Torque3D/Engine/source/T3D/assets/CppAsset.h
JeffR 3442aceb0f Updates most of the handling of asset types to follow a more standardized type-registration system.
This streamlines much of the code and makes it easier to find and follow how different asset, object and file types are handled by the asset browser
Also clears out various bits of cruft and old commented blocks of code
2024-09-28 16:09:56 -05:00

87 lines
3.2 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 CPP_ASSET_H
#define CPP_ASSET_H
#pragma once
#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
//-----------------------------------------------------------------------------
class CppAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mCodeFile;
StringTableEntry mCodePath;
StringTableEntry mHeaderFile;
StringTableEntry mHeaderPath;
public:
CppAsset();
virtual ~CppAsset();
/// Engine.
static void initPersistFields();
void copyTo(SimObject* object) override;
/// Declare Console Object.
DECLARE_CONOBJECT(CppAsset);
void setCppFile(const char* pCppFile);
inline StringTableEntry getCppFile(void) const { return mCodeFile; };
void setHeaderFile(const char* pHeaderFile);
inline StringTableEntry getHeaderFile(void) const { return mHeaderFile; };
inline StringTableEntry getCppFilePath(void) const { return mCodePath; };
inline StringTableEntry getHeaderFilePath(void) const { return mHeaderPath; };
protected:
void initializeAsset(void) override;
void onAssetRefresh(void) override;
static bool setCppFile(void *obj, const char *index, const char *data) { static_cast<CppAsset*>(obj)->setCppFile(data); return false; }
static const char* getCppFile(void* obj, const char* data) { return static_cast<CppAsset*>(obj)->getCppFile(); }
static bool setHeaderFile(void *obj, const char *index, const char *data) { static_cast<CppAsset*>(obj)->setHeaderFile(data); return false; }
static const char* getHeaderFile(void* obj, const char* data) { return static_cast<CppAsset*>(obj)->getHeaderFile(); }
};
DefineConsoleType(TypeCppAssetPtr, CppAsset)
#endif // _ASSET_BASE_H_