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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
- License Usage
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- #pragma once
- #include "CoreMinimal.h"
- #include "WwiseItemType.h"
- #include "GenericPlatform/GenericPlatform.h"
- #include "Templates/TypeHash.h"
- struct UAssetDataSourceId
- {
- FGuid ItemId;
- uint32 ShortId = 0;
- FName Name;
- inline const bool operator==(const UAssetDataSourceId& other) const
- {
- if (other.ItemId == ItemId && ItemId.IsValid())
- {
- return true;
- }
- if (ShortId == other.ShortId && ShortId > 0)
- {
- return true;
- }
- return Name == other.Name;
- }
- };
- struct UAssetDataSourceInformation
- {
- EWwiseItemType::Type Type;
- UAssetDataSourceId Id;
- TArray<FAssetData> AssetsData;
- FName AssetName;
- inline const bool operator==(const UAssetDataSourceId& other) const
- {
- return Id == other;
- }
- inline const bool operator==(const UAssetDataSourceInformation& other) const
- {
- return Id == other.Id;
- }
- };
- class FUAssetDataSource
- {
- TMap<FGuid, UAssetDataSourceInformation> OrphanedItems;
- TMap<FGuid, UAssetDataSourceInformation> UsedItems;
- //UAssets with invalid Guid will use the ShortId to sync with the Project Database.
- TMap<uint32, UAssetDataSourceInformation> UAssetWithoutGuid;
- //UAssets with invalid Guid and ShortId will use the AssetName to sync with the Project Database.
- TMap<FName, UAssetDataSourceInformation> UAssetWithoutShortId;
-
- UAssetDataSourceInformation CreateUAssetInfo(const UAssetDataSourceId& Id, const FAssetData& Asset);
- bool GuidExistsInProjectDatabase(const FGuid ItemId, EWwiseItemType::Type Type);
- public:
- void ConstructItems();
- void GetAssetsInfo(FGuid ItemId, uint32 ShortId, FString Name, EWwiseItemType::Type& ItemType, FName& AssetName, TArray<FAssetData>& Assets);
- void GetOrphanAssets(TArray<UAssetDataSourceInformation>& OrphanAssets) const;
- };
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