Started work on prefabs.
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60
src/dawn/scene/Prefab.hpp
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60
src/dawn/scene/Prefab.hpp
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "SceneItem.hpp"
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#include "SceneItemComponent.hpp"
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#include "scene/components/Components.hpp"
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#include "util/array.hpp"
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namespace Dawn {
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class Prefab {
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public:
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/**
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* Returns a list of assets that this prefab requires to be loaded for the
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* instanciation to work.
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*
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* @param man Asset Manager to retreive the assets from.
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* @return List of required assets, includes sibling/child assets.
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*/
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static virtual std::vector<Asset*> getAssets(AssetManager *man) = 0;
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/**
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* Create a scene item from this prefab.
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*
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* @param scene Scene to add the item to.
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* @return The created scene item for this prefab.
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*/
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static virtual SceneItem * create(Scene *scene) = 0;
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};
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template<class T>
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class UIPrefab : public Prefab {
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public:
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/** @deprecated */
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static SceneItem * create(Scene *scene) override {
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assertUnreachable();
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}
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/**
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* Applies a UI Prefab styling to an existing UI Element.
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*
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* @param existing Existing item to apply styling to.
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*/
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static virtual void uiApply(T *existing) = 0;
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/**
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* Creates a UI Item from this prefab.
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*
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* @param canvas Canvas to create this item on to.
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* @return Pointer to the created UI Item.
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*/
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static virtual T * uiCreate(UICanvas *canvas) {
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auto item = canvas->addElement<T>();
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uiApply(item);
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return item;
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}
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}
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}
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