thug/Code/Gel/AssMan/asset.cpp
2016-02-14 08:39:12 +11:00

114 lines
2.0 KiB
C++

///////////////////////////////////////////////////////////////////////////
// Asset.cpp
//
// Mick
//
// Base class of all assets
// provides basic interface to them
#include <gel/assman/asset.h>
#include <gel/assman/assettypes.h>
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
}
}