Torque3D/Engine/source/assets/assetBase_ScriptBinding.h
Areloch 9ca276fef0 Misc fixes to ensure that the default postFX save, load and editing process is valid
Also fixes it so if a level asset doesn't point to a valid postfx preset file, it'll generate a clean one on save
2020-11-01 15:39:30 -06:00

74 lines
3.1 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, 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();
}