assetDefinition.h
Engine/source/assets/assetDefinition.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2013 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _ASSET_DEFINITION_H_ 25#define _ASSET_DEFINITION_H_ 26 27#ifndef _STRINGTABLE_H_ 28#include "core/stringTable.h" 29#endif 30 31#ifndef _STRINGUNIT_H_ 32#include "core/strings/stringUnit.h" 33#endif 34 35#ifndef _SIM_H_ 36#include "console/sim.h" 37#endif 38 39#ifndef _SIMOBJECT_H_ 40#include "console/simObject.h" 41#endif 42 43#ifndef _CONSOLEOBJECT_H_ 44#include "console/consoleObject.h" 45#endif 46 47//----------------------------------------------------------------------------- 48 49class AssetBase; 50class ModuleDefinition; 51 52//----------------------------------------------------------------------------- 53 54struct AssetDefinition 55{ 56public: 57 AssetDefinition() { reset(); } 58 virtual ~AssetDefinition() {} 59 60 virtual void reset( void ) 61 { 62 mAssetLoading = false; 63 mpModuleDefinition = NULL; 64 mpAssetBase = NULL; 65 mAssetBaseFilePath = StringTable->EmptyString(); 66 mAssetId = StringTable->EmptyString(); 67 mAssetLoadedCount = 0; 68 mAssetUnloadedCount = 0; 69 mAssetRefreshEnable = true; 70 mAssetLooseFiles.clear(); 71 72 // Reset persisted state. 73 mAssetName = StringTable->EmptyString(); 74 mAssetDescription = StringTable->EmptyString(); 75 mAssetAutoUnload = true; 76 mAssetInternal = false; 77 mAssetPrivate = false; 78 mAssetType = StringTable->EmptyString(); 79 mAssetCategory = StringTable->EmptyString(); 80 } 81 82 ModuleDefinition* mpModuleDefinition; 83 AssetBase* mpAssetBase; 84 StringTableEntry mAssetBaseFilePath; 85 StringTableEntry mAssetId; 86 U32 mAssetLoadedCount; 87 U32 mAssetUnloadedCount; 88 bool mAssetRefreshEnable; 89 Vector<StringTableEntry> mAssetLooseFiles; 90 91 /// Persisted state. 92 StringTableEntry mAssetName; 93 StringTableEntry mAssetDescription; 94 bool mAssetAutoUnload; 95 bool mAssetInternal; 96 bool mAssetPrivate; 97 bool mAssetLoading; 98 StringTableEntry mAssetType; 99 StringTableEntry mAssetCategory; 100}; 101 102#endif // _ASSET_DEFINITION_H_ 103 104