TerrainMaterialAsset.h 3.7 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. #pragma once
  23. #ifndef TERRAINMATERIALASSET_H
  24. #define TERRAINMATERIALASSET_H
  25. #ifndef _ASSET_BASE_H_
  26. #include "assets/assetBase.h"
  27. #endif
  28. #ifndef _ASSET_DEFINITION_H_
  29. #include "assets/assetDefinition.h"
  30. #endif
  31. #ifndef _STRINGUNIT_H_
  32. #include "string/stringUnit.h"
  33. #endif
  34. #ifndef _ASSET_FIELD_TYPES_H_
  35. #include "assets/assetFieldTypes.h"
  36. #endif
  37. #ifndef _GFXDEVICE_H_
  38. #include "gfx/gfxDevice.h"
  39. #endif
  40. #ifndef _GUI_INSPECTOR_TYPES_H_
  41. #include "gui/editor/guiInspectorTypes.h"
  42. #endif
  43. #include "terrain/terrMaterial.h"
  44. //-----------------------------------------------------------------------------
  45. class TerrainMaterialAsset : public AssetBase
  46. {
  47. typedef AssetBase Parent;
  48. StringTableEntry mScriptFile;
  49. StringTableEntry mScriptPath;
  50. StringTableEntry mMatDefinitionName;
  51. public:
  52. TerrainMaterialAsset();
  53. virtual ~TerrainMaterialAsset();
  54. /// Engine.
  55. static void initPersistFields();
  56. virtual void copyTo(SimObject* object);
  57. void compileShader();
  58. StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
  59. void setScriptFile(const char* pScriptFile);
  60. inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
  61. inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
  62. /// Declare Console Object.
  63. DECLARE_CONOBJECT(TerrainMaterialAsset);
  64. protected:
  65. virtual void initializeAsset();
  66. virtual void onAssetRefresh(void);
  67. static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<TerrainMaterialAsset*>(obj)->setScriptFile(data); return false; }
  68. static const char* getScriptFile(void* obj, const char* data) { return static_cast<TerrainMaterialAsset*>(obj)->getScriptFile(); }
  69. };
  70. DefineConsoleType(TypeTerrainMaterialAssetPtr, TerrainMaterialAsset)
  71. //-----------------------------------------------------------------------------
  72. // TypeAssetId GuiInspectorField Class
  73. //-----------------------------------------------------------------------------
  74. class GuiInspectorTypeTerrainMaterialAssetPtr : public GuiInspectorField
  75. {
  76. typedef GuiInspectorField Parent;
  77. public:
  78. GuiControl* mMatEdContainer;
  79. GuiBitmapButtonCtrl *mMatPreviewButton;
  80. GuiTextEditCtrl *mMatAssetIdTxt;
  81. DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr);
  82. static void consoleInit();
  83. virtual GuiControl* constructEditControl();
  84. virtual bool updateRects();
  85. void setMaterialAsset(String assetId);
  86. };
  87. #endif // _ASSET_BASE_H_