mAssetDescription; }
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void setAssetCategory(const char* pAssetCategory);
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inline StringTableEntry getAssetCategory(void) const { return mpAssetDefinition->mAssetCategory; }
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void setAssetAutoUnload(const bool autoUnload);
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inline bool getAssetAutoUnload(void) const { return mpAssetDefinition->mAssetAutoUnload; }
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void setAssetInternal(const bool assetInternal);
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inline bool getAssetInternal(void) const { return mpAssetDefinition->mAssetInternal; }
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inline bool getAssetPrivate(void) const { return mpAssetDefinition->mAssetPrivate; }
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inline StringTableEntry getAssetType(void) const { return mpAssetDefinition->mAssetType; }
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inline S32 getAcquiredReferenceCount(void) const { return mAcquireReferenceCount; }
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inline bool getOwned(void) const { return mpOwningAssetManager != NULL; }
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// Asset Id is only available once registered with the asset manager.
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inline StringTableEntry getAssetId(void) const { return mpAssetDefinition->mAssetId; }
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/// Expanding/Collapsing asset paths is only available once registered with the asset manager.
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StringTableEntry expandAssetFilePath(const char* pAssetFilePath) const;
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StringTableEntry collapseAssetFilePath(const char* pAssetFilePath) const;
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virtual bool isAssetValid(void) const { return true; }
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void refreshAsset(void);
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S32 getAssetDependencyFieldCount(const char* pFieldName);
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void clearAssetDependencyFields(const char* pFieldName);
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void addAssetDependencyField(const char* pFieldName, const char* pAssetId);
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bool saveAsset();
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/// Declare Console Object.
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DECLARE_CONOBJECT(AssetBase);
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protected:
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virtual void initializeAsset(void) {}
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virtual void onAssetRefresh(void) {}
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protected:
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static bool setAssetName(void *obj, const char *array, const char *data) { static_cast<AssetBase*>(obj)->setAssetName(data); return false; }
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static const char* getAssetName(void* obj, const char* data) { return static_cast<AssetBase*>(obj)->getAssetName(); }
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static bool writeAssetName(void* obj, StringTableEntry pFieldName) { return static_cast<AssetBase*>(obj)->getAssetName() != StringTable->EmptyString(); }
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static bool setAssetDescription(void *obj, const char *array, const char *data) { static_cast<AssetBase*>(obj)->setAssetDescription(data); return false; }
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static const char* getAssetDescription(void* obj, const char* data) { return static_cast<AssetBase*>(obj)->getAssetDescription(); }
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static bool writeAssetDescription(void* obj, StringTableEntry pFieldName) { return static_cast<AssetBase*>(obj)->getAssetDescription() != StringTable->EmptyString(); }
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static bool setAssetCategory(void *obj, const char *array, const char *data) { static_cast<AssetBase*>(obj)->setAssetCategory(data); return false; }
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static const char* getAssetCategory(void* obj, const char* data) { return static_cast<AssetBase*>(obj)->getAssetCategory(); }
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static bool writeAssetCategory(void* obj, StringTableEntry pFieldName) { return static_cast<AssetBase*>(obj)->getAssetCategory() != StringTable->EmptyString(); }
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static bool setAssetAutoUnload(void *obj, const char *array, const char *data) { static_cast<AssetBase*>(obj)->setAssetAutoUnload(dAtob(data)); return false; }
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static const char* getAssetAutoUnload(void* obj, const char* data) { return Con::getBoolArg(static_cast<AssetBase*>(obj)->getAssetAutoUnload()); }
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static bool writeAssetAutoUnload(void* obj, StringTableEntry pFieldName) { return static_cast<AssetBase*>(obj)->getAssetAutoUnload() == false; }
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static bool setAssetInternal(void *obj, const char *array, const char *data) { static_cast<AssetBase*>(obj)->setAssetInternal(dAtob(data)); return false; }
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static const char* getAssetInternal(void* obj, const char* data) { return Con::getBoolArg(static_cast<AssetBase*>(obj)->getAssetInternal()); }
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static bool writeAssetInternal(void* obj, StringTableEntry pFieldName) { return static_cast<AssetBase*>(obj)->getAssetInternal() == true; }
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static const char* getAssetPrivate(void* obj, const char* data) { return Con::getBoolArg(static_cast<AssetBase*>(obj)->getAssetPrivate()); }
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private:
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void acquireAssetReference(void);
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bool releaseAssetReference(void);
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/// Set asset manager ownership.
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void setOwned(AssetManager* pAssetManager, AssetDefinition* pAssetDefinition);
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};
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#endif // _ASSET_BASE_H_
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