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Adds a GameObject asset type, to make tracking and management of GameObjects significantly easier.

Areloch 9 năm trước cách đây
mục cha
commit
7bf49f0670

+ 134 - 0
Engine/source/T3D/assets/GameObjectAsset.cpp

@@ -0,0 +1,134 @@
+//-----------------------------------------------------------------------------
+// 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 GAME_OBJECT_ASSET_H
+#include "GameObjectAsset.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(GameObjectAsset);
+
+ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
+
+//-----------------------------------------------------------------------------
+
+ConsoleGetType(TypeGameObjectAssetPtr)
+{
+   // Fetch asset Id.
+   return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
+}
+
+//-----------------------------------------------------------------------------
+
+ConsoleSetType(TypeGameObjectAssetPtr)
+{
+   // Was a single argument specified?
+   if (argc == 1)
+   {
+      // Yes, so fetch field value.
+      const char* pFieldValue = argv[0];
+
+      // Fetch asset pointer.
+      AssetPtr<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((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.");
+}
+
+//-----------------------------------------------------------------------------
+
+GameObjectAsset::GameObjectAsset() :
+   mAcquireReferenceCount(0),
+   mpOwningAssetManager(NULL),
+   mAssetInitialized(false)
+{
+   // Generate an asset definition.
+   mpAssetDefinition = new AssetDefinition();
+
+   mGameObjectName = StringTable->lookup("");
+   mScriptFilePath = StringTable->lookup("");
+   mTAMLFilePath = StringTable->lookup("");
+}
+
+//-----------------------------------------------------------------------------
+
+GameObjectAsset::~GameObjectAsset()
+{
+   // If the asset manager does not own the asset then we own the
+   // asset definition so delete it.
+   if (!getOwned())
+      delete mpAssetDefinition;
+}
+
+//-----------------------------------------------------------------------------
+
+void GameObjectAsset::initPersistFields()
+{
+   // Call parent.
+   Parent::initPersistFields();
+
+   addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
+   addField("scriptFilePath", TypeString, Offset(mScriptFilePath, GameObjectAsset), "Path to the script file for the GameObject's script code.");
+   addField("TAMLFilePath", TypeString, Offset(mTAMLFilePath, GameObjectAsset), "Path to the taml file for the GameObject's heirarchy.");
+}
+
+//------------------------------------------------------------------------------
+
+void GameObjectAsset::copyTo(SimObject* object)
+{
+   // Call to parent.
+   Parent::copyTo(object);
+}

+ 75 - 0
Engine/source/T3D/assets/GameObjectAsset.h

@@ -0,0 +1,75 @@
+#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 GAME_OBJECT_ASSET_H
+#define GAME_OBJECT_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 GameObjectAsset : public AssetBase
+{
+   typedef AssetBase Parent;
+
+   AssetManager*           mpOwningAssetManager;
+   bool                    mAssetInitialized;
+   AssetDefinition*        mpAssetDefinition;
+   U32                     mAcquireReferenceCount;
+
+   StringTableEntry mGameObjectName;
+   StringTableEntry mScriptFilePath;
+   StringTableEntry mTAMLFilePath;
+
+public:
+   GameObjectAsset();
+   virtual ~GameObjectAsset();
+
+   /// Engine.
+   static void initPersistFields();
+   virtual void copyTo(SimObject* object);
+
+   /// Declare Console Object.
+   DECLARE_CONOBJECT(GameObjectAsset);
+
+protected:
+   virtual void            initializeAsset(void) {}
+   virtual void            onAssetRefresh(void) {}
+};
+
+DefineConsoleType(TypeGameObjectAssetPtr, GameObjectAsset)
+
+#endif // _ASSET_BASE_H_
+