AssetBase
Engine/source/assets/assetBase.h
Public Types
AssetErrCode { Failed Ok NotLoaded BadFileReference InvalidFormat DependencyNotFound FileTooLarge UsingFallback Extended }
Private Types
Parent
Public Friends
class
Protected Attributes
Public Static Attributes
mErrCodeStrings [AssetErrCode::Extended+1]
Public Static Functions
getAssetErrstrn(U32 errCode)
Engine.
Public Functions
addAssetDependencyField(const char * pFieldName, const char * pAssetId)
clearAssetDependencyFields(const char * pFieldName)
collapseAssetFilePath(const char * pAssetFilePath)
Declare Console Object.
expandAssetFilePath(const char * pAssetFilePath)
Expanding/Collapsing asset paths is only available once registered with the asset manager.
bool
getAssetDependencyFieldCount(const char * pFieldName)
bool
bool
bool
bool
setAssetAutoUnload(const bool autoUnload)
setAssetCategory(const char * pAssetCategory)
setAssetDescription(const char * pAssetDescription)
setAssetInternal(const bool assetInternal)
setAssetName(const char * pAssetName)
Asset configuration.
Protected Functions
Protected Static Functions
const char *
getAssetAutoUnload(void * obj, const char * data)
const char *
getAssetCategory(void * obj, const char * data)
const char *
getAssetDescription(void * obj, const char * data)
const char *
getAssetInternal(void * obj, const char * data)
const char *
getAssetName(void * obj, const char * data)
const char *
getAssetPrivate(void * obj, const char * data)
bool
setAssetAutoUnload(void * obj, const char * array, const char * data)
bool
setAssetCategory(void * obj, const char * array, const char * data)
bool
setAssetDescription(void * obj, const char * array, const char * data)
bool
setAssetInternal(void * obj, const char * array, const char * data)
bool
setAssetName(void * obj, const char * array, const char * data)
bool
writeAssetAutoUnload(void * obj, StringTableEntry pFieldName)
bool
writeAssetCategory(void * obj, StringTableEntry pFieldName)
bool
writeAssetDescription(void * obj, StringTableEntry pFieldName)
bool
writeAssetInternal(void * obj, StringTableEntry pFieldName)
bool
writeAssetName(void * obj, StringTableEntry pFieldName)
Private Functions
bool
setOwned(AssetManager * pAssetManager, AssetDefinition * pAssetDefinition)
Set asset manager ownership.
Detailed Description
Public Types
AssetErrCode
Enumerator
- Failed
- Ok
- NotLoaded
- BadFileReference
- InvalidFormat
- DependencyNotFound
- FileTooLarge
- UsingFallback
- Extended
Private Types
typedef SimObject Parent
Public Friends
Protected Attributes
U32 mAcquireReferenceCount
bool mAssetInitialized
AssetDefinition * mpAssetDefinition
AssetManager * mpOwningAssetManager
Public Static Attributes
const String mErrCodeStrings [AssetErrCode::Extended+1]
Public Static Functions
getAssetErrstrn(U32 errCode)
initPersistFields()
Engine.
Public Functions
AssetBase()
~AssetBase()
addAssetDependencyField(const char * pFieldName, const char * pAssetId)
clearAssetDependencyFields(const char * pFieldName)
collapseAssetFilePath(const char * pAssetFilePath)
copyTo(SimObject * object)
Reimplemented from: SimObject
Reimplemented by: CppAsset, CubemapAsset, ExampleAsset, GameObjectAsset, GUIAsset, ImageAsset, LevelAsset, MaterialAsset, ParticleAsset, PostEffectAsset, ScriptAsset, ShapeAnimationAsset, ShapeAsset, SoundAsset, StateMachineAsset, TerrainAsset, TerrainMaterialAsset
DECLARE_CONOBJECT(AssetBase )
Declare Console Object.
expandAssetFilePath(const char * pAssetFilePath)
Expanding/Collapsing asset paths is only available once registered with the asset manager.
getAcquiredReferenceCount(void )
getAssetAutoUnload(void )
getAssetCategory(void )
getAssetDependencyFieldCount(const char * pFieldName)
getAssetDescription(void )
getAssetId(void )
getAssetInternal(void )
getAssetName(void )
getAssetPrivate(void )
getAssetType(void )
getOwned(void )
isAssetValid(void )
refreshAsset(void )
saveAsset()
setAssetAutoUnload(const bool autoUnload)
setAssetCategory(const char * pAssetCategory)
setAssetDescription(const char * pAssetDescription)
setAssetInternal(const bool assetInternal)
setAssetName(const char * pAssetName)
Asset configuration.
Protected Functions
initializeAsset(void )
Reimplemented by: MaterialAsset, PostEffectAsset, ShapeAsset, TerrainAsset, TerrainMaterialAsset, CppAsset, CubemapAsset, ExampleAsset, GameObjectAsset, GUIAsset, ImageAsset, LevelAsset, ParticleAsset, ScriptAsset, ShapeAnimationAsset, SoundAsset, StateMachineAsset
onAssetRefresh(void )
Reimplemented by: CppAsset, CubemapAsset, ExampleAsset, GameObjectAsset, GUIAsset, ImageAsset, LevelAsset, MaterialAsset, ParticleAsset, PostEffectAsset, ScriptAsset, ShapeAnimationAsset, ShapeAsset, SoundAsset, StateMachineAsset, TerrainAsset, TerrainMaterialAsset
Protected Static Functions
getAssetAutoUnload(void * obj, const char * data)
getAssetCategory(void * obj, const char * data)
getAssetDescription(void * obj, const char * data)
getAssetInternal(void * obj, const char * data)
getAssetName(void * obj, const char * data)
getAssetPrivate(void * obj, const char * data)
setAssetAutoUnload(void * obj, const char * array, const char * data)
setAssetCategory(void * obj, const char * array, const char * data)
setAssetDescription(void * obj, const char * array, const char * data)
setAssetInternal(void * obj, const char * array, const char * data)
setAssetName(void * obj, const char * array, const char * data)
writeAssetAutoUnload(void * obj, StringTableEntry pFieldName)
writeAssetCategory(void * obj, StringTableEntry pFieldName)
writeAssetDescription(void * obj, StringTableEntry pFieldName)
writeAssetInternal(void * obj, StringTableEntry pFieldName)
writeAssetName(void * obj, StringTableEntry pFieldName)
Private Functions
acquireAssetReference(void )
releaseAssetReference(void )
setOwned(AssetManager * pAssetManager, AssetDefinition * pAssetDefinition)
Set asset manager ownership.