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- Renamed the module declared assets method:
> addDeclaredAssets() is now "addModuleDeclaredAssets()".

This now makes it obvious between adding a single asset to a module and all assets defined as part of the module i.e. "addDeclaredAsset()" and "addModuleDeclaredAssets()" respectively.

Will update the wiki shortly: https://github.com/GarageGames/Torque2D/wiki/Asset-Manager-Guide

MelvMay-GG 12 years ago
parent
commit
51853a6

+ 4 - 4
engine/source/assets/assetManager.cc

@@ -157,7 +157,7 @@ bool AssetManager::compileReferencedAssets( ModuleDefinition* pModuleDefinition
 
 //-----------------------------------------------------------------------------
 
-bool AssetManager::addDeclaredAssets( ModuleDefinition* pModuleDefinition )
+bool AssetManager::addModuleDeclaredAssets( ModuleDefinition* pModuleDefinition )
 {
     // Debug Profiling.
     PROFILE_SCOPE(AssetManager_AddDeclaredAssets);
@@ -191,7 +191,7 @@ bool AssetManager::addDeclaredAssets( ModuleDefinition* pModuleDefinition )
         if ( !scanDeclaredAssets( filePathBuffer, pDeclaredAssets->getExtension(), pDeclaredAssets->getRecurse(), pModuleDefinition ) )
         {
             // Warn.
-            Con::warnf( "AssetManager::addDeclaredAssets() - Could not scan for declared assets at location '%s' with extension '%s'.", filePathBuffer, pDeclaredAssets->getExtension() );
+            Con::warnf( "AssetManager::addModuleDeclaredAssets() - Could not scan for declared assets at location '%s' with extension '%s'.", filePathBuffer, pDeclaredAssets->getExtension() );
         }
     }  
 
@@ -3117,8 +3117,8 @@ void AssetManager::onModulePreLoad( ModuleDefinition* pModuleDefinition )
     // Debug Profiling.
     PROFILE_SCOPE(AssetManager_OnModulePreLoad);
 
-    // Add declared assets.
-    addDeclaredAssets( pModuleDefinition );
+    // Add module declared assets.
+    addModuleDeclaredAssets( pModuleDefinition );
 
     // Is an asset tags manifest specified?
     if ( pModuleDefinition->getAssetTagsManifest() != StringTable->EmptyString )

+ 1 - 1
engine/source/assets/assetManager.h

@@ -125,7 +125,7 @@ public:
     static void initPersistFields();
 
     /// Declared assets.
-    bool addDeclaredAssets( ModuleDefinition* pModuleDefinition );
+    bool addModuleDeclaredAssets( ModuleDefinition* pModuleDefinition );
     bool addDeclaredAsset( ModuleDefinition* pModuleDefinition, const char* pAssetFilePath );
     StringTableEntry addPrivateAsset( AssetBase* pAssetBase );
     bool removeDeclaredAssets( ModuleDefinition* pModuleDefinition );

+ 5 - 5
engine/source/assets/assetManager_ScriptBinding.h

@@ -41,9 +41,9 @@ ConsoleMethod( AssetManager, compileReferencedAssets, bool, 3, 3,  "(moduleDefin
 
 //-----------------------------------------------------------------------------
 
-ConsoleMethod( AssetManager, addDeclaredAssets, bool, 3, 3,     "(moduleDefinition) - Add any the declared assets specified by the module definition.\n"
-                                                                "@param moduleDefinition The module definition specifies the asset manifest.\n"
-                                                                "@return Whether adding declared assets was successful or not." )
+ConsoleMethod( AssetManager, addModuleDeclaredAssets, bool, 3, 3,   "(moduleDefinition) - Add any the declared assets specified by the module definition.\n"
+                                                                    "@param moduleDefinition The module definition specifies the asset manifest.\n"
+                                                                    "@return Whether adding declared assets was successful or not." )
 {
     // Fetch module definition.
     ModuleDefinition* pModuleDefinition = Sim::findObject<ModuleDefinition>( argv[2] );
@@ -56,8 +56,8 @@ ConsoleMethod( AssetManager, addDeclaredAssets, bool, 3, 3,     "(moduleDefiniti
         return false;
     }
 
-    // Add declared assets.
-    return object->addDeclaredAssets( pModuleDefinition );
+    // Add module declared assets.
+    return object->addModuleDeclaredAssets( pModuleDefinition );
 }
 
 //-----------------------------------------------------------------------------