Added C# Assets System and Serialization of Script Enabled State #247
|
@ -49,6 +49,7 @@ namespace SHADE
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|||
template<> struct SHResourceLoader<SHMaterialSpec> { using AssetType = SHMaterialAsset; };
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template<> struct SHResourceLoader<SHMaterial> { using AssetType = SHMaterialSpec; };
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template<> struct SHResourceLoader<SHFont> { using AssetType = SHFontAsset; };
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/// <summary>
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/// Static class responsible for loading and caching runtime resources from their
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/// serialised Asset IDs.
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|
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@ -0,0 +1,34 @@
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/************************************************************************************//*!
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\file SHResourceManagerWrapper.cpp
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\author Tng Kah Wei, kahwei.tng, 390009620
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||||
\par email: kahwei.tng\@digipen.edu
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\date Nov 22, 2022
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\brief Contains the definition of the functions of the SHResourceManagerWraper
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static class.
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|
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Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
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// Precompiled Header
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#include "SHpch.h"
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// Primary Include
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#include "SHResourceManagerWrapper.h"
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// Project Includes
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#include "SHResourceManager.h"
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namespace SHADE
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{
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/*-----------------------------------------------------------------------------------*/
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/* Query Functions */
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/*-----------------------------------------------------------------------------------*/
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std::optional<AssetID> SHResourceManagerWrapper::GetAssetID(Handle<void> handle)
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{
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return SHResourceManager::GetAssetID(handle);
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}
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std::optional<std::string> SHResourceManagerWrapper::GetAssetName(Handle<void> handle)
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{
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return SHResourceManager::GetAssetName(handle);
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}
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}
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@ -0,0 +1,57 @@
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/************************************************************************************//*!
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\file SHResourceManagerWrapper.h
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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||||
\date Nov 22, 2022
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\brief Contains the definition of the SHResourceManagerWrapper static class.
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||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
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#pragma once
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// STL Includes
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#include <optional>
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// Project Includes
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#include "SH_API.h"
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#include "Resource/SHHandle.h"
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#include "Assets/SHAssetMacros.h"
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namespace SHADE
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{
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/// <summary>
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/// Static class providing access to non-templated functions of SHResourceManager for
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/// SHADE_Managed.
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/// </summary>
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class SH_API SHResourceManagerWrapper
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{
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public:
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/*---------------------------------------------------------------------------------*/
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/* Query Functions */
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/*---------------------------------------------------------------------------------*/
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/// <summary>
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/// Retrieves the AssetID associated with a specified Handle.
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/// Compared to the templated version, this function is slower as it requires
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/// searching through the storage of all resource types.
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/// </summary>
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/// <param name="handle">Handle to get the AssetID of.</param>
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/// <return>
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/// AssetID for the specified Handle. If the Handle is invalid, there will be no
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/// value.
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/// </return>
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static std::optional<AssetID> GetAssetID(Handle<void> handle);
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/// <summary>
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/// Retrieves the name associated with the AssetID that is associated with the
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/// specified Handle.
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/// Compared to the templated version, this function is slower as it requires
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/// searching through the storage of all resource types.
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/// </summary>
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/// <param name="handle">Handle to get the name of.</param>
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/// <return>
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/// Name for the specified Handle. If the Handle is invalid, there will be no
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/// value.
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/// </return>
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static std::optional<std::string> GetAssetName(Handle<void> handle);
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};
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}
|
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@ -15,18 +15,57 @@ of DigiPen Institute of Technology is prohibited.
|
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#include "SHpch.h"
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// Primary Header
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#include "Font.hxx"
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// Project Headers
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#include "Utility/Convert.hxx"
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Explicit Template Instantiation */
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/* Properties */
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/*---------------------------------------------------------------------------------*/
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template ref class NativeAsset<SHFont>;
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Handle<SHFont> Font::NativeObject::get()
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try
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{
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return Handle<SHFont>(Convert::ToNative(asset.NativeObjectHandle));
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}
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catch (const BadHandleCastException&)
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{
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return Handle<SHFont>();
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}
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GenericHandle Font::NativeObjectHandle::get()
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{
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return asset.NativeObjectHandle;
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}
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AssetID Font::NativeAssetID::get()
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{
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return asset.NativeAssetID;
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}
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/*---------------------------------------------------------------------------------*/
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/* Constructors/Destructor */
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/*---------------------------------------------------------------------------------*/
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Font::Font(Handle<SHFont> font)
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: NativeAsset<SHFont> { font }
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: asset { Handle<void>(font) }
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{}
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*---------------------------------------------------------------------------------*/
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Font::operator bool(Font asset)
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{
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return asset;
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}
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/*---------------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*---------------------------------------------------------------------------------*/
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Font::operator Asset(Font nativeAsset)
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{
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return nativeAsset.asset;
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}
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Font::operator Font(Asset asset)
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{
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return Font(Handle<SHFont>(Convert::ToNative(asset.NativeObjectHandle)));
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}
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}
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|
|
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@ -26,9 +26,34 @@ namespace SHADE
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/// Managed counterpart of the native Font object that can be fed to TextRenderables
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/// for rendering.
