Torque3D/Engine/source/T3D/assets/LevelAsset.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

145 lines
6.5 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 LEVEL_ASSET_H
#define LEVEL_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
#include "T3D/assets/ImageAsset.h"
//-----------------------------------------------------------------------------
class LevelAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mLevelName;
StringTableEntry mLevelFile;
StringTableEntry mPostFXPresetFile;
StringTableEntry mDecalsFile;
StringTableEntry mForestFile;
StringTableEntry mNavmeshFile;
StringTableEntry mLevelPath;
StringTableEntry mPostFXPresetPath;
StringTableEntry mDecalsPath;
StringTableEntry mForestPath;
StringTableEntry mNavmeshPath;
StringTableEntry mEditorFile;
StringTableEntry mBakedSceneFile;
bool mIsSubLevel;
StringTableEntry mMainLevelAsset;
StringTableEntry mGamemodeName;
Vector<AssetBase*> mAssetDependencies;
StringTableEntry mPreviewImageAssetId;
AssetPtr<ImageAsset> mPreviewImageAsset;
public:
LevelAsset();
virtual ~LevelAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
/// Declare Console Object.
DECLARE_CONOBJECT(LevelAsset);
void loadDependencies();
void unloadDependencies();
void setLevelFile(const char* pImageFile);
inline StringTableEntry getLevelFile(void) const { return mLevelFile; };
void setPostFXPresetFile(const char* pPostFXPresetFile);
inline StringTableEntry getPostFXPresetFile(void) const { return mPostFXPresetFile; };
void setDecalsFile(const char* pDecalsFile);
inline StringTableEntry getDecalsFile(void) const { return mDecalsFile; };
void setForestFile(const char* pForestFile);
inline StringTableEntry getForestFile(void) const { return mForestFile; };
void setNavmeshFile(const char* pNavmeshFile);
inline StringTableEntry getNavmeshFile(void) const { return mNavmeshFile; };
StringTableEntry getPreviewImageAsset(void) const;
inline StringTableEntry getLevelPath(void) const { return mLevelPath; };
inline StringTableEntry getPostFXPresetPath(void) const { return mPostFXPresetPath; };
inline StringTableEntry getDecalsPath(void) const { return mDecalsPath; };
inline StringTableEntry getForestPath(void) const { return mForestPath; };
inline StringTableEntry getNavmeshPath(void) const { return mNavmeshPath; };
StringTableEntry getPreviewImagePath(void) const;
void setEditorFile(const char* pEditorFile);
inline StringTableEntry getEditorFile(void) const { return mEditorFile; };
void setBakedSceneFile(const char* pBakedSceneFile);
inline StringTableEntry getBakedSceneFile(void) const { return mBakedSceneFile; };
SimObjectId load();
protected:
static bool setLevelFile(void *obj, const char *index, const char *data) { static_cast<LevelAsset*>(obj)->setLevelFile(data); return false; }
static const char* getLevelFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getLevelFile(); }
static bool setEditorFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setEditorFile(data); return false; }
static const char* getEditorFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getEditorFile(); }
static bool setBakedSceneFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setBakedSceneFile(data); return false; }
static const char* getBakedSceneFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getBakedSceneFile(); }
static bool setPostFXPresetFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setPostFXPresetFile(data); return false; }
static const char* getPostFXPresetFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getPostFXPresetFile(); }
static bool setDecalsFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setDecalsFile(data); return false; }
static const char* getDecalsFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getDecalsFile(); }
static bool setForestFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setForestFile(data); return false; }
static const char* getForestFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getForestFile(); }
static bool setNavmeshFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setNavmeshFile(data); return false; }
static const char* getNavmeshFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getNavmeshFile(); }
virtual void initializeAsset(void);
virtual void onAssetRefresh(void);
void loadAsset();
};
DefineConsoleType(TypeLevelAssetPtr, LevelAsset)
#endif // _ASSET_BASE_H_