// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // LICENSE: Atomic Game Engine Editor and Tools EULA // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for // license information: https://github.com/AtomicGameEngine/AtomicGameEngine // #pragma once #include #include #include "Asset.h" using namespace Atomic; namespace ToolCore { class Project; class AssetDatabase : public Object { OBJECT(AssetDatabase); public: /// Construct. AssetDatabase(Context* context); virtual ~AssetDatabase(); Asset* GetAssetByGUID(const String& guid); Asset* GetAssetByPath(const String& path); Asset* GetAssetByCachePath(const String& cachePath); String GenerateAssetGUID(); void RegisterGUID(const String& guid); String GetCachePath(); void DeleteAsset(Asset* asset); void Scan(); void ReimportAllAssets(); void GetFolderAssets(String folder, PODVector& assets) const; String GetResourceImporterName(const String& resourceTypeName); void GetAssetsByImporterType(StringHash type, const String& resourceType, PODVector& assets) const; void GetDirtyAssets(PODVector& assets); String GetDotAssetFilename(const String& path); private: void HandleProjectLoaded(StringHash eventType, VariantMap& eventData); void HandleProjectUnloaded(StringHash eventType, VariantMap& eventData); void HandleFileChanged(StringHash eventType, VariantMap& eventData); void HandleResourceLoadFailed(StringHash eventType, VariantMap& eventData); void AddAsset(SharedPtr& asset); void PruneOrphanedDotAssetFiles(); void Import(const String& path); bool ImportDirtyAssets(); void PreloadAssets(); SharedPtr project_; List> assets_; HashMap resourceTypeToImporterType_; /// Hash value of times, so we don't spam import errors HashMap assetImportErrorTimes_; Vector usedGUID_; }; }