TerrainMaterialAsset.h
Engine/source/T3D/assets/TerrainMaterialAsset.h
Classes:
Public Defines
define
Public Functions
DefineConsoleType(TypeTerrainMaterialAssetPtr , TerrainMaterialAsset )
Detailed Description
Public Defines
TERRAINMATERIALASSET_H()
Public Functions
DefineConsoleType(TypeTerrainMaterialAssetPtr , TerrainMaterialAsset )
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#pragma once 24#ifndef TERRAINMATERIALASSET_H 25#define TERRAINMATERIALASSET_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#ifndef _GFXDEVICE_H_ 44#include "gfx/gfxDevice.h" 45#endif 46 47#ifndef _GUI_INSPECTOR_TYPES_H_ 48#include "gui/editor/guiInspectorTypes.h" 49#endif 50 51#include "terrain/terrMaterial.h" 52 53//----------------------------------------------------------------------------- 54class TerrainMaterialAsset : public AssetBase 55{ 56 typedef AssetBase Parent; 57 58 StringTableEntry mScriptFile; 59 StringTableEntry mScriptPath; 60 StringTableEntry mMatDefinitionName; 61 62public: 63 TerrainMaterialAsset(); 64 virtual ~TerrainMaterialAsset(); 65 66 /// Engine. 67 static void initPersistFields(); 68 virtual void copyTo(SimObject* object); 69 70 void compileShader(); 71 72 StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; } 73 74 void setScriptFile(const char* pScriptFile); 75 inline StringTableEntry getScriptFile(void) const { return mScriptFile; }; 76 77 inline StringTableEntry getScriptPath(void) const { return mScriptPath; }; 78 79 /// Declare Console Object. 80 DECLARE_CONOBJECT(TerrainMaterialAsset); 81 82protected: 83 virtual void initializeAsset(); 84 virtual void onAssetRefresh(void); 85 86 static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<TerrainMaterialAsset*>(obj)->setScriptFile(data); return false; } 87 static const char* getScriptFile(void* obj, const char* data) { return static_cast<TerrainMaterialAsset*>(obj)->getScriptFile(); } 88}; 89 90DefineConsoleType(TypeTerrainMaterialAssetPtr, TerrainMaterialAsset) 91 92//----------------------------------------------------------------------------- 93// TypeAssetId GuiInspectorField Class 94//----------------------------------------------------------------------------- 95class GuiInspectorTypeTerrainMaterialAssetPtr : public GuiInspectorField 96{ 97 typedef GuiInspectorField Parent; 98public: 99 100 GuiControl* mMatEdContainer; 101 GuiBitmapButtonCtrl *mMatPreviewButton; 102 GuiTextEditCtrl *mMatAssetIdTxt; 103 104 DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr); 105 static void consoleInit(); 106 107 virtual GuiControl* constructEditControl(); 108 virtual bool updateRects(); 109 void setMaterialAsset(String assetId); 110}; 111 112#endif // _ASSET_BASE_H_ 113 114