GameObjectAsset.h 3.7 KB

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  1. #pragma once
  2. //-----------------------------------------------------------------------------
  3. // Copyright (c) 2013 GarageGames, LLC
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to
  7. // deal in the Software without restriction, including without limitation the
  8. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9. // sell copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21. // IN THE SOFTWARE.
  22. //-----------------------------------------------------------------------------
  23. #ifndef GAME_OBJECT_ASSET_H
  24. #define GAME_OBJECT_ASSET_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 _GUI_INSPECTOR_TYPES_H_
  38. #include "gui/editor/guiInspectorTypes.h"
  39. #endif
  40. //-----------------------------------------------------------------------------
  41. class GameObjectAsset : public AssetBase
  42. {
  43. typedef AssetBase Parent;
  44. StringTableEntry mGameObjectName;
  45. StringTableEntry mScriptFile;
  46. StringTableEntry mTAMLFile;
  47. public:
  48. GameObjectAsset();
  49. virtual ~GameObjectAsset();
  50. /// Engine.
  51. static void initPersistFields();
  52. virtual void copyTo(SimObject* object);
  53. const char* create();
  54. /// Declare Console Object.
  55. DECLARE_CONOBJECT(GameObjectAsset);
  56. void setScriptFile(const char* pScriptFile);
  57. inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
  58. void setTAMLFile(const char* pScriptFile);
  59. inline StringTableEntry getTAMLFile(void) const { return mTAMLFile; };
  60. protected:
  61. virtual void initializeAsset(void);
  62. virtual void onAssetRefresh(void);
  63. static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<GameObjectAsset*>(obj)->setScriptFile(data); return false; }
  64. static const char* getScriptFile(void* obj, const char* data) { return static_cast<GameObjectAsset*>(obj)->getScriptFile(); }
  65. static bool setTAMLFile(void *obj, const char *index, const char *data) { static_cast<GameObjectAsset*>(obj)->setTAMLFile(data); return false; }
  66. static const char* getTAMLFile(void* obj, const char* data) { return static_cast<GameObjectAsset*>(obj)->getTAMLFile(); }
  67. };
  68. DefineConsoleType(TypeGameObjectAssetPtr, GameObjectAsset)
  69. //-----------------------------------------------------------------------------
  70. // TypeAssetId GuiInspectorField Class
  71. //-----------------------------------------------------------------------------
  72. class GuiInspectorTypeGameObjectAssetPtr : public GuiInspectorField
  73. {
  74. typedef GuiInspectorField Parent;
  75. public:
  76. GuiButtonCtrl *mGameObjectEditButton;
  77. DECLARE_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
  78. static void consoleInit();
  79. virtual GuiControl* constructEditControl();
  80. virtual bool updateRects();
  81. };
  82. #endif // _ASSET_BASE_H_