ComponentAsset.h 2.8 KB

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  1. #pragma once
  2. //-----------------------------------------------------------------------------
  3. // Copyright (c) 2013 GarageGames, LLC
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to
  7. // deal in the Software without restriction, including without limitation the
  8. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9. // sell copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21. // IN THE SOFTWARE.
  22. //-----------------------------------------------------------------------------
  23. #ifndef COMPONENT_ASSET_H
  24. #define COMPONENT_ASSET_H
  25. #ifndef _ASSET_BASE_H_
  26. #include "assets/assetBase.h"
  27. #endif
  28. #ifndef _ASSET_DEFINITION_H_
  29. #include "assets/assetDefinition.h"
  30. #endif
  31. #ifndef _STRINGUNIT_H_
  32. #include "string/stringUnit.h"
  33. #endif
  34. #ifndef _ASSET_FIELD_TYPES_H_
  35. #include "assets/assetFieldTypes.h"
  36. #endif
  37. //-----------------------------------------------------------------------------
  38. class ComponentAsset : public AssetBase
  39. {
  40. typedef AssetBase Parent;
  41. AssetManager* mpOwningAssetManager;
  42. bool mAssetInitialized;
  43. AssetDefinition* mpAssetDefinition;
  44. U32 mAcquireReferenceCount;
  45. StringTableEntry mComponentName;
  46. StringTableEntry mComponentClass;
  47. StringTableEntry mFriendlyName;
  48. StringTableEntry mComponentType;
  49. StringTableEntry mDescription;
  50. public:
  51. ComponentAsset();
  52. virtual ~ComponentAsset();
  53. /// Engine.
  54. static void initPersistFields();
  55. virtual void copyTo(SimObject* object);
  56. /// Declare Console Object.
  57. DECLARE_CONOBJECT(ComponentAsset);
  58. StringTableEntry getComponentName() { return mComponentName; }
  59. StringTableEntry getComponentClass() { return mComponentClass; }
  60. StringTableEntry getFriendlyName() { return mFriendlyName; }
  61. StringTableEntry getFriendlyType() { return mComponentType; }
  62. StringTableEntry getDescription() { return mDescription; }
  63. protected:
  64. virtual void initializeAsset(void) {}
  65. virtual void onAssetRefresh(void) {}
  66. };
  67. DefineConsoleType(TypeComponentAssetPtr, ComponentAsset)
  68. #endif // _ASSET_BASE_H_