AssetBuildConfig.cpp 2.4 KB

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  1. //
  2. // Copyright (c) 2014-2015, 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. #include "../../Atomic/Core/Context.h"
  23. #include "../../Atomic/IO/Log.h"
  24. #include "../../Atomic/IO/File.h"
  25. #include "../../Atomic/IO/FileSystem.h"
  26. #include "../Atomic/Resource/JSONFile.h"
  27. #include "../../Atomic/Graphics/GraphicsDefs.h"
  28. #include "AssetBuildConfig.h"
  29. namespace Atomic
  30. {
  31. AssetBuildConfig AssetBuildConfig::assetBuildConfig_;
  32. bool AssetBuildConfig::LoadAssetBuildTagArray(const JSONArray& tags)
  33. {
  34. if (tags.Empty())
  35. return false;
  36. for (auto it = tags.Begin(); it < tags.End(); ++it)
  37. {
  38. const JSONObject& resourceTag = (*it).GetObject();
  39. String tag = resourceTag["Tag"]->GetString();
  40. const JSONArray& resources = resourceTag["Resources"]->GetArray();
  41. Vector<String> empty;
  42. valueMap_[tag.CString()] = GetArrayValue(resources, empty);
  43. }
  44. return true;
  45. }
  46. bool AssetBuildConfig::LoadDesktopConfig(JSONValue root)
  47. {
  48. const JSONValue& assetBuildConfigRoot = root["AssetBuildConfig"];
  49. if (!assetBuildConfigRoot.IsArray())
  50. return false;
  51. const JSONArray& assetTags = assetBuildConfigRoot.GetArray();
  52. if (!assetTags.Empty())
  53. LoadAssetBuildTagArray(assetTags);
  54. return true;
  55. }
  56. }