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| ATTRIBUTE_DEFINE_CLASS (AssetManager) |
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virtual IAttributeFields * | GetChildAttributeObject (const std::string &sName) |
| get attribute by child object. More...
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virtual int | GetChildAttributeObjectCount (int nColumnIndex=0) |
| get the number of child objects (row count) in the given column. More...
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virtual int | GetChildAttributeColumnCount () |
| we support multi-dimensional child object. More...
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virtual IAttributeFields * | GetChildAttributeObject (int nRowIndex, int nColumnIndex=0) |
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virtual const std::string & | GetIdentifier () |
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virtual void | SetIdentifier (const std::string &sName) |
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virtual void | Cleanup () |
| delete all asset item from memory. More...
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void | GetLowerCaseString (std::string &outNameLowered, const AssetKey &key) |
| get the lower cased key string.
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virtual bool | DeleteEntity (ETYPE *entity) |
| decrease the reference count on the entity, and if it is negative, the asset will be unloaded. More...
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void | DeleteByName (const std::string &name) |
| delete the object by user specified name. More...
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IDTYPE * | GetByName (const std::string &name) |
| check if there is a object with a specified name, and return the pointer to it. More...
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ETYPE * | get (const AssetKey &key) |
| check if there is a object with a specified asset key, and return the pointer to it. More...
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IDTYPE * | NewEntity (const AssetKey &key) |
| just create the entity instance without adding to the manager. More...
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bool | AddEntity (const std::string &name, IDTYPE *pEntity) |
| insert entity to the manager. More...
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pair< IDTYPE *, bool > | CreateEntity (const string &name, const AssetKey &key) |
| Create a new entity object and add it to the manager. More...
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IDTYPE * | GetEntity (const string &name) |
| get the entity by its entity key name
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void | LoadAsset () |
| initialize all assets created so far to accelerate loading during game play. More...
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void | UnloadAsset () |
| uninitialize all assets created so far to save some memory
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void | GarbageCollectAll () |
| Garbage Collect(free resources of) all unused entity. More...
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bool | CheckRefresh (const std::string &sEntityName) |
| check if the entity exist, if so call Refresh(). More...
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virtual int | PrintToFile (CParaFile *pOutputFile) |
| print all asset file to a given file. More...
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virtual void | InitDeviceObjects () |
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virtual void | RestoreDeviceObjects () |
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virtual void | InvalidateDeviceObjects () |
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virtual void | DeleteDeviceObjects () |
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virtual void | RendererRecreated () |
| callback of listening the event that renderer was recreated on Android/WP8 all opengl related id has already become invalid at this time, no need to release them, just recreate them all in this function.
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virtual int | GetAttributeClassID () |
| attribute class ID should be identical, unless one knows how overriding rules work. More...
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virtual const char * | GetAttributeClassName () |
| a static string, describing the attribute class object's name
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virtual const char * | GetAttributeClassDescription () |
| a static string, describing the attribute class object
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virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
| this class should be implemented if one wants to add new attribute. More...
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| ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **) |
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| ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *) |
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| ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s) |
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| ATTRIBUTE_METHOD (IAttributeFields, AddRef_s) |
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| ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *) |
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| ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int) |
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| ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *) |
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| ATTRIBUTE_METHOD (IAttributeFields, Release_s) |
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virtual bool | IsModified () |
| whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More...
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virtual void | SetModified (bool bModified) |
| set whether any field has been modified. More...
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virtual bool | ValidateFields () |
| validate all fields and return true if validation passed. More...
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virtual string | GetValidationMessage () |
| get the recent validation message due to the most recent call to ValidateFields()
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virtual bool | ResetField (int nFieldID) |
| Reset the field to its initial or default value. More...
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virtual bool | InvokeEditor (int nFieldID, const std::string &sParameters) |
| Invoke an (external) editor for a given field. More...
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virtual bool | AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0) |
| add child object. More...
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virtual void * | QueryObjectByName (const std::string &sObjectType) |
| convert to object of a given type. More...
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virtual void * | QueryObject (int nObjectType) |
| convert to object of a given type. More...
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virtual int | GetTime () |
| get the current local time in case it is animated in milli seconds frames. More...
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virtual void | SetTime (int nTime) |
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virtual CDynamicAttributeField * | GetDynamicField (const std::string &sName) |
| Get a dynamic field with a given name. More...
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virtual CDynamicAttributeField * | GetDynamicField (int nIndex) |
| Get a dynamic field with a given index. More...
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virtual const char * | GetDynamicFieldNameByIndex (int nIndex) |
| get field name by index
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virtual int | GetDynamicFieldCount () |
| how many dynamic field this object currently have. More...
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virtual int | SetDynamicField (const std::string &sName, const CVariable &value) |
| set a dynamic field with a given name. More...
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virtual int | AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType) |
| add dynamic field and return field index
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virtual void | RemoveAllDynamicFields () |
| remove all dynamic fields
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virtual int | SaveDynamicFieldsToString (std::string &output) |
| save only text dynamic fields to fieldname = value text strings. More...
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virtual int | LoadDynamicFieldsFromString (const std::string &input) |
| load only text dynamic fields from string More...
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CAttributeClass * | GetAttributeClass () |
| get the main attribute class object. More...
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void | PrintObject () |
| print the content of this object to a text file at temp/doc/[ClassName].txt. More...
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virtual void | Clone (IObject *obj) const |
| Clone the object's contains to a pointer. More...
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virtual IObject * | Clone () const |
| Clone the object's contains and return a pointer to the newly created object. More...
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virtual bool | Equals (const IObject *obj) const |
| Compare the object with another object. More...
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virtual const IType * | GetType () const |
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virtual std::string | ToString () const |
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WeakPtr_type & | GetWeakReference () |
| get weak reference object. More...
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virtual int | ProcessObjectEvent (const ObjectEvent &event) |
| this function is only used to backward compatibility of ParaObject:AddEvent() function. More...
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void | addref () const |
| add reference count of the object. More...
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bool | delref () const |
| decrease reference count of the object. More...
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int | GetRefCount () const |
| get the reference count
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virtual int | Release () |
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CRefCounted * | AddToAutoReleasePool () |
| addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More...
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template<class IDTYPE, class ClassImpType = IDTYPE, class ETYPE = AssetEntity>
class ParaEngine::AssetManager< IDTYPE, ClassImpType, ETYPE >
AssetManager manages a set of asset entities of a certain type.
IDTYPE must be AssetEntity derived class. ClassImpType is the actually implement of the type. We can access the singleton via AssetManager<type>::GetInstance()