// // Copyright (c) 2014-2016, 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. // #pragma once #include #include #include #include #include namespace Atomic { class CSComponent; class NETVariantMap; /// NET Assembly resource. class ATOMIC_API CSComponentAssembly : public ScriptComponentFile { ATOMIC_OBJECT(CSComponentAssembly, ScriptComponentFile) public: /// Construct. CSComponentAssembly(Context* context); /// Destruct. virtual ~CSComponentAssembly(); bool ParseAssemblyJSON(const JSONValue& json); CSComponent* CreateCSComponent(const String& classname); /// Load resource from stream. May be called from a worker thread. Return true if successful. virtual bool BeginLoad(Deserializer& source); /// Save resource virtual bool Save(Serializer& dest) const; /// Register object factory. static void RegisterObject(Context* context); const String& GetFullPath() const { return fullAssemblyPath_; } /// Only valid in editor, as we don't inspect assembly at runtime const Vector& GetClassNames() { return classNames_; } // Find assembly by class name or namespace qualified classname static CSComponentAssembly* ResolveClassAssembly(const String& fullClassName); // TODO: Proper method to preload class assemblies (which will also work on mobile) static bool PreloadClassAssemblies(); private: static void InitTypeMap(); bool ParseComponentClassJSON(const JSONValue& json); String fullAssemblyPath_; HashMap> assemblyEnums_; static HashMap typeMap_; }; }