#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 #ifndef _GUI_INSPECTOR_TYPES_H_ #include "gui/editor/guiInspectorTypes.h" #endif //----------------------------------------------------------------------------- class GameObjectAsset : public AssetBase { typedef AssetBase Parent; StringTableEntry mGameObjectName; StringTableEntry mScriptFile; StringTableEntry mTAMLFile; StringTableEntry mScriptPath; StringTableEntry mTAMLPath; public: GameObjectAsset(); virtual ~GameObjectAsset(); /// Engine. static void initPersistFields(); void copyTo(SimObject* object) override; const char* create(); /// Declare Console Object. DECLARE_CONOBJECT(GameObjectAsset); void setScriptFile(const char* pScriptFile); inline StringTableEntry getScriptFile(void) const { return mScriptFile; }; void setTAMLFile(const char* pScriptFile); inline StringTableEntry getTAMLFile(void) const { return mTAMLFile; }; protected: void initializeAsset(void) override; void onAssetRefresh(void) override; static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast(obj)->setScriptFile(data); return false; } static const char* getScriptFile(void* obj, const char* data) { return static_cast(obj)->getScriptFile(); } static bool setTAMLFile(void *obj, const char *index, const char *data) { static_cast(obj)->setTAMLFile(data); return false; } static const char* getTAMLFile(void* obj, const char* data) { return static_cast(obj)->getTAMLFile(); } inline StringTableEntry getScriptFilePath(void) const { return mScriptPath; }; inline StringTableEntry getTAMLFilePath(void) const { return mTAMLPath; }; }; DefineConsoleType(TypeGameObjectAssetPtr, GameObjectAsset) #ifdef TORQUE_TOOLS //----------------------------------------------------------------------------- // TypeAssetId GuiInspectorField Class //----------------------------------------------------------------------------- class GuiInspectorTypeGameObjectAssetPtr : public GuiInspectorField { typedef GuiInspectorField Parent; public: GuiButtonCtrl *mGameObjectEditButton; DECLARE_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr); static void consoleInit(); GuiControl* constructEditControl() override; bool updateRects() override; }; #endif #endif // _ASSET_BASE_H_