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/// </summary>
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public ref class Font : public NativeAsset<SHFont>
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public value struct Font
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{
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Copy of the Handle to the native object.
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/// </summary>
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property Handle<SHFont> NativeObject
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{
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Handle<SHFont> get();
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}
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/// <summary>
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/// Generic handle for the native object
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/// </summary>
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property GenericHandle NativeObjectHandle
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{
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GenericHandle get();
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}
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/// <summary>
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/// The raw asset ID of the asset.
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/// </summary>
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property AssetID NativeAssetID
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{
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AssetID get();
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}
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/*-----------------------------------------------------------------------------*/
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/* Constructors/Destructor */
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/*-----------------------------------------------------------------------------*/
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|
@ -37,5 +62,35 @@ namespace SHADE
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/// </summary>
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/// <param name="font">Handle to the font object.</param>
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Font(Handle<SHFont> font);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Font is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(Font asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Conversion operator to enable casting from a Font to an Asset.
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/// </summary>
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/// <param name="vec">Vector3 to convert from.</param>
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static explicit operator Asset(Font nativeAsset);
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/// <summary>
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/// Conversion operator to enable casting from a Asset to a Font.
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/// </summary>
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/// <param name="vec">Vector2 to convert from.</param>
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static explicit operator Font(Asset vec);
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protected:
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/*-----------------------------------------------------------------------------*/
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/* Data Members */
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/*-----------------------------------------------------------------------------*/
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Asset asset;
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};
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}
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|
|
|
@ -53,15 +53,31 @@ namespace SHADE
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}
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/*---------------------------------------------------------------------------------*/
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/* Explicit Template Instantiation */
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/* Properties */
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/*---------------------------------------------------------------------------------*/
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template ref class NativeAsset<SHMaterialInstance>;
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Handle<SHMaterialInstance> Material::NativeObject::get()
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try
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{
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return Handle<SHMaterialInstance>(Convert::ToNative(asset.NativeObjectHandle));
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}
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catch (const BadHandleCastException&)
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{
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return Handle<SHMaterialInstance>();
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}
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GenericHandle Material::NativeObjectHandle::get()
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{
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return asset.NativeObjectHandle;
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}
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AssetID Material::NativeAssetID::get()
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{
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return asset.NativeAssetID;
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}
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/*---------------------------------------------------------------------------------*/
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||||
/* Constructors/Destructor */
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||||
/*---------------------------------------------------------------------------------*/
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Material::Material(Handle<SHMaterialInstance> material)
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: NativeAsset<SHMaterialInstance>{ material }
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: asset { Handle<void>(material) }
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{}
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/*---------------------------------------------------------------------------------*/
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|
@ -116,4 +132,25 @@ namespace SHADE
|
|||
|
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throw gcnew System::ArgumentException("Attempted to retrieve an invalid property on a material.");
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}
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/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*---------------------------------------------------------------------------------*/
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Material::operator bool(Material asset)
|
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{
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return asset;
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}
|
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|
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/*---------------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
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/*---------------------------------------------------------------------------------*/
|
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Material::operator Asset(Material nativeAsset)
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{
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return nativeAsset.asset;
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}
|
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Material::operator Material(Asset asset)
|
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{
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return Material(Handle<SHMaterialInstance>(Convert::ToNative(asset.NativeObjectHandle)));
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}
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}
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|
|
|
@ -26,9 +26,34 @@ namespace SHADE
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|||
/// Managed counterpart of the native MaterialInstance object containing material
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/// data that can be fed to Renderables for rendering.
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/// </summary>
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public ref class Material : public NativeAsset<SHMaterialInstance>
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public value struct Material
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{
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internal:
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/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
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/// <summary>
|
||||
/// Copy of the Handle to the native object.
