Torque3D/Engine/source/T3D/assets/GameObjectAsset.cpp

134 lines
4.3 KiB
C++

//-----------------------------------------------------------------------------
// 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 GAME_OBJECT_ASSET_H
#include "GameObjectAsset.h"
#endif
#ifndef _ASSET_MANAGER_H_
#include "assets/assetManager.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _TAML_
#include "persistence/taml/taml.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
// Debug Profiling.
#include "platform/profiler.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GameObjectAsset);
ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeGameObjectAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeGameObjectAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((AssetPtrBase*)(dptr));
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeTextureAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeTextureAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
GameObjectAsset::GameObjectAsset() :
mAcquireReferenceCount(0),
mpOwningAssetManager(NULL),
mAssetInitialized(false)
{
// Generate an asset definition.
mpAssetDefinition = new AssetDefinition();
mGameObjectName = StringTable->lookup("");
mScriptFilePath = StringTable->lookup("");
mTAMLFilePath = StringTable->lookup("");
}
//-----------------------------------------------------------------------------
GameObjectAsset::~GameObjectAsset()
{
// If the asset manager does not own the asset then we own the
// asset definition so delete it.
if (!getOwned())
delete mpAssetDefinition;
}
//-----------------------------------------------------------------------------
void GameObjectAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
addField("scriptFilePath", TypeString, Offset(mScriptFilePath, GameObjectAsset), "Path to the script file for the GameObject's script code.");
addField("TAMLFilePath", TypeString, Offset(mTAMLFilePath, GameObjectAsset), "Path to the taml file for the GameObject's heirarchy.");
}
//------------------------------------------------------------------------------
void GameObjectAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}