assetDefinition.h 3.4 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _ASSET_DEFINITION_H_
  23. #define _ASSET_DEFINITION_H_
  24. #ifndef _STRINGTABLE_H_
  25. #include "string/stringTable.h"
  26. #endif
  27. #ifndef _STRINGUNIT_H_
  28. #include "string/stringUnit.h"
  29. #endif
  30. #ifndef _SIMBASE_H_
  31. #include "sim/simBase.h"
  32. #endif
  33. //-----------------------------------------------------------------------------
  34. class AssetBase;
  35. class ModuleDefinition;
  36. //-----------------------------------------------------------------------------
  37. struct AssetDefinition
  38. {
  39. public:
  40. AssetDefinition() { reset(); }
  41. virtual ~AssetDefinition() {}
  42. virtual void reset( void )
  43. {
  44. mAssetLoading = false;
  45. mpModuleDefinition = NULL;
  46. mpAssetBase = NULL;
  47. mAssetBaseFilePath = StringTable->EmptyString;
  48. mAssetId = StringTable->EmptyString;
  49. mAssetLoadedCount = 0;
  50. mAssetUnloadedCount = 0;
  51. mAssetRefreshEnable = true;
  52. mAssetLooseFiles.clear();
  53. // Reset persisted state.
  54. mAssetName = StringTable->EmptyString;
  55. mAssetDescription = StringTable->EmptyString;
  56. mAssetAutoUnload = true;
  57. mAssetInternal = false;
  58. mAssetPrivate = false;
  59. mAssetType = StringTable->EmptyString;
  60. mAssetCategory = StringTable->EmptyString;
  61. }
  62. ModuleDefinition* mpModuleDefinition;
  63. SimObjectPtr<AssetBase> mpAssetBase;
  64. StringTableEntry mAssetBaseFilePath;
  65. StringTableEntry mAssetId;
  66. U32 mAssetLoadedCount;
  67. U32 mAssetUnloadedCount;
  68. bool mAssetRefreshEnable;
  69. Vector<StringTableEntry> mAssetLooseFiles;
  70. /// Persisted state.
  71. StringTableEntry mAssetName;
  72. StringTableEntry mAssetDescription;
  73. bool mAssetAutoUnload;
  74. bool mAssetInternal;
  75. bool mAssetPrivate;
  76. bool mAssetLoading;
  77. StringTableEntry mAssetType;
  78. StringTableEntry mAssetCategory;
  79. };
  80. #endif // _ASSET_DEFINITION_H_