ScriptAsset.h 3.0 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. #define SCRIPT_ASSET_H
  24. #pragma once
  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 _ASSET_PTR_H_
  38. #include "assets/assetPtr.h"
  39. #endif
  40. //-----------------------------------------------------------------------------
  41. class ScriptAsset : public AssetBase
  42. {
  43. typedef AssetBase Parent;
  44. StringTableEntry mScriptFile;
  45. StringTableEntry mScriptPath;
  46. bool mIsServerSide;
  47. Vector<AssetPtr<ScriptAsset>> mScriptAssetDependencies;
  48. public:
  49. ScriptAsset();
  50. virtual ~ScriptAsset();
  51. /// Engine.
  52. static void initPersistFields();
  53. void copyTo(SimObject* object) override;
  54. /// Declare Console Object.
  55. DECLARE_CONOBJECT(ScriptAsset);
  56. void setScriptFile(const char* pScriptFile);
  57. inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
  58. inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
  59. bool execScript();
  60. DECLARE_CALLBACK(void, onInitializeAsset, ());
  61. DECLARE_CALLBACK(void, onRefreshAsset, ());
  62. DECLARE_CALLBACK(void, onUnloadAsset, ());
  63. protected:
  64. void initializeAsset(void) override;
  65. void onAssetRefresh(void) override;
  66. void unloadAsset(void) override;
  67. static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<ScriptAsset*>(obj)->setScriptFile(data); return false; }
  68. static const char* getScriptFile(void* obj, const char* data) { return static_cast<ScriptAsset*>(obj)->getScriptFile(); }
  69. };
  70. DefineConsoleType(TypeScriptAssetPtr, ScriptAsset)
  71. #endif // _ASSET_BASE_H_