// // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include #include #include "Asset.h" using namespace Atomic; namespace ToolCore { class Project; class AssetDatabase : public Object { ATOMIC_OBJECT(AssetDatabase, Object); 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(); /// Get whether the asset cache is enabled bool GetCacheEnabled() const { return cacheEnabled_; } /// Set whether the asset cache is enabled void SetCacheEnabled(bool cacheEnabled); /// Cleans the asset Cache folder by removing and recreating it bool CleanCache(); /// Regenerates the asset cache, clean removes the Cache folder before generating bool GenerateCache(bool clean = true); void DeleteAsset(Asset* asset); void Scan(); void ReimportAllAssets(); void ReimportAllAssetsInDirectory(const String& directoryPath); 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); bool GetReadOnly() const; 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, bool newAsset = false); void PruneOrphanedDotAssetFiles(); void ReadImportConfig(); void Import(const String& path); bool ImportDirtyAssets(); void PreloadAssets(); // internal method that initializes project asset cache bool InitCache(); // Update mapping of asset paths to cache file representations, by type void UpdateAssetCacheMap(); SharedPtr project_; List> assets_; HashMap resourceTypeToImporterType_; /// Hash value of times, so we don't spam import errors HashMap assetImportErrorTimes_; Vector usedGUID_; unsigned assetScanDepth_; // Whether any asset was imported during scan bool assetScanImport_; bool cacheEnabled_; }; }