Torque3D/Engine/source/assets/assetBase_ScriptBinding.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

95 lines
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.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "assetBase.h"
#include "assetManager.h"
DefineEngineMethod(AssetBase, refreshAsset, void, (), ,
"Refresh the asset.\n"
"@return No return value.\n")
{
object->refreshAsset();
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AssetBase, getAssetId, String, (), ,
"Gets the assets' Asset Id. This is only available if the asset was acquired from the asset manager.\n"
"@return The assets' Asset Id.\n")
{
return object->getAssetId();
}
DefineEngineMethod(AssetBase, getAssetDependencyFieldCount, S32, (const char* pFieldName), (""),
"Gets the number of asset dependencies of a given field name.\n"
"eg. Would return '2' if you searched for 'myDependencyField'\n"
"and the asset had myDependencyField0 and myDependencyField1\n"
"@param fieldName The name of the field to get a count of\n"
"@return The number of dependency fields matching the search name.\n")
{
return object->getAssetDependencyFieldCount(pFieldName);
}
DefineEngineMethod(AssetBase, getAssetDependencyField, const char*, (const char* pFieldName, S32 index), ("", 0),
"Gets an asset dependency field to the asset definition at a given index.\n"
"@param fieldName The name of the field.\n"
"@param index The index of the field to look up in the event there are multiple dependency fields. Defaults to 0"
"@return The assetID assigned to the given dependency field.\n")
{
return object->getAssetDependencyField(pFieldName, index);
}
DefineEngineMethod(AssetBase, clearAssetDependencyFields, void, (const char* pFieldName), (""),
"Clears any asset dependency fields matching the name provided.\n"
"@param fieldName The name of the fields to be cleared")
{
object->clearAssetDependencyFields(pFieldName);
}
DefineEngineMethod(AssetBase, addAssetDependencyField, void, (const char* pFieldName, const char* pAssetId), ("", ""),
"Adds an asset dependency field to the asset definition.\n"
"@param fieldName The name of the field. Will automatically increment the tailing number if the field is used multiple times\n"
"@param assetId The assetId to be marked as a dependency")
{
object->addAssetDependencyField(pFieldName, pAssetId);
}
DefineEngineMethod(AssetBase, saveAsset, bool, (), ,
"Saves the asset definition.\n"
"@return Whether the save was successful.\n")
{
return object->saveAsset();
}
DefineEngineMethod(AssetBase, getStatus, S32, (), , "get status")\
{
return object->getStatus();
}
DefineEngineMethod(AssetBase, getStatusString, const char*, (), ,
"Returns the load status of the asset.\n"
"@return What status code the asset had after being loaded.\n")
{
return object->getAssetErrstrn(object->getStatus());
}