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Adds ComponentAsset so the editor scripts can be aware of what components have been defined/are useable.

Areloch 9 years ago
parent
commit
6ccf97e35d
2 changed files with 215 additions and 0 deletions
  1. 138 0
      Engine/source/T3D/assets/ComponentAsset.cpp
  2. 77 0
      Engine/source/T3D/assets/ComponentAsset.h

+ 138 - 0
Engine/source/T3D/assets/ComponentAsset.cpp

@@ -0,0 +1,138 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2013 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+#ifndef COMPONENT_ASSET_H
+#include "ComponentAsset.h"
+#endif
+
+#ifndef _ASSET_MANAGER_H_
+#include "assets/assetManager.h"
+#endif
+
+#ifndef _CONSOLETYPES_H_
+#include "console/consoleTypes.h"
+#endif
+
+#ifndef _TAML_
+#include "persistence/taml/taml.h"
+#endif
+
+#ifndef _ASSET_PTR_H_
+#include "assets/assetPtr.h"
+#endif
+
+// Debug Profiling.
+#include "platform/profiler.h"
+
+//-----------------------------------------------------------------------------
+
+IMPLEMENT_CONOBJECT(ComponentAsset);
+
+ConsoleType(ComponentAssetPtr, TypeComponentAssetPtr, ComponentAsset, ASSET_ID_FIELD_PREFIX)
+
+//-----------------------------------------------------------------------------
+
+ConsoleGetType(TypeComponentAssetPtr)
+{
+   // Fetch asset Id.
+   return (*((AssetPtr<ComponentAsset>*)dptr)).getAssetId();
+}
+
+//-----------------------------------------------------------------------------
+
+ConsoleSetType(TypeComponentAssetPtr)
+{
+   // Was a single argument specified?
+   if (argc == 1)
+   {
+      // Yes, so fetch field value.
+      const char* pFieldValue = argv[0];
+
+      // Fetch asset pointer.
+      AssetPtr<ComponentAsset>* pAssetPtr = dynamic_cast<AssetPtr<ComponentAsset>*>((AssetPtrBase*)(dptr));
+
+      // Is the asset pointer the correct type?
+      if (pAssetPtr == NULL)
+      {
+         // No, so fail.
+         //Con::warnf("(TypeTextureAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
+         return;
+      }
+
+      // Set asset.
+      pAssetPtr->setAssetId(pFieldValue);
+
+      return;
+   }
+
+   // Warn.
+   Con::warnf("(TypeTextureAssetPtr) - Cannot set multiple args to a single asset.");
+}
+
+//-----------------------------------------------------------------------------
+
+ComponentAsset::ComponentAsset() :
+   mAcquireReferenceCount(0),
+   mpOwningAssetManager(NULL),
+   mAssetInitialized(false)
+{
+   // Generate an asset definition.
+   mpAssetDefinition = new AssetDefinition();
+
+   mComponentName = StringTable->lookup("");
+   mComponentClass = StringTable->lookup("");
+   mFriendlyName = StringTable->lookup("");
+   mComponentType = StringTable->lookup("");
+   mDescription = StringTable->lookup("");
+}
+
+//-----------------------------------------------------------------------------
+
+ComponentAsset::~ComponentAsset()
+{
+   // If the asset manager does not own the asset then we own the
+   // asset definition so delete it.
+   if (!getOwned())
+      delete mpAssetDefinition;
+}
+
+//-----------------------------------------------------------------------------
+
+void ComponentAsset::initPersistFields()
+{
+   // Call parent.
+   Parent::initPersistFields();
+
+   addField("componentName", TypeString, Offset(mComponentName, ComponentAsset), "Unique Name of the component. Defines the namespace of the scripts for the component.");
+   addField("componentClass", TypeString, Offset(mComponentClass, ComponentAsset), "Class of object this component uses.");
+   addField("friendlyName", TypeString, Offset(mFriendlyName, ComponentAsset), "The human-readble name for the component.");
+   addField("componentType", TypeString, Offset(mComponentType, ComponentAsset), "The category of the component for organizing in the editor.");
+   addField("description", TypeString, Offset(mDescription, ComponentAsset), "Simple description of the component.");
+}
+
+//------------------------------------------------------------------------------
+
+void ComponentAsset::copyTo(SimObject* object)
+{
+   // Call to parent.
+   Parent::copyTo(object);
+}

+ 77 - 0
Engine/source/T3D/assets/ComponentAsset.h

@@ -0,0 +1,77 @@
+#pragma once
+//-----------------------------------------------------------------------------
+// Copyright (c) 2013 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+#ifndef COMPONENT_ASSET_H
+#define COMPONENT_ASSET_H
+
+#ifndef _ASSET_BASE_H_
+#include "assets/assetBase.h"
+#endif
+
+#ifndef _ASSET_DEFINITION_H_
+#include "assets/assetDefinition.h"
+#endif
+
+#ifndef _STRINGUNIT_H_
+#include "string/stringUnit.h"
+#endif
+
+#ifndef _ASSET_FIELD_TYPES_H_
+#include "assets/assetFieldTypes.h"
+#endif
+
+//-----------------------------------------------------------------------------
+class ComponentAsset : public AssetBase
+{
+   typedef AssetBase Parent;
+
+   AssetManager*           mpOwningAssetManager;
+   bool                    mAssetInitialized;
+   AssetDefinition*        mpAssetDefinition;
+   U32                     mAcquireReferenceCount;
+
+   StringTableEntry mComponentName;
+   StringTableEntry mComponentClass;
+   StringTableEntry mFriendlyName;
+   StringTableEntry mComponentType;
+   StringTableEntry mDescription;
+
+public:
+   ComponentAsset();
+   virtual ~ComponentAsset();
+
+   /// Engine.
+   static void initPersistFields();
+   virtual void copyTo(SimObject* object);
+
+   /// Declare Console Object.
+   DECLARE_CONOBJECT(ComponentAsset);
+
+protected:
+   virtual void            initializeAsset(void) {}
+   virtual void            onAssetRefresh(void) {}
+};
+
+DefineConsoleType(TypeComponentAssetPtr, ComponentAsset)
+
+#endif // _ASSET_BASE_H_
+