// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef AUTHORABLE_OBJECT_INTL_H #define AUTHORABLE_OBJECT_INTL_H #include "ApexString.h" #include "ApexSDKIntl.h" #include "ApexSDKHelpers.h" #include "ResourceProviderIntl.h" #include "ApexResource.h" class ResourceList; namespace NvParameterized { class Interface; }; namespace nvidia { namespace apex { // This class currently contains implementation, this will be removed and put in APEXAuthorableObject class AuthorableObjectIntl : public ApexResourceInterface, public ApexResource { public: AuthorableObjectIntl(ModuleIntl* m, ResourceList& list, const char* aoTypeName) : mAOTypeName(aoTypeName), mModule(m) { list.add(*this); } virtual Asset* createAsset(AssetAuthoring& author, const char* name) = 0; virtual Asset* createAsset(NvParameterized::Interface* params, const char* name) = 0; virtual void releaseAsset(Asset& nxasset) = 0; virtual AssetAuthoring* createAssetAuthoring() = 0; virtual AssetAuthoring* createAssetAuthoring(const char* name) = 0; virtual AssetAuthoring* createAssetAuthoring(NvParameterized::Interface* params, const char* name) = 0; virtual void releaseAssetAuthoring(AssetAuthoring& nxauthor) = 0; virtual uint32_t forceLoadAssets() = 0; virtual uint32_t getAssetCount() = 0; virtual bool getAssetList(Asset** outAssets, uint32_t& outAssetCount, uint32_t inAssetCount) = 0; virtual ResID getResID() = 0; virtual ApexSimpleString& getName() = 0; // ApexResourceInterface methods virtual void release() = 0; virtual void destroy() = 0; // ApexResourceInterface methods uint32_t getListIndex() const { return m_listIndex; } void setListIndex(ResourceList& list, uint32_t index) { m_listIndex = index; m_list = &list; } ResID mAOResID; ResID mAOPtrResID; ApexSimpleString mAOTypeName; ApexSimpleString mParameterizedName; ResourceList mAssets; ResourceList mAssetAuthors; ModuleIntl* mModule; }; } } // end namespace nvidia::apex #endif // AUTHORABLE_OBJECT_INTL_H