Torque3D/Engine/source/T3D/assets/GameObjectAsset.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

109 lines
3.9 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 GAME_OBJECT_ASSET_H
#define GAME_OBJECT_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
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
//-----------------------------------------------------------------------------
class GameObjectAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mGameObjectName;
StringTableEntry mScriptFile;
StringTableEntry mTAMLFile;
StringTableEntry mScriptPath;
StringTableEntry mTAMLPath;
public:
GameObjectAsset();
virtual ~GameObjectAsset();
/// Engine.
static void initPersistFields();
void copyTo(SimObject* object) override;
const char* create();
/// Declare Console Object.
DECLARE_CONOBJECT(GameObjectAsset);
void setScriptFile(const char* pScriptFile);
inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
void setTAMLFile(const char* pScriptFile);
inline StringTableEntry getTAMLFile(void) const { return mTAMLFile; };
protected:
void initializeAsset(void) override;
void onAssetRefresh(void) override;
static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<GameObjectAsset*>(obj)->setScriptFile(data); return false; }
static const char* getScriptFile(void* obj, const char* data) { return static_cast<GameObjectAsset*>(obj)->getScriptFile(); }
static bool setTAMLFile(void *obj, const char *index, const char *data) { static_cast<GameObjectAsset*>(obj)->setTAMLFile(data); return false; }
static const char* getTAMLFile(void* obj, const char* data) { return static_cast<GameObjectAsset*>(obj)->getTAMLFile(); }
inline StringTableEntry getScriptFilePath(void) const { return mScriptPath; };
inline StringTableEntry getTAMLFilePath(void) const { return mTAMLPath; };
};
DefineConsoleType(TypeGameObjectAssetPtr, GameObjectAsset)
#ifdef TORQUE_TOOLS
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeGameObjectAssetPtr : public GuiInspectorField
{
typedef GuiInspectorField Parent;
public:
GuiButtonCtrl *mGameObjectEditButton;
DECLARE_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
static void consoleInit();
GuiControl* constructEditControl() override;
bool updateRects() override;
};
#endif
#endif // _ASSET_BASE_H_