Files
FlaxEngine/Source/Engine/Content/AssetReference.h
2021-02-26 15:40:44 +01:00

277 lines
6.3 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Content/Asset.h"
/// <summary>
/// Asset reference utility. Keeps reference to the linked asset object and handles load/unload events.
/// </summary>
class FLAXENGINE_API AssetReferenceBase
{
public:
typedef Delegate<> EventType;
protected:
Asset* _asset;
public:
/// <summary>
/// The asset loaded event (fired when asset gets loaded or is already loaded after change).
/// </summary>
EventType Loaded;
/// <summary>
/// The asset unloading event (should cleanup refs to it).
/// </summary>
EventType Unload;
/// <summary>
/// Action fired when field gets changed (link a new asset or change to the another value).
/// </summary>
EventType Changed;
public:
/// <summary>
/// Initializes a new instance of the <see cref="AssetReferenceBase"/> class.
/// </summary>
AssetReferenceBase()
: _asset(nullptr)
{
}
/// <summary>
/// Finalizes an instance of the <see cref="AssetReferenceBase"/> class.
/// </summary>
~AssetReferenceBase()
{
if (_asset)
{
_asset->OnLoaded.Unbind<AssetReferenceBase, &AssetReferenceBase::OnAssetLoaded>(this);
_asset->OnUnloaded.Unbind<AssetReferenceBase, &AssetReferenceBase::OnAssetUnloaded>(this);
_asset->RemoveReference();
_asset = nullptr;
}
}
public:
/// <summary>
/// Gets the asset ID or Guid::Empty if not set.
/// </summary>
/// <returns>The asset ID or Guid::Empty if not set.</returns>
FORCE_INLINE Guid GetID() const
{
return _asset ? _asset->GetID() : Guid::Empty;
}
/// <summary>
/// Gets managed instance object (or null if no asset set).
/// </summary>
/// <returns>Mono managed object</returns>
FORCE_INLINE MonoObject* GetManagedInstance() const
{
return _asset ? _asset->GetOrCreateManagedInstance() : nullptr;
}
/// <summary>
/// Gets the asset property value as string.
/// </summary>
/// <returns>The string.</returns>
String ToString() const
{
static String NullStr = TEXT("<null>");
return _asset ? _asset->ToString() : NullStr;
}
protected:
void OnSet(Asset* asset)
{
auto e = _asset;
if (e != asset)
{
if (e)
{
e->OnLoaded.Unbind<AssetReferenceBase, &AssetReferenceBase::OnAssetLoaded>(this);
e->OnUnloaded.Unbind<AssetReferenceBase, &AssetReferenceBase::OnAssetUnloaded>(this);
e->RemoveReference();
}
_asset = e = asset;
if (e)
{
e->AddReference();
e->OnLoaded.Bind<AssetReferenceBase, &AssetReferenceBase::OnAssetLoaded>(this);
e->OnUnloaded.Bind<AssetReferenceBase, &AssetReferenceBase::OnAssetUnloaded>(this);
}
Changed();
if (e && e->IsLoaded())
Loaded();
}
}
void OnAssetLoaded(Asset* asset)
{
if (_asset == asset)
{
Loaded();
}
}
void OnAssetUnloaded(Asset* asset)
{
if (_asset == asset)
{
Unload();
OnSet(nullptr);
}
}
};
/// <summary>
/// Asset reference utility. Keeps reference to the linked asset object and handles load/unload events.
/// </summary>
template<typename T>
API_CLASS(InBuild) class AssetReference : public AssetReferenceBase
{
public:
typedef T AssetType;
typedef AssetReference<T> Type;
public:
/// <summary>
/// Initializes a new instance of the <see cref="AssetReference"/> class.
/// </summary>
AssetReference()
{
}
/// <summary>
/// Initializes a new instance of the <see cref="AssetReference"/> class.
/// </summary>
/// <param name="asset">The asset to set.</param>
AssetReference(T* asset)
{
OnSet(asset);
}
/// <summary>
/// Initializes a new instance of the <see cref="AssetReference"/> class.
/// </summary>
/// <param name="other">The other.</param>
AssetReference(const AssetReference& other)
{
OnSet(other.Get());
}
/// <summary>
/// Finalizes an instance of the <see cref="AssetReference"/> class.
/// </summary>
~AssetReference()
{
}
public:
FORCE_INLINE AssetReference& operator=(const AssetReference& other)
{
OnSet(other.Get());
return *this;
}
FORCE_INLINE AssetReference& operator=(T* other)
{
OnSet(other);
return *this;
}
FORCE_INLINE AssetReference& operator=(const Guid& id)
{
OnSet((T*)::LoadAsset(id, T::TypeInitializer));
return *this;
}
FORCE_INLINE bool operator==(T* other)
{
return _asset == other;
}
FORCE_INLINE bool operator==(const AssetReference& other)
{
return _asset == other._asset;
}
FORCE_INLINE bool operator!=(T* other)
{
return _asset != other;
}
FORCE_INLINE bool operator!=(const AssetReference& other)
{
return _asset != other._asset;
}
/// <summary>
/// Implicit conversion to the bool.
/// </summary>
/// <returns>The asset.</returns>
FORCE_INLINE operator T*() const
{
return (T*)_asset;
}
/// <summary>
/// Implicit conversion to the asset.
/// </summary>
/// <returns>True if asset has been set, otherwise false.</returns>
FORCE_INLINE operator bool() const
{
return _asset != nullptr;
}
/// <summary>
/// Implicit conversion to the asset.
/// </summary>
/// <returns>The asset.</returns>
FORCE_INLINE T* operator->() const
{
return (T*)_asset;
}
/// <summary>
/// Gets the asset.
/// </summary>
/// <returns>The asset.</returns>
FORCE_INLINE T* Get() const
{
return (T*)_asset;
}
/// <summary>
/// Gets the asset as a given type (static cast).
/// </summary>
/// <returns>The asset.</returns>
template<typename U>
FORCE_INLINE U* As() const
{
return (U*)_asset;
}
public:
/// <summary>
/// Sets the asset reference.
/// </summary>
/// <param name="asset">The asset.</param>
void Set(T* asset)
{
OnSet(asset);
}
};