ShapeAsset.h 5.3 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 SHAPE_ASSET_H
  23. #define SHAPE_ASSET_H
  24. #ifndef _ASSET_BASE_H_
  25. #include "assets/assetBase.h"
  26. #endif
  27. #ifndef _ASSET_DEFINITION_H_
  28. #include "assets/assetDefinition.h"
  29. #endif
  30. #ifndef _STRINGUNIT_H_
  31. #include "string/stringUnit.h"
  32. #endif
  33. #ifndef _ASSET_FIELD_TYPES_H_
  34. #include "assets/assetFieldTypes.h"
  35. #endif
  36. #ifndef _TSSHAPE_H_
  37. #include "ts/tsShape.h"
  38. #endif
  39. #ifndef __RESOURCE_H__
  40. #include "core/resource.h"
  41. #endif
  42. #ifndef _ASSET_PTR_H_
  43. #include "assets/assetPtr.h"
  44. #endif
  45. #ifndef MATERIALASSET_H
  46. #include "MaterialAsset.h"
  47. #endif
  48. #ifndef SHAPE_ANIMATION_ASSET_H
  49. #include "ShapeAnimationAsset.h"
  50. #endif
  51. #include "gui/editor/guiInspectorTypes.h"
  52. //-----------------------------------------------------------------------------
  53. class ShapeAsset : public AssetBase
  54. {
  55. typedef AssetBase Parent;
  56. protected:
  57. StringTableEntry mFileName;
  58. StringTableEntry mConstructorFileName;
  59. Resource<TSShape> mShape;
  60. //Material assets we're dependent on and use
  61. Vector<StringTableEntry> mMaterialAssetIds;
  62. Vector<AssetPtr<MaterialAsset>> mMaterialAssets;
  63. //Animation assets we're dependent on and use
  64. Vector<StringTableEntry> mAnimationAssetIds;
  65. Vector<AssetPtr<ShapeAnimationAsset>> mAnimationAssets;
  66. public:
  67. ShapeAsset();
  68. virtual ~ShapeAsset();
  69. /// Engine.
  70. static void initPersistFields();
  71. virtual void copyTo(SimObject* object);
  72. virtual void setDataField(StringTableEntry slotName, const char *array, const char *value);
  73. virtual void initializeAsset();
  74. /// Declare Console Object.
  75. DECLARE_CONOBJECT(ShapeAsset);
  76. bool loadShape();
  77. TSShape* getShape() { return mShape; }
  78. Resource<TSShape> getShapeResource() { return mShape; }
  79. void SplitSequencePathAndName(String& srcPath, String& srcName);
  80. StringTableEntry getShapeFilename() { return mFileName; }
  81. U32 getShapeFilenameHash() { return _StringTable::hashString(mFileName); }
  82. Vector<AssetPtr<MaterialAsset>> getMaterialAssets() { return mMaterialAssets; }
  83. inline AssetPtr<MaterialAsset> getMaterialAsset(U32 matId)
  84. {
  85. if(matId >= mMaterialAssets.size())
  86. return nullptr;
  87. else
  88. return mMaterialAssets[matId];
  89. }
  90. void clearMaterialAssets() { mMaterialAssets.clear(); }
  91. void addMaterialAssets(AssetPtr<MaterialAsset> matPtr) { mMaterialAssets.push_back(matPtr); }
  92. S32 getMaterialCount() { return mMaterialAssets.size(); }
  93. S32 getAnimationCount() { return mAnimationAssets.size(); }
  94. ShapeAnimationAsset* getAnimation(S32 index);
  95. void _onResourceChanged(const Torque::Path &path);
  96. Signal< void(ShapeAsset*) > onShapeChanged;
  97. void setShapeFile(const char* pScriptFile);
  98. inline StringTableEntry getShapeFile(void) const { return mFileName; };
  99. void setShapeConstructorFile(const char* pScriptFile);
  100. inline StringTableEntry getShapeConstructorFile(void) const { return mConstructorFileName; };
  101. protected:
  102. virtual void onAssetRefresh(void);
  103. static bool setShapeFile(void *obj, const char *index, const char *data) { static_cast<ShapeAsset*>(obj)->setShapeFile(data); return false; }
  104. static const char* getShapeFile(void* obj, const char* data) { return static_cast<ShapeAsset*>(obj)->getShapeFile(); }
  105. static bool setShapeConstructorFile(void* obj, const char* index, const char* data) { static_cast<ShapeAsset*>(obj)->setShapeConstructorFile(data); return false; }
  106. static const char* getShapeConstructorFile(void* obj, const char* data) { return static_cast<ShapeAsset*>(obj)->getShapeConstructorFile(); }
  107. };
  108. DefineConsoleType(TypeShapeAssetPtr, S32)
  109. //-----------------------------------------------------------------------------
  110. // TypeAssetId GuiInspectorField Class
  111. //-----------------------------------------------------------------------------
  112. class GuiInspectorTypeShapeAssetPtr : public GuiInspectorTypeFileName
  113. {
  114. typedef GuiInspectorTypeFileName Parent;
  115. public:
  116. GuiBitmapButtonCtrl *mShapeEdButton;
  117. DECLARE_CONOBJECT(GuiInspectorTypeShapeAssetPtr);
  118. static void consoleInit();
  119. virtual GuiControl* constructEditControl();
  120. virtual bool updateRects();
  121. };
  122. #endif