| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124 |
- //
- // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
- //
- // 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 <Atomic/Core/Object.h>
- #include <Atomic/Container/List.h>
- #include "Asset.h"
- using namespace Atomic;
- namespace ToolCore
- {
- class Project;
- class AssetDatabase : public Object
- {
- ATOMIC_OBJECT(AssetDatabase, Object);
- public:
- /// Construct.
- AssetDatabase(Context* context);
- virtual ~AssetDatabase();
- Asset* GetAssetByGUID(const String& guid);
- Asset* GetAssetByPath(const String& path);
- Asset* GetAssetByCachePath(const String& cachePath);
- String GenerateAssetGUID();
- void RegisterGUID(const String& guid);
- String GetCachePath();
- /// Get whether the asset cache is enabled
- bool GetCacheEnabled() const { return cacheEnabled_; }
- /// Set whether the asset cache is enabled
- void SetCacheEnabled(bool cacheEnabled);
- /// Cleans the asset Cache folder by removing and recreating it
- bool CleanCache();
- /// Regenerates the asset cache, clean removes the Cache folder before generating
- bool GenerateCache(bool clean = true);
- void DeleteAsset(Asset* asset);
- void Scan();
- void ReimportAllAssets();
- void ReimportAllAssetsInDirectory(const String& directoryPath);
- void GetFolderAssets(String folder, PODVector<Asset*>& assets) const;
- String GetResourceImporterName(const String& resourceTypeName);
- void GetAssetsByImporterType(StringHash type, const String& resourceType, PODVector<Asset*>& assets) const;
- void GetDirtyAssets(PODVector<Asset*>& assets);
- String GetDotAssetFilename(const String& path);
- private:
- void HandleProjectLoaded(StringHash eventType, VariantMap& eventData);
- void HandleProjectUnloaded(StringHash eventType, VariantMap& eventData);
- void HandleFileChanged(StringHash eventType, VariantMap& eventData);
- void HandleResourceLoadFailed(StringHash eventType, VariantMap& eventData);
- void AddAsset(SharedPtr<Asset>& asset, bool newAsset = false);
- void PruneOrphanedDotAssetFiles();
- void ReadImportConfig();
- void Import(const String& path);
- bool ImportDirtyAssets();
- void PreloadAssets();
- // internal method that initializes project asset cache
- bool InitCache();
- // Update mapping of asset paths to cache file representations, by type
- void UpdateAssetCacheMap();
- SharedPtr<Project> project_;
- List<SharedPtr<Asset>> assets_;
- HashMap<StringHash, String> resourceTypeToImporterType_;
- /// Hash value of times, so we don't spam import errors
- HashMap<StringHash, unsigned> assetImportErrorTimes_;
- Vector<String> usedGUID_;
- unsigned assetScanDepth_;
- // Whether any asset was imported during scan
- bool assetScanImport_;
- bool cacheEnabled_;
- };
- }
|