CSComponentAssembly.h 2.9 KB

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  1. //
  2. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  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 deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // 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 FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Atomic/Resource/Resource.h>
  24. #include <Atomic/Resource/JSONValue.h>
  25. #include <Atomic/Container/ArrayPtr.h>
  26. #include <Atomic/Container/List.h>
  27. #include <Atomic/Script/ScriptComponentFile.h>
  28. namespace Atomic
  29. {
  30. class CSComponent;
  31. class NETVariantMap;
  32. /// NET Assembly resource.
  33. class CSComponentAssembly : public ScriptComponentFile
  34. {
  35. ATOMIC_OBJECT(CSComponentAssembly, ScriptComponentFile)
  36. public:
  37. /// Construct.
  38. CSComponentAssembly(Context* context);
  39. /// Destruct.
  40. virtual ~CSComponentAssembly();
  41. CSComponent* CreateCSComponent(const String& classname);
  42. /// Load resource from stream. May be called from a worker thread. Return true if successful.
  43. virtual bool BeginLoad(Deserializer& source);
  44. /// Save resource
  45. virtual bool Save(Serializer& dest) const;
  46. /// Register object factory.
  47. static void RegisterObject(Context* context);
  48. const String& GetFullPath() const { return fullAssemblyPath_; }
  49. /// Only valid in editor, as we don't inspect assembly at runtime
  50. const Vector<String>& GetClassNames() { return classNames_; }
  51. // Find assembly by class name or namespace qualified classname
  52. static CSComponentAssembly* ResolveClassAssembly(const String& fullClassName);
  53. // TODO: Proper method to preload class assemblies (which will also work on mobile)
  54. static bool PreloadClassAssemblies();
  55. private:
  56. bool ParseAssemblyJSON(const JSONValue& json);
  57. static void InitTypeMap();
  58. bool ParseComponentClassJSON(const JSONValue& json);
  59. String fullAssemblyPath_;
  60. HashMap<String, Vector<EnumInfo>> assemblyEnums_;
  61. static HashMap<StringHash, VariantType> typeMap_;
  62. };
  63. }