My Project
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DataBaseEntity distinguish one template from other TODO: I should wrap the SQLite3 interface in DatabaseEntity. More...
#include <DatabaseEntity.h>
Public Member Functions | |
virtual AssetEntity::AssetType | GetType () |
DatabaseEntity (const AssetKey &key) | |
virtual void | Cleanup () |
Clean up additional resources. More... | |
sqlite3 * | OpenDB () |
open the database file, if it is not already open. More... | |
void | CloseDB () |
close the database file. More... | |
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AssetEntity (const AssetKey &key) | |
ATTRIBUTE_DEFINE_CLASS (AssetEntity) | |
virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
this class should be implemented if one wants to add new attribute. More... | |
ATTRIBUTE_METHOD1 (AssetEntity, GetLocalFileName_s, const char **) | |
ATTRIBUTE_METHOD1 (AssetEntity, SetLocalFileName_s, const char *) | |
ATTRIBUTE_METHOD1 (AssetEntity, GetRemoteAssetURL_s, const char **) | |
ATTRIBUTE_METHOD1 (AssetEntity, IsValid_s, bool *) | |
ATTRIBUTE_METHOD1 (AssetEntity, IsLoaded_s, bool *) | |
ATTRIBUTE_METHOD1 (AssetEntity, IsLocked_s, bool *) | |
ATTRIBUTE_METHOD1 (AssetEntity, IsInitialized_s, bool *) | |
ATTRIBUTE_METHOD1 (AssetEntity, GetState_s, int *) | |
ATTRIBUTE_METHOD1 (AssetEntity, SetState_s, int) | |
virtual const std::string & | GetIdentifier () |
virtual bool | AutoSync (bool bForceSync=false, bool bLazyLoading=true) |
call this function to automatically sync with the remote server according to current asset state More... | |
virtual void | Refresh (const char *sFilename=NULL, bool bLazyLoad=false) |
refresh the asset from local disk. More... | |
virtual const string & | GetLocalFileName () |
the actual local file name. More... | |
virtual void | SetLocalFileName (const char *sFileName) |
virtual string | GetRemoteAssetURL () |
get the remote server url of this asset. More... | |
virtual CParameterBlock * | GetParamBlock (bool bCreateIfNotExist=false) |
get effect parameter block with this object. More... | |
bool | IsValid () |
whether this is a valid resource object. More... | |
bool | IsInitialized () |
whether initialized. More... | |
virtual bool | IsLoaded () |
most assets are loaded asynchronously. More... | |
virtual int | Release () |
call this function to safely release this asset. More... | |
AssetKey & | GetKey () |
return the key object. More... | |
AssetState | GetState () |
return the asset state. More... | |
void | SetState (AssetState state) |
set the asset state. More... | |
virtual IAttributeFields * | GetAttributeObject () |
get the attribute object of this asset. More... | |
virtual HRESULT | InitDeviceObjects () |
virtual HRESULT | RestoreDeviceObjects () |
virtual HRESULT | InvalidateDeviceObjects () |
virtual HRESULT | DeleteDeviceObjects () |
virtual HRESULT | 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. | |
void | LoadAsset () |
load asset. More... | |
void | UnloadAsset () |
unload asset. More... | |
void | GarbageCollectMe () |
if its reference count is zero, unload this asset object. More... | |
bool | IsLocked () |
whether this is a locked resource resource. More... | |
virtual bool | Lock (int nMethod=0) |
Lock the object. More... | |
virtual void | UnLock () |
UnLock the object. | |
virtual bool | GetBoundingBox (Vector3 *pMin, Vector3 *pMax) |
Get AABB bounding box of the asset object. More... | |
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virtual int | GetAttributeClassID () |
attribute class ID should be identical, unless one knows how overriding rules work. More... | |
virtual const char * | GetAttributeClassName () |
a static string, describing the attribute class object's name | |
virtual const char * | GetAttributeClassDescription () |
a static string, describing the attribute class object | |
virtual int | GetChildAttributeColumnCount () |
we support multi-dimensional child object. More... | |
virtual int | GetChildAttributeObjectCount (int nColumnIndex=0) |
get the number of child objects (row count) in the given column. More... | |
virtual IAttributeFields * | GetChildAttributeObject (int nRowIndex, int nColumnIndex=0) |
virtual IAttributeFields * | GetChildAttributeObject (const std::string &sName) |
get attribute by child object. More... | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *) | |
ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s) | |
ATTRIBUTE_METHOD (IAttributeFields, AddRef_s) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *) | |
ATTRIBUTE_METHOD (IAttributeFields, Release_s) | |
virtual void | SetIdentifier (const std::string &sID) |
virtual bool | IsModified () |
whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More... | |
virtual void | SetModified (bool bModified) |
set whether any field has been modified. More... | |
virtual bool | ValidateFields () |
validate all fields and return true if validation passed. More... | |
virtual string | GetValidationMessage () |
get the recent validation message due to the most recent call to ValidateFields() | |
virtual bool | ResetField (int nFieldID) |
Reset the field to its initial or default value. More... | |