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/// </summary>
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property Handle<SHMaterialInstance> NativeObject
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{
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Handle<SHMaterialInstance> get();
|
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}
|
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/// <summary>
|
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/// Generic handle for the native object
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/// </summary>
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property GenericHandle NativeObjectHandle
|
||||
{
|
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GenericHandle get();
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}
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/// <summary>
|
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/// The raw asset ID of the asset.
|
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/// </summary>
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||||
property AssetID NativeAssetID
|
||||
{
|
||||
AssetID get();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors/Destructor */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -77,5 +102,35 @@ namespace SHADE
|
|||
/// </exception>
|
||||
generic<typename T>
|
||||
T GetProperty(System::String^ name);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Material is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(Material asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Conversion operator to enable casting from a Material to an Asset.
|
||||
/// </summary>
|
||||
/// <param name="vec">Vector3 to convert from.</param>
|
||||
static explicit operator Asset(Material nativeAsset);
|
||||
/// <summary>
|
||||
/// Conversion operator to enable casting from a Asset to a Material.
|
||||
/// </summary>
|
||||
/// <param name="vec">Vector2 to convert from.</param>
|
||||
static explicit operator Material(Asset vec);
|
||||
|
||||
protected:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Asset asset;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -21,14 +21,51 @@ of DigiPen Institute of Technology is prohibited.
|
|||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Explicit Template Instantiation */
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
template ref class NativeAsset<SHMesh>;
|
||||
Handle<SHMesh> Mesh::NativeObject::get()
|
||||
try
|
||||
{
|
||||
return Handle<SHMesh>(Convert::ToNative(asset.NativeObjectHandle));
|
||||
}
|
||||
catch (const BadHandleCastException&)
|
||||
{
|
||||
return Handle<SHMesh>();
|
||||
}
|
||||
GenericHandle Mesh::NativeObjectHandle::get()
|
||||
{
|
||||
return asset.NativeObjectHandle;
|
||||
}
|
||||
AssetID Mesh::NativeAssetID::get()
|
||||
{
|
||||
return asset.NativeAssetID;
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors/Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Mesh::Mesh(Handle<SHMesh> mesh)
|
||||
: NativeAsset<SHMesh> { mesh }
|
||||
Mesh::Mesh(Handle<SHMesh> Mesh)
|
||||
: asset{ Handle<void>(Mesh) }
|
||||
{}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Mesh::operator bool(Mesh asset)
|
||||
{
|
||||
return asset;
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Mesh::operator Asset(Mesh nativeAsset)
|
||||
{
|
||||
return nativeAsset.asset;
|
||||
}
|
||||
|
||||
Mesh::operator Mesh(Asset asset)
|
||||
{
|
||||
return Mesh(Handle<SHMesh>(Convert::ToNative(asset.NativeObjectHandle)));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,16 +26,71 @@ namespace SHADE
|
|||
/// Managed counterpart of the native Mesh object containing vertex data that can
|
||||
/// be fed to Renderables for rendering.
|
||||
/// </summary>
|
||||
public ref class Mesh : public NativeAsset<SHMesh>
|
||||
public value struct Mesh
|
||||
{
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Copy of the Handle to the native object.
|
||||
/// </summary>
|
||||
property Handle<SHMesh> NativeObject
|
||||
{
|
||||
Handle<SHMesh> get();
|
||||
}
|
||||
/// <summary>
|
||||
/// Generic handle for the native object
|
||||
/// </summary>
|
||||
property GenericHandle NativeObjectHandle
|
||||
{
|
||||
GenericHandle get();
|
||||
}
|
||||
/// <summary>
|
||||
/// The raw asset ID of the asset.
|
||||
/// </summary>
|
||||
property AssetID NativeAssetID
|
||||
{
|
||||
AssetID get();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors/Destructor */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Constructor for the Mesh
|
||||
/// Constructor for the Mesh.
|
||||
/// </summary>
|
||||
/// <param name="mesh">Handle to the mesh object.</param>
|
||||
Mesh(Handle<SHMesh> mesh);
|
||||
/// <param name="Mesh">Handle to the Mesh object.</param>
|
||||
Mesh(Handle<SHMesh> Mesh);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Mesh is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(Mesh asset);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Conversion Operators */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Conversion operator to enable casting from a Mesh to an Asset.
|
||||
/// </summary>
|
||||
/// <param name="vec">Vector3 to convert from.</param>
|
||||
static explicit operator Asset(Mesh nativeAsset);
|
||||
/// <summary>
|
||||
/// Conversion operator to enable casting from a Asset to a Mesh.
