#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 POSTEFFECT_ASSET_H #define POSTEFFECT_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 #include "postFx/postEffect.h" //----------------------------------------------------------------------------- class PostEffectAsset : public AssetBase { typedef AssetBase Parent; StringTableEntry mScriptFile; StringTableEntry mHLSLShaderFile; StringTableEntry mGLSLShaderFile; StringTableEntry mScriptPath; StringTableEntry mHLSLShaderPath; StringTableEntry mGLSLShaderPath; public: PostEffectAsset(); virtual ~PostEffectAsset(); /// Engine. static void initPersistFields(); void copyTo(SimObject* object) override; void setScriptFile(const char* pScriptFile); inline StringTableEntry getScriptFile(void) const { return mScriptFile; }; void setHLSLShaderFile(const char* pShaderFile); inline StringTableEntry getHLSLShaderFile(void) const { return mHLSLShaderFile; }; void setGLSLShaderFile(const char* pShaderFile); inline StringTableEntry getGLSLShaderFile(void) const { return mGLSLShaderFile; }; inline StringTableEntry getScriptPath(void) const { return mScriptPath; }; inline StringTableEntry getHLSLShaderPath(void) const { return mHLSLShaderPath; }; inline StringTableEntry getGLSLShaderPath(void) const { return mGLSLShaderPath; }; /// Declare Console Object. DECLARE_CONOBJECT(PostEffectAsset); protected: void initializeAsset() 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 setHLSLShaderFile(void* obj, const char* index, const char* data) { static_cast(obj)->setHLSLShaderFile(data); return false; } static const char* getHLSLShaderFile(void* obj, const char* data) { return static_cast(obj)->getHLSLShaderFile(); } static bool setGLSLShaderFile(void* obj, const char* index, const char* data) { static_cast(obj)->setGLSLShaderFile(data); return false; } static const char* getGLSLShaderFile(void* obj, const char* data) { return static_cast(obj)->getGLSLShaderFile(); } }; DefineConsoleType(TypePostEffectAssetPtr, PostEffectAsset) #endif // _ASSET_BASE_H_