assetQuery.h
Engine/source/assets/assetQuery.h
Classes:
class
Public Defines
define
ASSETQUERY_ASSETID_FIELD_NAME() "AssetId"
define
ASSETQUERY_ASSETNODE_NAME() "Asset"
define
ASSETQUERY_RESULTS_NODE_NAME() "Results"
Detailed Description
Public Defines
ASSETQUERY_ASSETID_FIELD_NAME() "AssetId"
ASSETQUERY_ASSETNODE_NAME() "Asset"
ASSETQUERY_RESULTS_NODE_NAME() "Results"
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_QUERY_H_ 25#define _ASSET_QUERY_H_ 26 27#ifndef _SIMBASE_H_ 28#include "console/simBase.h" 29#endif 30 31#ifndef _TVECTOR_H_ 32#include "core/util/tVector.h" 33#endif 34 35#ifndef _STRINGUNIT_H_ 36#include "core/strings/stringUnit.h" 37#endif 38 39#ifndef _TAML_CUSTOM_H_ 40#include "persistence/taml/tamlCustom.h" 41#endif 42 43//----------------------------------------------------------------------------- 44 45#define ASSETQUERY_RESULTS_NODE_NAME "Results" 46#define ASSETQUERY_ASSETNODE_NAME "Asset" 47#define ASSETQUERY_ASSETID_FIELD_NAME "AssetId" 48 49//----------------------------------------------------------------------------- 50 51class AssetQuery : public SimObject 52{ 53private: 54 typedef SimObject Parent; 55 56protected: 57 virtual void onTamlCustomWrite( TamlCustomNodes& customNodes ); 58 virtual void onTamlCustomRead( const TamlCustomNodes& customNodes ); 59 60 static const char* getCount(void* obj, const char* data) { return Con::getIntArg(static_cast<AssetQuery*>(obj)->mAssetList.size()); } 61 static bool writeCount( void* obj, StringTableEntry pFieldName ) { return false; } 62 63public: 64 AssetQuery() {} 65 virtual ~AssetQuery() {} 66 67 /// SimObject overrides 68 static void initPersistFields(); 69 70 Vector<StringTableEntry> mAssetList; 71 72 /// Whether asset is contained or not. 73 inline bool containsAsset( StringTableEntry assetId ) 74 { 75 for (Vector<StringTableEntry>::const_iterator assetItr = mAssetList.begin(); assetItr != mAssetList.end(); ++assetItr) 76 { 77 if ( *assetItr == assetId ) 78 return true; 79 } 80 return false; 81 } 82 83 /// Set assets. 84 inline void set( const AssetQuery& assetQuery ) { this->mAssetList = assetQuery.mAssetList; } 85 86 /// Declare Console Object. 87 DECLARE_CONOBJECT( AssetQuery ); 88}; 89 90#endif // _ASSET_QUERY_H_ 91 92