Torque3D/Engine/source/T3D/assets/stateMachineAsset.h
Areloch 79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
2020-08-09 01:32:27 -05:00

97 lines
3.3 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 STATE_MACHINE_ASSET_H
#define STATE_MACHINE_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 "gui/editor/guiInspectorTypes.h"
//-----------------------------------------------------------------------------
class StateMachineAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mStateMachineFile;
StringTableEntry mStateMachinePath;
public:
StateMachineAsset();
virtual ~StateMachineAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
/// Declare Console Object.
DECLARE_CONOBJECT(StateMachineAsset);
void setStateMachineFile(const char* pStateMachineFile);
inline StringTableEntry getStateMachineFile(void) const { return mStateMachineFile; };
inline StringTableEntry getStateMachinePath(void) const { return mStateMachinePath; };
protected:
virtual void initializeAsset(void);
virtual void onAssetRefresh(void);
static bool setStateMachineFile(void *obj, const char *index, const char *data) { static_cast<StateMachineAsset*>(obj)->setStateMachineFile(data); return false; }
static const char* getStateMachineFile(void* obj, const char* data) { return static_cast<StateMachineAsset*>(obj)->getStateMachineFile(); }
};
DefineConsoleType(TypeStateMachineAssetPtr, StateMachineAsset)
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeStateMachineAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl *mSMEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeStateMachineAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};
#endif