ScriptAsset.cpp 4.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef SCRIPT_ASSET_H
  23. #include "ScriptAsset.h"
  24. #endif
  25. #ifndef _ASSET_MANAGER_H_
  26. #include "assets/assetManager.h"
  27. #endif
  28. #ifndef _CONSOLETYPES_H_
  29. #include "console/consoleTypes.h"
  30. #endif
  31. #ifndef _TAML_
  32. #include "persistence/taml/taml.h"
  33. #endif
  34. #ifndef _ASSET_PTR_H_
  35. #include "assets/assetPtr.h"
  36. #endif
  37. // Debug Profiling.
  38. #include "platform/profiler.h"
  39. //-----------------------------------------------------------------------------
  40. IMPLEMENT_CONOBJECT(ScriptAsset);
  41. ConsoleType(ScriptAssetPtr, TypeScriptAssetPtr, ScriptAsset, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeScriptAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return (*((AssetPtr<ScriptAsset>*)dptr)).getAssetId();
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeScriptAssetPtr)
  50. {
  51. // Was a single argument specified?
  52. if (argc == 1)
  53. {
  54. // Yes, so fetch field value.
  55. const char* pFieldValue = argv[0];
  56. // Fetch asset pointer.
  57. AssetPtr<ScriptAsset>* pAssetPtr = dynamic_cast<AssetPtr<ScriptAsset>*>((AssetPtrBase*)(dptr));
  58. // Is the asset pointer the correct type?
  59. if (pAssetPtr == NULL)
  60. {
  61. // No, so fail.
  62. //Con::warnf("(TypeScriptAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  63. return;
  64. }
  65. // Set asset.
  66. pAssetPtr->setAssetId(pFieldValue);
  67. return;
  68. }
  69. // Warn.
  70. Con::warnf("(TypeScriptAssetPtr) - Cannot set multiple args to a single asset.");
  71. }
  72. //-----------------------------------------------------------------------------
  73. ScriptAsset::ScriptAsset() : AssetBase(), mIsServerSide(true)
  74. {
  75. mScriptFilePath = StringTable->EmptyString();
  76. }
  77. //-----------------------------------------------------------------------------
  78. ScriptAsset::~ScriptAsset()
  79. {
  80. // If the asset manager does not own the asset then we own the
  81. // asset definition so delete it.
  82. if (!getOwned())
  83. delete mpAssetDefinition;
  84. }
  85. //-----------------------------------------------------------------------------
  86. void ScriptAsset::initPersistFields()
  87. {
  88. // Call parent.
  89. Parent::initPersistFields();
  90. addField("scriptFilePath", TypeString, Offset(mScriptFilePath, ScriptAsset), "Path to the script file.");
  91. addField("isServerSide", TypeBool, Offset(mIsServerSide, ScriptAsset), "Is this script file to be run on the server side?");
  92. }
  93. //------------------------------------------------------------------------------
  94. void ScriptAsset::copyTo(SimObject* object)
  95. {
  96. // Call to parent.
  97. Parent::copyTo(object);
  98. }
  99. void ScriptAsset::initializeAsset()
  100. {
  101. if (Platform::isFile(mScriptFilePath))
  102. Con::executeFile(mScriptFilePath, false, false);
  103. }
  104. void ScriptAsset::onAssetRefresh()
  105. {
  106. if (Platform::isFile(mScriptFilePath))
  107. Con::executeFile(mScriptFilePath, false, false);
  108. }