Files
FlaxEngine/Source/Engine/Content/AssetReference.h
2024-02-26 19:00:48 +01:00

227 lines
5.0 KiB
C++

// Copyright (c) 2012-2024 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
{
protected:
Asset* _asset = nullptr;
public:
/// <summary>
/// The asset loaded event (fired when asset gets loaded or is already loaded after change).
/// </summary>
Action Loaded;
/// <summary>
/// The asset unloading event (should cleanup refs to it).
/// </summary>
Action Unload;
/// <summary>
/// Action fired when field gets changed (link a new asset or change to the another value).
/// </summary>
Action Changed;
public:
NON_COPYABLE(AssetReferenceBase);
/// <summary>
/// Initializes a new instance of the <see cref="AssetReferenceBase"/> class.
/// </summary>
AssetReferenceBase() = default;
/// <summary>
/// Finalizes an instance of the <see cref="AssetReferenceBase"/> class.
/// </summary>
~AssetReferenceBase();
public:
/// <summary>
/// Gets the asset ID or Guid::Empty if not set.
/// </summary>
FORCE_INLINE Guid GetID() const
{
return _asset ? _asset->GetID() : Guid::Empty;
}
/// <summary>
/// Gets managed instance object (or null if no asset set).
/// </summary>
FORCE_INLINE MObject* GetManagedInstance() const
{
return _asset ? _asset->GetOrCreateManagedInstance() : nullptr;
}
/// <summary>
/// Gets the asset property value as string.
/// </summary>
String ToString() const;
protected:
void OnSet(Asset* asset);
void OnLoaded(Asset* asset);
void OnUnloaded(Asset* asset);
};
/// <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._asset);
}
AssetReference(AssetReference&& other)
{
OnSet(other._asset);
other.OnSet(nullptr);
}
AssetReference& operator=(AssetReference&& other)
{
if (&other != this)
{
OnSet(other._asset);
other.OnSet(nullptr);
}
return *this;
}
/// <summary>
/// Finalizes an instance of the <see cref="AssetReference"/> class.
/// </summary>
~AssetReference()
{
}
public:
FORCE_INLINE AssetReference& operator=(const AssetReference& other)
{
OnSet(other._asset);
return *this;
}
FORCE_INLINE AssetReference& operator=(T* other)
{
OnSet((Asset*)other);
return *this;
}
FORCE_INLINE AssetReference& operator=(const Guid& id)
{
OnSet(::LoadAsset(id, T::TypeInitializer));
return *this;
}
FORCE_INLINE bool operator==(T* other) const
{
return _asset == other;
}
FORCE_INLINE bool operator==(const AssetReference& other) const
{
return _asset == other._asset;
}
FORCE_INLINE bool operator!=(T* other) const
{
return _asset != other;
}
FORCE_INLINE bool operator!=(const AssetReference& other) const
{
return _asset != other._asset;
}
/// <summary>
/// Implicit conversion to the bool.
/// </summary>
FORCE_INLINE operator T*() const
{
return (T*)_asset;
}
/// <summary>
/// Implicit conversion to the asset.
/// </summary>
FORCE_INLINE operator bool() const
{
return _asset != nullptr;
}
/// <summary>
/// Implicit conversion to the asset.
/// </summary>
FORCE_INLINE T* operator->() const
{
return (T*)_asset;
}
/// <summary>
/// Gets the asset.
/// </summary>
FORCE_INLINE T* Get() const
{
return (T*)_asset;
}
/// <summary>
/// Gets the asset as a given type (static cast).
/// </summary>
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);
}
};
template<typename T>
uint32 GetHash(const AssetReference<T>& key)
{
return GetHash(key.GetID());
}