virtual bool | InvokeEditor (int nFieldID, const std::string &sParameters) |
Invoke an (external) editor for a given field. More... | |
virtual bool | AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0) |
add child object. More... | |
virtual void * | QueryObjectByName (const std::string &sObjectType) |
convert to object of a given type. More... | |
virtual void * | QueryObject (int nObjectType) |
convert to object of a given type. More... | |
virtual int | GetTime () |
get the current local time in case it is animated in milli seconds frames. More... | |
virtual void | SetTime (int nTime) |
virtual CDynamicAttributeField * | GetDynamicField (const std::string &sName) |
Get a dynamic field with a given name. More... | |
virtual CDynamicAttributeField * | GetDynamicField (int nIndex) |
Get a dynamic field with a given index. More... | |
virtual const char * | GetDynamicFieldNameByIndex (int nIndex) |
get field name by index | |
virtual int | GetDynamicFieldCount () |
how many dynamic field this object currently have. More... | |
virtual int | SetDynamicField (const std::string &sName, const CVariable &value) |
set a dynamic field with a given name. More... | |
virtual int | AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType) |
add dynamic field and return field index | |
virtual void | RemoveAllDynamicFields () |
remove all dynamic fields | |
virtual int | SaveDynamicFieldsToString (std::string &output) |
save only text dynamic fields to fieldname = value text strings. More... | |
virtual int | LoadDynamicFieldsFromString (const std::string &input) |
load only text dynamic fields from string More... | |
CAttributeClass * | GetAttributeClass () |
get the main attribute class object. More... | |
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... | |
virtual IObject * | Clone () const |
Clone the object's contains and return a pointer to the newly created object. More... | |
virtual bool | Equals (const IObject *obj) const |
Compare the object with another object. More... | |
virtual const IType * | GetType () const |
virtual std::string | ToString () const |
WeakPtr_type & | GetWeakReference () |
get weak reference object. More... | |
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... | |
bool | delref () const |
decrease reference count of the object. More... | |
int | GetRefCount () const |
get the reference count | |
CRefCounted * | AddToAutoReleasePool () |
addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More... | |
Public Attributes | |
string | sFileName |
name of the file name (*.db) | |
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AssetKey | m_key |
this is the unique key object. More... | |
bool | m_bIsInitialized |
whether this entity is initialized;Entity is by default lazily initialized | |
bool | m_bIsValid |
whether this is a valid resource object. More... | |
Additional Inherited Members | |
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enum | AssetState { ASSET_STATE_NORMAL, ASSET_STATE_LOCAL, ASSET_STATE_REMOTE, ASSET_STATE_CACHE, ASSET_STATE_SYNC_START, ASSET_STATE_SYNC_SUCCEED, ASSET_STATE_SYNC_FAIL, ASSET_STATE_FAILED_TO_LOAD } |
the asset state. More... | |
enum | AssetType { base =0, texture, mesh, multianimation, spritevertex, font, sound, mdx, parax, database, effectfile, dllplugin, datagrid, cadMesh, image } |
each asset type has a unique asset type number | |
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typedef ParaEngine::weak_ptr< IObject, IAttributeFields > | WeakPtr_type |
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typedef ParaEngine::weak_ptr< IObject > | WeakPtr_type |
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static const string & | GetAssetServerUrl () |
get the asset server url. More... | |
static void | SetAssetServerUrl (const char *pStr) |
set the asset server url. More... | |
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static HRESULT | GetAttributeClassID_s (IAttributeFields *cls, int *p1) |
static HRESULT | GetAttributeClassName_s (IAttributeFields *cls, const char **p1) |
static bool | OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false) |
Open a given file with the default registered editor in the game engine. More... | |
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virtual CAttributeClass * | CreateAttributeClass () |
initialize fields | |
virtual CDynamicAttributesSet * | GetDynamicAttributes (bool bCreateIfNotExist=false) |
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WeakPtr_type | m_weak_reference |
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int | m_refcount |
DataBaseEntity distinguish one template from other TODO: I should wrap the SQLite3 interface in DatabaseEntity.
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virtual |
Clean up additional resources.
this function will only be called before the destructor function.
Reimplemented from ParaEngine::AssetEntity.
void DatabaseEntity::CloseDB | ( | ) |
close the database file.
sqlite3 * DatabaseEntity::OpenDB | ( | ) |
open the database file, if it is not already open.
call this function whenever the database is needed.
only open if it is not already open