AssetBase

Engine/source/assets/assetBase.h

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Private Types

Parent 

Public Friends

Public Functions

copyTo(SimObject * object)

Copy SimObject to another SimObject (Originally designed for T2D).

Declare Console Object.

expandAssetFilePath(const char * pAssetFilePath)

Expanding/Collapsing asset paths is only available once registered with the asset manager.

bool
setAssetAutoUnload(const bool autoUnload)
setAssetCategory(const char * pAssetCategory)
setAssetDescription(const char * pAssetDescription)
setAssetInternal(const bool assetInternal)
setAssetName(const char * pAssetName)

Asset configuration.

Public Static Functions

Protected Static Functions

const char *
getAssetAutoUnload(void * obj, const char * data)
const char *
getAssetCategory(void * obj, const char * data)
const char *
getAssetDescription(void * obj, const char * data)
const char *
getAssetInternal(void * obj, const char * data)
const char *
getAssetName(void * obj, const char * data)
const char *
getAssetPrivate(void * obj, const char * data)
bool
setAssetAutoUnload(void * obj, const char * array, const char * data)
bool
setAssetCategory(void * obj, const char * array, const char * data)
bool
setAssetDescription(void * obj, const char * array, const char * data)
bool
setAssetInternal(void * obj, const char * array, const char * data)
bool
setAssetName(void * obj, const char * array, const char * data)
bool
bool
bool
bool

Private Functions

setOwned(AssetManager * pAssetManager, AssetDefinition * pAssetDefinition)

Set asset manager ownership.

Detailed Description

Private Types

typedef SimObject Parent 

Public Friends

Private Attributes

U32 mAcquireReferenceCount 
bool mAssetInitialized 
AssetDefinition * mpAssetDefinition 
AssetManager * mpOwningAssetManager 

Public Functions

AssetBase()

~AssetBase()

collapseAssetFilePath(const char * pAssetFilePath)

copyTo(SimObject * object)

Reimplemented from: SimObject

Reimplemented by: ComponentAsset, ExampleAsset, GameObjectAsset, ShapeAsset

DECLARE_CONOBJECT(AssetBase )

Declare Console Object.

expandAssetFilePath(const char * pAssetFilePath)

Expanding/Collapsing asset paths is only available once registered with the asset manager.

getAcquiredReferenceCount(void )

getAssetAutoUnload(void )

getAssetCategory(void )

getAssetDescription(void )

getAssetId(void )

getAssetInternal(void )

getAssetName(void )

getAssetPrivate(void )

getAssetType(void )

getOwned(void )

isAssetValid(void )

refreshAsset(void )

setAssetAutoUnload(const bool autoUnload)

setAssetCategory(const char * pAssetCategory)

setAssetDescription(const char * pAssetDescription)

setAssetInternal(const bool assetInternal)

setAssetName(const char * pAssetName)

Asset configuration.

Public Static Functions

initPersistFields()

Engine.

Protected Functions

initializeAsset(void )

Reimplemented by: ShapeAsset, ComponentAsset, ExampleAsset, GameObjectAsset

onAssetRefresh(void )

Reimplemented by: ComponentAsset, ExampleAsset, GameObjectAsset, ShapeAsset

Protected Static Functions

getAssetAutoUnload(void * obj, const char * data)

getAssetCategory(void * obj, const char * data)

getAssetDescription(void * obj, const char * data)

getAssetInternal(void * obj, const char * data)

getAssetName(void * obj, const char * data)

getAssetPrivate(void * obj, const char * data)

setAssetAutoUnload(void * obj, const char * array, const char * data)

setAssetCategory(void * obj, const char * array, const char * data)

setAssetDescription(void * obj, const char * array, const char * data)

setAssetInternal(void * obj, const char * array, const char * data)

setAssetName(void * obj, const char * array, const char * data)

writeAssetAutoUnload(void * obj, StringTableEntry pFieldName)

writeAssetCategory(void * obj, StringTableEntry pFieldName)

writeAssetDescription(void * obj, StringTableEntry pFieldName)

writeAssetInternal(void * obj, StringTableEntry pFieldName)

writeAssetName(void * obj, StringTableEntry pFieldName)

Private Functions

acquireAssetReference(void )

releaseAssetReference(void )

setOwned(AssetManager * pAssetManager, AssetDefinition * pAssetDefinition)

Set asset manager ownership.