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