Torque3D/Engine/source/T3D/assets/LevelAsset.h
AzaezelX 3123935472 correct DECLARE_<foo>ASSET assigns
use string compare there, not pointer compares
2025-08-21 15:40:07 -05:00

233 lines
9.1 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 LEVEL_ASSET_H
#define LEVEL_ASSET_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
#include "T3D/assets/ImageAsset.h"
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
#include <gui/controls/guiBitmapCtrl.h>
//-----------------------------------------------------------------------------
class LevelAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mLevelName;
StringTableEntry mLevelFile;
StringTableEntry mPostFXPresetFile;
StringTableEntry mDecalsFile;
StringTableEntry mForestFile;
StringTableEntry mNavmeshFile;
StringTableEntry mLevelPath;
StringTableEntry mPostFXPresetPath;
StringTableEntry mDecalsPath;
StringTableEntry mForestPath;
StringTableEntry mNavmeshPath;
StringTableEntry mEditorFile;
StringTableEntry mBakedSceneFile;
StringTableEntry mGameModesNames;
Vector<AssetBase*> mAssetDependencies;
StringTableEntry mPreviewImageAssetId;
AssetPtr<ImageAsset> mPreviewImageAsset;
public:
LevelAsset();
virtual ~LevelAsset();
/// Engine.
static void initPersistFields();
void copyTo(SimObject* object) override;
/// Declare Console Object.
DECLARE_CONOBJECT(LevelAsset);
void loadDependencies();
void unloadDependencies();
void setLevelFile(const char* pImageFile);
inline StringTableEntry getLevelFile(void) const { return mLevelFile; };
void setPostFXPresetFile(const char* pPostFXPresetFile);
inline StringTableEntry getPostFXPresetFile(void) const { return mPostFXPresetFile; };
void setDecalsFile(const char* pDecalsFile);
inline StringTableEntry getDecalsFile(void) const { return mDecalsFile; };
void setForestFile(const char* pForestFile);
inline StringTableEntry getForestFile(void) const { return mForestFile; };
void setNavmeshFile(const char* pNavmeshFile);
inline StringTableEntry getNavmeshFile(void) const { return mNavmeshFile; };
StringTableEntry getPreviewImageAsset(void) const;
inline StringTableEntry getLevelPath(void) const { return mLevelPath; };
inline StringTableEntry getPostFXPresetPath(void) const { return mPostFXPresetPath; };
inline StringTableEntry getDecalsPath(void) const { return mDecalsPath; };
inline StringTableEntry getForestPath(void) const { return mForestPath; };
inline StringTableEntry getNavmeshPath(void) const { return mNavmeshPath; };
StringTableEntry getPreviewImagePath(void) const;
void setEditorFile(const char* pEditorFile);
inline StringTableEntry getEditorFile(void) const { return mEditorFile; };
void setBakedSceneFile(const char* pBakedSceneFile);
inline StringTableEntry getBakedSceneFile(void) const { return mBakedSceneFile; };
U32 load() override { return Ok; };
protected:
static bool setLevelFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setLevelFile(data); return false; }
static const char* getLevelFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getLevelFile(); }
static bool setEditorFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setEditorFile(data); return false; }
static const char* getEditorFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getEditorFile(); }
static bool setBakedSceneFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setBakedSceneFile(data); return false; }
static const char* getBakedSceneFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getBakedSceneFile(); }
static bool setPostFXPresetFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setPostFXPresetFile(data); return false; }
static const char* getPostFXPresetFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getPostFXPresetFile(); }
static bool setDecalsFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setDecalsFile(data); return false; }
static const char* getDecalsFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getDecalsFile(); }
static bool setForestFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setForestFile(data); return false; }
static const char* getForestFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getForestFile(); }
static bool setNavmeshFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setNavmeshFile(data); return false; }
static const char* getNavmeshFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getNavmeshFile(); }
void initializeAsset(void) override;
void onAssetRefresh(void) override;
void loadAsset();
typedef Signal<void()> LevelAssetChanged;
LevelAssetChanged mChangeSignal;
public:
LevelAssetChanged& getChangedSignal() { return mChangeSignal; }
};
#ifdef TORQUE_TOOLS
class GuiInspectorTypeLevelAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl* mEditButton;
DECLARE_CONOBJECT(GuiInspectorTypeLevelAssetPtr);
static void consoleInit();
GuiControl* constructEditControl() override;
bool updateRects() override;
};
class GuiInspectorTypeLevelAssetId : public GuiInspectorTypeLevelAssetPtr
{
typedef GuiInspectorTypeLevelAssetPtr Parent;
public:
DECLARE_CONOBJECT(GuiInspectorTypeLevelAssetId);
static void consoleInit();
};
#endif
DefineConsoleType(TypeLevelAssetPtr, LevelAsset)
DefineConsoleType(TypeLevelAssetId, String)
#pragma region Singular Asset Macros
//Singular assets
/// <Summary>
/// Declares an level asset
/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
/// </Summary>
#define DECLARE_LEVELASSET(className, name, changeFunc) public: \
StringTableEntry m##name##AssetId;\
AssetPtr<LevelAsset> m##name##Asset;\
public: \
const AssetPtr<LevelAsset> & get##name##Asset() const { return m##name##Asset; }\
void set##name##Asset(const AssetPtr<LevelAsset> &_in) { m##name##Asset = _in;}\
\
bool _set##name(StringTableEntry _in)\
{\
if(m##name##AssetId != _in)\
{\
if (m##name##Asset.notNull())\
{\
m##name##Asset->getChangedSignal().remove(this, &className::changeFunc);\
}\
if (_in == NULL || !String::compare(_in,StringTable->EmptyString()))\
{\
m##name##AssetId = StringTable->EmptyString();\
m##name##Asset = NULL;\
return true;\
}\
if (AssetDatabase.isDeclaredAsset(_in))\
{\
m##name##AssetId = _in;\
m##name##Asset = _in;\
return true;\
}\
}\
\
if(get##name() == StringTable->EmptyString())\
return true;\
\
return false;\
}\
\
const StringTableEntry get##name() const\
{\
return m##name##AssetId;\
}\
bool name##Valid() {return (get##name() != StringTable->EmptyString() && m##name##Asset->getStatus() == AssetBase::Ok); }
#define INITPERSISTFIELD_LEVELASSET(name, consoleClass, docs) \
addProtectedField(assetText(name, Asset), TypeLevelAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, assetDoc(name, asset docs.));
#pragma endregion
#endif // _ASSET_BASE_H_