mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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
145 lines
6.5 KiB
C++
145 lines
6.5 KiB
C++
#pragma once
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//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef LEVEL_ASSET_H
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#define LEVEL_ASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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//-----------------------------------------------------------------------------
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class LevelAsset : public AssetBase
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{
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typedef AssetBase Parent;
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StringTableEntry mLevelName;
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StringTableEntry mLevelFile;
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StringTableEntry mPostFXPresetFile;
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StringTableEntry mDecalsFile;
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StringTableEntry mForestFile;
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StringTableEntry mNavmeshFile;
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StringTableEntry mLevelPath;
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StringTableEntry mPostFXPresetPath;
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StringTableEntry mDecalsPath;
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StringTableEntry mForestPath;
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StringTableEntry mNavmeshPath;
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StringTableEntry mEditorFile;
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StringTableEntry mBakedSceneFile;
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bool mIsSubLevel;
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StringTableEntry mMainLevelAsset;
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StringTableEntry mGamemodeName;
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Vector<AssetBase*> mAssetDependencies;
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StringTableEntry mPreviewImageAssetId;
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AssetPtr<ImageAsset> mPreviewImageAsset;
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public:
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LevelAsset();
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virtual ~LevelAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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/// Declare Console Object.
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DECLARE_CONOBJECT(LevelAsset);
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void loadDependencies();
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void unloadDependencies();
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void setLevelFile(const char* pImageFile);
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inline StringTableEntry getLevelFile(void) const { return mLevelFile; };
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void setPostFXPresetFile(const char* pPostFXPresetFile);
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inline StringTableEntry getPostFXPresetFile(void) const { return mPostFXPresetFile; };
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void setDecalsFile(const char* pDecalsFile);
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inline StringTableEntry getDecalsFile(void) const { return mDecalsFile; };
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void setForestFile(const char* pForestFile);
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inline StringTableEntry getForestFile(void) const { return mForestFile; };
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void setNavmeshFile(const char* pNavmeshFile);
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inline StringTableEntry getNavmeshFile(void) const { return mNavmeshFile; };
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StringTableEntry getPreviewImageAsset(void) const;
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inline StringTableEntry getLevelPath(void) const { return mLevelPath; };
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inline StringTableEntry getPostFXPresetPath(void) const { return mPostFXPresetPath; };
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inline StringTableEntry getDecalsPath(void) const { return mDecalsPath; };
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inline StringTableEntry getForestPath(void) const { return mForestPath; };
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inline StringTableEntry getNavmeshPath(void) const { return mNavmeshPath; };
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StringTableEntry getPreviewImagePath(void) const;
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void setEditorFile(const char* pEditorFile);
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inline StringTableEntry getEditorFile(void) const { return mEditorFile; };
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void setBakedSceneFile(const char* pBakedSceneFile);
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inline StringTableEntry getBakedSceneFile(void) const { return mBakedSceneFile; };
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SimObjectId load();
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protected:
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static bool setLevelFile(void *obj, const char *index, const char *data) { static_cast<LevelAsset*>(obj)->setLevelFile(data); return false; }
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static const char* getLevelFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getLevelFile(); }
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static bool setEditorFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setEditorFile(data); return false; }
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static const char* getEditorFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getEditorFile(); }
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static bool setBakedSceneFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setBakedSceneFile(data); return false; }
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static const char* getBakedSceneFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getBakedSceneFile(); }
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static bool setPostFXPresetFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setPostFXPresetFile(data); return false; }
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static const char* getPostFXPresetFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getPostFXPresetFile(); }
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static bool setDecalsFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setDecalsFile(data); return false; }
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static const char* getDecalsFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getDecalsFile(); }
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static bool setForestFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setForestFile(data); return false; }
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static const char* getForestFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getForestFile(); }
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static bool setNavmeshFile(void* obj, const char* index, const char* data) { static_cast<LevelAsset*>(obj)->setNavmeshFile(data); return false; }
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static const char* getNavmeshFile(void* obj, const char* data) { return static_cast<LevelAsset*>(obj)->getNavmeshFile(); }
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void);
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void loadAsset();
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};
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DefineConsoleType(TypeLevelAssetPtr, LevelAsset)
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#endif // _ASSET_BASE_H_
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