|
@@ -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);
|
|
|
+}
|