ComponentAsset.cpp 4.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148
  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 COMPONENT_ASSET_H
  23. #include "ComponentAsset.h"
  24. #endif
  25. #ifndef _ASSET_MANAGER_H_
  26. #include "assets/assetManager.h"
  27. #endif
  28. #ifndef _CONSOLETYPES_H_
  29. #include "console/consoleTypes.h"
  30. #endif
  31. #ifndef _TAML_
  32. #include "persistence/taml/taml.h"
  33. #endif
  34. #ifndef _ASSET_PTR_H_
  35. #include "assets/assetPtr.h"
  36. #endif
  37. // Debug Profiling.
  38. #include "platform/profiler.h"
  39. //-----------------------------------------------------------------------------
  40. IMPLEMENT_CONOBJECT(ComponentAsset);
  41. ConsoleType(ComponentAssetPtr, TypeComponentAssetPtr, ComponentAsset, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeComponentAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return (*((AssetPtr<ComponentAsset>*)dptr)).getAssetId();
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeComponentAssetPtr)
  50. {
  51. // Was a single argument specified?
  52. if (argc == 1)
  53. {
  54. // Yes, so fetch field value.
  55. const char* pFieldValue = argv[0];
  56. // Fetch asset pointer.
  57. AssetPtr<ComponentAsset>* pAssetPtr = dynamic_cast<AssetPtr<ComponentAsset>*>((AssetPtrBase*)(dptr));
  58. // Is the asset pointer the correct type?
  59. if (pAssetPtr == NULL)
  60. {
  61. // No, so fail.
  62. //Con::warnf("(TypeComponentAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  63. return;
  64. }
  65. // Set asset.
  66. pAssetPtr->setAssetId(pFieldValue);
  67. return;
  68. }
  69. // Warn.
  70. Con::warnf("(TypeComponentAssetPtr) - Cannot set multiple args to a single asset.");
  71. }
  72. //-----------------------------------------------------------------------------
  73. ComponentAsset::ComponentAsset()
  74. {
  75. mComponentName = StringTable->EmptyString();
  76. mComponentClass = StringTable->EmptyString();
  77. mFriendlyName = StringTable->EmptyString();
  78. mComponentType = StringTable->EmptyString();
  79. mDescription = StringTable->EmptyString();
  80. mScriptFile = StringTable->EmptyString();
  81. }
  82. //-----------------------------------------------------------------------------
  83. ComponentAsset::~ComponentAsset()
  84. {
  85. // If the asset manager does not own the asset then we own the
  86. // asset definition so delete it.
  87. if (!getOwned())
  88. delete mpAssetDefinition;
  89. }
  90. //-----------------------------------------------------------------------------
  91. void ComponentAsset::initPersistFields()
  92. {
  93. // Call parent.
  94. Parent::initPersistFields();
  95. addField("componentName", TypeString, Offset(mComponentName, ComponentAsset), "Unique Name of the component. Defines the namespace of the scripts for the component.");
  96. addField("componentClass", TypeString, Offset(mComponentClass, ComponentAsset), "Class of object this component uses.");
  97. addField("friendlyName", TypeString, Offset(mFriendlyName, ComponentAsset), "The human-readble name for the component.");
  98. addField("componentType", TypeString, Offset(mComponentType, ComponentAsset), "The category of the component for organizing in the editor.");
  99. addField("description", TypeString, Offset(mDescription, ComponentAsset), "Simple description of the component.");
  100. addField("scriptFile", TypeString, Offset(mScriptFile, ComponentAsset), "A script file with additional scripted functionality for this component.");
  101. }
  102. //------------------------------------------------------------------------------
  103. void ComponentAsset::copyTo(SimObject* object)
  104. {
  105. // Call to parent.
  106. Parent::copyTo(object);
  107. }
  108. void ComponentAsset::initializeAsset()
  109. {
  110. if(Platform::isFile(mScriptFile))
  111. Con::executeFile(mScriptFile, false, false);
  112. }
  113. void ComponentAsset::onAssetRefresh()
  114. {
  115. if (Platform::isFile(mScriptFile))
  116. Con::executeFile(mScriptFile, false, false);
  117. }