assetQuery.h 3.0 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_QUERY_H_
  23. #define _ASSET_QUERY_H_
  24. #ifndef _SIMBASE_H_
  25. #include "sim/simBase.h"
  26. #endif
  27. #ifndef _VECTOR_H_
  28. #include "collection/vector.h"
  29. #endif
  30. #ifndef _STRINGUNIT_H_
  31. #include "string/stringUnit.h"
  32. #endif
  33. //-----------------------------------------------------------------------------
  34. #define ASSETQUERY_RESULTS_NODE_NAME "Results"
  35. #define ASSETQUERY_ASSETNODE_NAME "Asset"
  36. #define ASSETQUERY_ASSETID_FIELD_NAME "AssetId"
  37. //-----------------------------------------------------------------------------
  38. class AssetQuery : public SimObject, public Vector<StringTableEntry>
  39. {
  40. private:
  41. typedef SimObject Parent;
  42. protected:
  43. virtual void onTamlCustomWrite( TamlCustomNodes& customNodes );
  44. virtual void onTamlCustomRead( const TamlCustomNodes& customNodes );
  45. static const char* getCount(void* obj, const char* data) { return Con::getIntArg(static_cast<AssetQuery*>(obj)->size()); }
  46. static bool writeCount( void* obj, StringTableEntry pFieldName ) { return false; }
  47. public:
  48. AssetQuery() {}
  49. virtual ~AssetQuery() {}
  50. /// SimObject overrides
  51. static void initPersistFields();
  52. /// Whether asset is contained or not.
  53. inline bool containsAsset( StringTableEntry assetId )
  54. {
  55. for( Vector<StringTableEntry>::const_iterator assetItr = begin(); assetItr != end(); ++assetItr )
  56. {
  57. if ( *assetItr == assetId )
  58. return true;
  59. }
  60. return false;
  61. }
  62. /// Set assets.
  63. inline void set( const Vector<StringTableEntry>& assetQuery ) { *((Vector<StringTableEntry>*)(this)) = assetQuery; }
  64. /// Declare Console Object.
  65. DECLARE_CONOBJECT( AssetQuery );
  66. };
  67. #endif // _ASSET_QUERY_H_