Torque3D Documentation / _generateds / stateMachineAsset.h

stateMachineAsset.h

Engine/source/T3D/assets/stateMachineAsset.h

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Classes:

Public Defines

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