Torque3D/Engine/source/assets/assetDefinition.h
JeffR 630285def6 Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file
Also updates importers to correctly handle this change
Adds ability for taml XML serialization to properly assign array'd fields
Adds 'inheritFrom' field to simobjects for when objects with parent objects are serialized
AssetBase how inherits from SimGroup so it can have objects like material definitions embedded in them for save/load in the taml definition file
Updated loading/handling logic in terrain material asset to be more similar to regular material assets
2022-01-30 11:50:16 -06:00

102 lines
3.4 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 _ASSET_DEFINITION_H_
#define _ASSET_DEFINITION_H_
#ifndef _STRINGTABLE_H_
#include "core/stringTable.h"
#endif
#ifndef _STRINGUNIT_H_
#include "core/strings/stringUnit.h"
#endif
#ifndef _SIM_H_
#include "console/sim.h"
#endif
#ifndef _SIMSET_H_
#include "console/simset.h"
#endif
#ifndef _CONSOLEOBJECT_H_
#include "console/consoleObject.h"
#endif
//-----------------------------------------------------------------------------
class AssetBase;
class ModuleDefinition;
//-----------------------------------------------------------------------------
struct AssetDefinition
{
public:
AssetDefinition() { reset(); }
virtual ~AssetDefinition() {}
virtual void reset( void )
{
mAssetLoading = false;
mpModuleDefinition = NULL;
mpAssetBase = NULL;
mAssetBaseFilePath = StringTable->EmptyString();
mAssetId = StringTable->EmptyString();
mAssetLoadedCount = 0;
mAssetUnloadedCount = 0;
mAssetRefreshEnable = true;
mAssetLooseFiles.clear();
// Reset persisted state.
mAssetName = StringTable->EmptyString();
mAssetDescription = StringTable->EmptyString();
mAssetAutoUnload = true;
mAssetInternal = false;
mAssetPrivate = false;
mAssetType = StringTable->EmptyString();
mAssetCategory = StringTable->EmptyString();
}
ModuleDefinition* mpModuleDefinition;
AssetBase* mpAssetBase;
StringTableEntry mAssetBaseFilePath;
StringTableEntry mAssetId;
U32 mAssetLoadedCount;
U32 mAssetUnloadedCount;
bool mAssetRefreshEnable;
Vector<StringTableEntry> mAssetLooseFiles;
/// Persisted state.
StringTableEntry mAssetName;
StringTableEntry mAssetDescription;
bool mAssetAutoUnload;
bool mAssetInternal;
bool mAssetPrivate;
bool mAssetLoading;
StringTableEntry mAssetType;
StringTableEntry mAssetCategory;
};
#endif // _ASSET_DEFINITION_H_