mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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103 lines
4.2 KiB
C
103 lines
4.2 KiB
C
//-----------------------------------------------------------------------------
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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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#include "console/engineAPI.h"
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#include "assetBase.h"
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#include "assetManager.h"
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DefineEngineMethod(AssetBase, refreshAsset, void, (), ,
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"Refresh the asset.\n"
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"@return No return value.\n")
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{
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object->refreshAsset();
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}
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//-----------------------------------------------------------------------------
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DefineEngineMethod(AssetBase, getAssetId, String, (), ,
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"Gets the assets' Asset Id. This is only available if the asset was acquired from the asset manager.\n"
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"@return The assets' Asset Id.\n")
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{
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return object->getAssetId();
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}
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DefineEngineMethod(AssetBase, getAssetDependencyFieldCount, S32, (const char* pFieldName), (""),
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"Gets the number of asset dependencies of a given field name.\n"
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"eg. Would return '2' if you searched for 'myDependencyField'\n"
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"and the asset had myDependencyField0 and myDependencyField1\n"
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"@param fieldName The name of the field to get a count of\n"
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"@return The number of dependency fields matching the search name.\n")
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{
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return object->getAssetDependencyFieldCount(pFieldName);
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}
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DefineEngineMethod(AssetBase, getAssetDependencyField, const char*, (const char* pFieldName, S32 index), ("", 0),
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"Gets an asset dependency field to the asset definition at a given index.\n"
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"@param fieldName The name of the field.\n"
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"@param index The index of the field to look up in the event there are multiple dependency fields. Defaults to 0"
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"@return The assetID assigned to the given dependency field.\n")
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{
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return object->getAssetDependencyField(pFieldName, index);
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}
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DefineEngineMethod(AssetBase, clearAssetDependencyFields, void, (const char* pFieldName), (""),
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"Clears any asset dependency fields matching the name provided.\n"
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"@param fieldName The name of the fields to be cleared")
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{
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object->clearAssetDependencyFields(pFieldName);
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}
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DefineEngineMethod(AssetBase, addAssetDependencyField, void, (const char* pFieldName, const char* pAssetId), ("", ""),
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"Adds an asset dependency field to the asset definition.\n"
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"@param fieldName The name of the field. Will automatically increment the tailing number if the field is used multiple times\n"
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"@param assetId The assetId to be marked as a dependency")
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{
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object->addAssetDependencyField(pFieldName, pAssetId);
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}
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DefineEngineMethod(AssetBase, saveAsset, bool, (), ,
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"Saves the asset definition.\n"
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"@return Whether the save was successful.\n")
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{
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return object->saveAsset();
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}
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DefineEngineMethod(AssetBase, getStatus, S32, (), , "get status")\
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{
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return object->getStatus();
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}
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DefineEngineMethod(AssetBase, getStatusString, const char*, (), ,
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"Returns the load status of the asset.\n"
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"@return What status code the asset had after being loaded.\n")
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{
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return object->getAssetErrstrn(object->getStatus());
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}
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DefineEngineMethod(AssetBase, load, String, (), ,
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"Manually initates a loading of the asset and it's contents.\n"
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"@return The status code of the loading results.\n")\
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{
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U32 code = object->load();
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return object->getAssetErrstrn(code);
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}
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