/////////////////////////////////////////////////////////////////////////// // Asset.cpp // // Mick // // Base class of all assets // provides basic interface to them #include #include namespace Ass { // when destroying an asset, we also unload it // this should only be done via the asset manager CAsset::CAsset() { } CAsset::~CAsset() { } // Unlink for the doubly linked list void CAsset::Unlink() { mp_next->mp_prev = mp_prev; mp_prev->mp_next = mp_next; mp_prev = this; mp_next = this; } int CAsset::Load(const char *p_file, bool async_load, bool use_pip, void* pExtraData , Script::CStruct *pParams) { Dbg_MsgAssert(0,("CAsset::Load() should not be called")); return 0; } int CAsset::Load(uint32* p_data, int data_size) { Dbg_MsgAssert(0,("CAsset::Load() from data buffer should not be called")); return 0; } int CAsset::Reload(const char *p_file) { Dbg_MsgAssert(0,("CAsset::Reload() should not be called")); return 0; } int CAsset::Unload() { Dbg_MsgAssert(0,("CAsset::Unload() should not be called")); return 0; } bool CAsset::LoadFinished() { Dbg_MsgAssert(0,("CAsset::LoadFinished() should not be called")); return false; } const char * CAsset::Name() // printable name, for debugging { return "Unnamed Asset"; } void * CAsset::GetData() // return a pointer to the asset's data { return mp_data; } void CAsset::SetData(void *p_data) { mp_data = p_data; } //---------------------------------------------------- void CAsset::SetID(uint32 id) { m_id = id; } uint32 CAsset::GetID() { return m_id; } void CAsset::SetGroup(uint32 group) { m_group = group; } uint32 CAsset::GetGroup() { return m_group; } EAssetType CAsset::GetType() // type is hard wired into asset class { return ASSET_UNKNOWN; // for now return 0, not sure if this should return the EAssetType } }