/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include "Serialization.h" #include "../Shared/SourceAssetScene.h" #include "../Shared/SourceAssetSettings.h" #include "ExplorerFileList.h" // IEntryLoader namespace CharacterTool { struct CreateAssetManifestTask; struct SourceAssetContent { enum State { STATE_EMPTY, STATE_LOADING, STATE_LOADED }; State state; SourceAsset::Scene scene; SourceAsset::Settings settings; bool changingView; CreateAssetManifestTask* loadingTask; SourceAssetContent() : state(STATE_EMPTY) , changingView(false) , loadingTask() { } void Reset() { *this = SourceAssetContent(); } void Serialize(IArchive& ar); }; struct RCAssetLoader : IEntryLoader { bool Load(EntryBase* entry, const char* filename, LoaderContext* context) override; bool Save(EntryBase* entry, const char* filename, LoaderContext* context, string& errorString) override { return false; } }; }