//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "console/engineAPI.h" #include "assetBase.h" #include "assetManager.h" DefineEngineMethod(AssetBase, refreshAsset, void, (), , "Refresh the asset.\n" "@return No return value.\n") { object->refreshAsset(); } //----------------------------------------------------------------------------- DefineEngineMethod(AssetBase, getAssetId, String, (), , "Gets the assets' Asset Id. This is only available if the asset was acquired from the asset manager.\n" "@return The assets' Asset Id.\n") { return object->getAssetId(); } DefineEngineMethod(AssetBase, getAssetDependencyFieldCount, S32, (const char* pFieldName), (""), "Gets the number of asset dependencies of a given field name.\n" "eg. Would return '2' if you searched for 'myDependencyField'\n" "and the asset had myDependencyField0 and myDependencyField1\n" "@param fieldName The name of the field to get a count of\n" "@return The number of dependency fields matching the search name.\n") { return object->getAssetDependencyFieldCount(pFieldName); } DefineEngineMethod(AssetBase, getAssetDependencyField, const char*, (const char* pFieldName, S32 index), ("", 0), "Gets an asset dependency field to the asset definition at a given index.\n" "@param fieldName The name of the field.\n" "@param index The index of the field to look up in the event there are multiple dependency fields. Defaults to 0" "@return The assetID assigned to the given dependency field.\n") { return object->getAssetDependencyField(pFieldName, index); } DefineEngineMethod(AssetBase, clearAssetDependencyFields, void, (const char* pFieldName), (""), "Clears any asset dependency fields matching the name provided.\n" "@param fieldName The name of the fields to be cleared") { object->clearAssetDependencyFields(pFieldName); } DefineEngineMethod(AssetBase, addAssetDependencyField, void, (const char* pFieldName, const char* pAssetId), ("", ""), "Adds an asset dependency field to the asset definition.\n" "@param fieldName The name of the field. Will automatically increment the tailing number if the field is used multiple times\n" "@param assetId The assetId to be marked as a dependency") { object->addAssetDependencyField(pFieldName, pAssetId); } DefineEngineMethod(AssetBase, saveAsset, bool, (), , "Saves the asset definition.\n" "@return Whether the save was successful.\n") { return object->saveAsset(); } DefineEngineMethod(AssetBase, getStatus, S32, (), , "get status")\ { return object->getStatus(); } DefineEngineMethod(AssetBase, getStatusString, const char*, (), , "Returns the load status of the asset.\n" "@return What status code the asset had after being loaded.\n") { return object->getAssetErrstrn(object->getStatus()); }