stateMachineAsset.h
Engine/source/T3D/assets/stateMachineAsset.h
Classes:
Public Defines
define
Public Functions
DefineConsoleType(TypeStateMachineAssetPtr , StateMachineAsset )
Detailed Description
Public Defines
STATE_MACHINE_ASSET_H()
Public Functions
DefineConsoleType(TypeStateMachineAssetPtr , StateMachineAsset )
1 2#pragma once 3//----------------------------------------------------------------------------- 4// Copyright (c) 2013 GarageGames, LLC 5// 6// Permission is hereby granted, free of charge, to any person obtaining a copy 7// of this software and associated documentation files (the "Software"), to 8// deal in the Software without restriction, including without limitation the 9// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 10// sell copies of the Software, and to permit persons to whom the Software is 11// furnished to do so, subject to the following conditions: 12// 13// The above copyright notice and this permission notice shall be included in 14// all copies or substantial portions of the Software. 15// 16// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 21// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 22// IN THE SOFTWARE. 23//----------------------------------------------------------------------------- 24#ifndef STATE_MACHINE_ASSET_H 25#define STATE_MACHINE_ASSET_H 26 27#ifndef _ASSET_BASE_H_ 28#include "assets/assetBase.h" 29#endif 30 31#ifndef _ASSET_DEFINITION_H_ 32#include "assets/assetDefinition.h" 33#endif 34 35#ifndef _STRINGUNIT_H_ 36#include "string/stringUnit.h" 37#endif 38 39#ifndef _ASSET_FIELD_TYPES_H_ 40#include "assets/assetFieldTypes.h" 41#endif 42 43#include "gui/editor/guiInspectorTypes.h" 44 45//----------------------------------------------------------------------------- 46class StateMachineAsset : public AssetBase 47{ 48 typedef AssetBase Parent; 49 50 StringTableEntry mStateMachineFile; 51 StringTableEntry mStateMachinePath; 52 53public: 54 StateMachineAsset(); 55 virtual ~StateMachineAsset(); 56 57 /// Engine. 58 static void initPersistFields(); 59 virtual void copyTo(SimObject* object); 60 61 /// Declare Console Object. 62 DECLARE_CONOBJECT(StateMachineAsset); 63 64 void setStateMachineFile(const char* pStateMachineFile); 65 inline StringTableEntry getStateMachineFile(void) const { return mStateMachineFile; }; 66 67 inline StringTableEntry getStateMachinePath(void) const { return mStateMachinePath; }; 68 69protected: 70 virtual void initializeAsset(void); 71 virtual void onAssetRefresh(void); 72 73 static bool setStateMachineFile(void *obj, const char *index, const char *data) { static_cast<StateMachineAsset*>(obj)->setStateMachineFile(data); return false; } 74 static const char* getStateMachineFile(void* obj, const char* data) { return static_cast<StateMachineAsset*>(obj)->getStateMachineFile(); } 75}; 76 77DefineConsoleType(TypeStateMachineAssetPtr, StateMachineAsset) 78 79//----------------------------------------------------------------------------- 80// TypeAssetId GuiInspectorField Class 81//----------------------------------------------------------------------------- 82class GuiInspectorTypeStateMachineAssetPtr : public GuiInspectorTypeFileName 83{ 84 typedef GuiInspectorTypeFileName Parent; 85public: 86 87 GuiBitmapButtonCtrl *mSMEdButton; 88 89 DECLARE_CONOBJECT(GuiInspectorTypeStateMachineAssetPtr); 90 static void consoleInit(); 91 92 virtual GuiControl* constructEditControl(); 93 virtual bool updateRects(); 94}; 95 96#endif 97 98