// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #include "../../Atomic/Core/Context.h" #include "../../Atomic/IO/Log.h" #include "../../Atomic/IO/File.h" #include "../../Atomic/IO/FileSystem.h" #include "../Atomic/Resource/JSONFile.h" #include "../../Atomic/Graphics/GraphicsDefs.h" #include "AssetBuildConfig.h" namespace Atomic { AssetBuildConfig AssetBuildConfig::assetBuildConfig_; bool AssetBuildConfig::LoadAssetBuildTagArray(const JSONArray& tags) { if (tags.Empty()) return false; for (auto it = tags.Begin(); it < tags.End(); ++it) { const JSONObject& resourceTag = (*it).GetObject(); String tag = resourceTag["Tag"]->GetString(); const JSONArray& resources = resourceTag["Resources"]->GetArray(); Vector empty; valueMap_[tag.CString()] = GetArrayValue(resources, empty); } return true; } bool AssetBuildConfig::LoadDesktopConfig(JSONValue root) { const JSONValue& assetBuildConfigRoot = root["AssetBuildConfig"]; if (!assetBuildConfigRoot.IsArray()) return false; const JSONArray& assetTags = assetBuildConfigRoot.GetArray(); if (!assetTags.Empty()) LoadAssetBuildTagArray(assetTags); return true; } }