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assetDefinition.h 3.4 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 _ASSET_DEFINITION_H_
  23. #define _ASSET_DEFINITION_H_
  24. #ifndef _STRINGTABLE_H_
  25. #include "core/stringTable.h"
  26. #endif
  27. #ifndef _STRINGUNIT_H_
  28. #include "core/strings/stringUnit.h"
  29. #endif
  30. #ifndef _SIM_H_
  31. #include "console/sim.h"
  32. #endif
  33. #ifndef _SIMSET_H_
  34. #include "console/simSet.h"
  35. #endif
  36. #ifndef _CONSOLEOBJECT_H_
  37. #include "console/consoleObject.h"
  38. #endif
  39. //-----------------------------------------------------------------------------
  40. class AssetBase;
  41. class ModuleDefinition;
  42. //-----------------------------------------------------------------------------
  43. struct AssetDefinition
  44. {
  45. public:
  46. AssetDefinition() { reset(); }
  47. virtual ~AssetDefinition() {}
  48. virtual void reset( void )
  49. {
  50. mAssetLoading = false;
  51. mpModuleDefinition = NULL;
  52. mpAssetBase = NULL;
  53. mAssetBaseFilePath = StringTable->EmptyString();
  54. mAssetId = StringTable->EmptyString();
  55. mAssetLoadedCount = 0;
  56. mAssetUnloadedCount = 0;
  57. mAssetRefreshEnable = true;
  58. mAssetLooseFiles.clear();
  59. // Reset persisted state.
  60. mAssetName = StringTable->EmptyString();
  61. mAssetDescription = StringTable->EmptyString();
  62. mAssetAutoUnload = true;
  63. mAssetInternal = false;
  64. mAssetPrivate = false;
  65. mAssetType = StringTable->EmptyString();
  66. mAssetCategory = StringTable->EmptyString();
  67. }
  68. ModuleDefinition* mpModuleDefinition;
  69. AssetBase* mpAssetBase;
  70. StringTableEntry mAssetBaseFilePath;
  71. StringTableEntry mAssetId;
  72. U32 mAssetLoadedCount;
  73. U32 mAssetUnloadedCount;
  74. bool mAssetRefreshEnable;
  75. Vector<StringTableEntry> mAssetLooseFiles;
  76. /// Persisted state.
  77. StringTableEntry mAssetName;
  78. StringTableEntry mAssetDescription;
  79. bool mAssetAutoUnload;
  80. bool mAssetInternal;
  81. bool mAssetPrivate;
  82. bool mAssetLoading;
  83. StringTableEntry mAssetType;
  84. StringTableEntry mAssetCategory;
  85. };
  86. #endif // _ASSET_DEFINITION_H_