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- #include "ScriptComponentFile.h"
- namespace Atomic
- {
- FieldMap ScriptComponentFile::emptyFieldMap_;
- EnumMap ScriptComponentFile::emptyEnumMap_;
- VariantMap ScriptComponentFile::emptyDefaultValueMap_;
- ScriptComponentFile::ScriptComponentFile(Context* context) : Resource(context)
- {
- }
- ScriptComponentFile::~ScriptComponentFile()
- {
- }
- void ScriptComponentFile::RegisterObject(Context* context)
- {
- //context->RegisterFactory<ScriptComponentFile>();
- }
- void ScriptComponentFile::AddEnum(const String& enumName, const EnumInfo& enumInfo, const String& classname)
- {
- EnumMap& enums = classEnums_[classname];
- Vector<EnumInfo>& enumValues = enums[enumName];
- enumValues.Push(enumInfo);
- }
- void ScriptComponentFile::AddField(const String& fieldName, VariantType variantType, const String &classname)
- {
- FieldMap& fields = classFields_[classname];
- fields[fieldName] = variantType;
- }
- void ScriptComponentFile::AddDefaultValue(const String& fieldName, const Variant& value, const String& classname)
- {
- VariantMap& defaultValues = classDefaultFieldValues_[classname];
- defaultValues[fieldName] = value;
- }
- void ScriptComponentFile::Clear()
- {
- classFields_.Clear();
- classDefaultFieldValues_.Clear();
- classEnums_.Clear();
- }
- const FieldMap& ScriptComponentFile::GetFields(const String& classname) const
- {
- FieldMap* fieldMap = classFields_[classname];
- if (fieldMap)
- return *fieldMap;
- return emptyFieldMap_;
- }
- const VariantMap& ScriptComponentFile::GetDefaultFieldValues(const String& classname) const
- {
- VariantMap *vmap = classDefaultFieldValues_[classname];
- if (vmap)
- return *vmap;
- return emptyDefaultValueMap_;
- }
- const EnumMap& ScriptComponentFile::GetEnums(const String& classname) const
- {
- EnumMap* enumMap = classEnums_[classname];
- if (enumMap)
- return *enumMap;
- return emptyEnumMap_;
- }
- void ScriptComponentFile::GetDefaultFieldValue(const String& name, Variant& v,const String& classname) const
- {
- v = Variant::EMPTY;
- // first see if we have a default value for this field
- const VariantMap* defaultValues = classDefaultFieldValues_[classname];
- if (!defaultValues)
- return;
- const Variant* variant = (*defaultValues)[name];
- if (variant)
- {
- v = *variant;
- return;
- }
- // we don't have a default value, so we need to generate one based on the field type
- const FieldMap* fieldMap = classFields_[classname];
- if (!fieldMap)
- return;
- const VariantType* variantType = (*fieldMap)[name];
- if (!variantType)
- return;
- switch (*variantType)
- {
- case VAR_BOOL:
- v = false;
- break;
- case VAR_STRING:
- v = "";
- break;
- case VAR_FLOAT:
- v = 0.0f;
- break;
- case VAR_VECTOR3:
- v = Vector3::ZERO;
- break;
- default:
- break;
- }
- }
- }
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