|
||||
/// </summary>
|
||||
/// <param name="vec">Vector2 to convert from.</param>
|
||||
static explicit operator Mesh(Asset vec);
|
||||
|
||||
protected:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Asset asset;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -17,6 +17,8 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "NativeAsset.hxx"
|
||||
// Project Includes
|
||||
#include "Engine/GenericHandle.hxx"
|
||||
#include "Utility/Convert.hxx"
|
||||
#include "Resource/SHResourceManagerWrapper.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -27,6 +29,10 @@ namespace SHADE
|
|||
{
|
||||
return nativeObjHandle;
|
||||
}
|
||||
AssetID Asset::NativeAssetID::get()
|
||||
{
|
||||
return SHResourceManagerWrapper::GetAssetID(Convert::ToNative(nativeObjHandle)).value_or(INVALID_ASSET_ID);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
|
@ -34,4 +40,12 @@ namespace SHADE
|
|||
Asset::Asset(Handle<void> nativeHandle)
|
||||
: nativeObjHandle { Convert::ToCLI(Handle<void>(nativeHandle)) }
|
||||
{}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Asset::operator bool(Asset asset)
|
||||
{
|
||||
return asset.nativeObjHandle && asset.NativeAssetID != INVALID_ASSET_ID;
|
||||
}
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
/************************************************************************************//*!
|
||||
\file NativeAsset.h++
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 28, 2022
|
||||
\brief Contains the definition of templated functions for the managed
|
||||
NativeAsset classes.
|
||||
|
||||
Note: This file is written in C++17/CLI.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
||||
// Primary Include
|
||||
#include "NativeAsset.hxx"
|
||||
#include "Utility/Convert.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
template <typename NativeAssetType>
|
||||
Handle<NativeAssetType> NativeAsset<NativeAssetType>::NativeObject::get()
|
||||
try
|
||||
{
|
||||
return Handle<NativeAssetType>(Convert::ToNative(nativeObjHandle));
|
||||
}
|
||||
catch (const BadHandleCastException&)
|
||||
{
|
||||
return Handle<NativeAssetType>(); // Null handle
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
template <typename NativeAssetType>
|
||||
NativeAsset<NativeAssetType>::NativeAsset(Handle<NativeAssetType> nativeObj)
|
||||
: Asset { Handle<void>(nativeObj) }
|
||||
{}
|
||||
}
|
|
@ -14,14 +14,17 @@ of DigiPen Institute of Technology is prohibited.
|
|||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
||||
// External Dependencies
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
// Project Includes
|
||||
#include "Engine/GenericHandle.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/// <summary>
|
||||
/// Abstract base class that all Native Assets will inherit from.
|
||||
/// Struct that contains native asset information.
|
||||
/// </summary>
|
||||
public ref class Asset abstract
|
||||
public value struct Asset
|
||||
{
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -34,6 +37,13 @@ namespace SHADE
|
|||
{
|
||||
GenericHandle get();
|
||||
}
|
||||
/// <summary>
|
||||
/// The raw asset ID of the asset.
|
||||
/// </summary>
|
||||
property AssetID NativeAssetID
|
||||
{
|
||||
AssetID get();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors/Destructor */
|
||||
|
@ -44,43 +54,20 @@ namespace SHADE
|
|||
/// <param name="ptr">Native asset object handle.</param>
|
||||
Asset(Handle<void> nativeHandle);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Implicit conversion operator to enable checking if a Asset is valid.
|
||||
/// </summary>
|
||||
/// <param name="gameObj">Asset to check.</param>
|
||||
/// <returns>True if the Asset is valid.</returns>
|
||||
static operator bool(Asset asset);
|
||||
|
||||
protected:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
GenericHandle nativeObjHandle;
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Generalised template class for a managed representation of a native asset
|
||||
/// </summary>
|
||||
/// <typeparam name="NativeAssetType">
|
||||
/// The type of the asset's native representation.
|
||||
/// </typeparam>
|
||||
template<typename NativeAssetType>
|
||||
public ref class NativeAsset abstract : Asset
|
||||
{
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Copy of the Handle to the native object.
|
||||
/// </summary>
|
||||
property Handle<NativeAssetType> NativeObject
|
||||
{
|
||||
Handle<NativeAssetType> get();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors/Destructor */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Constructor for the native asset
|
||||
/// </summary>
|
||||
/// <param name="ptr">Native asset object handle.</param>
|
||||
NativeAsset(Handle<NativeAssetType> ptr);
|
||||
};
|
||||
}
|
||||
|
||||
#include "NativeAsset.h++"
|
||||
|
|
Loading…
Reference in New Issue