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//-----------------------------------------------------------------------------
// Name: filehash.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "filehash.h"
#include <Asset/AssetLoader/fallbackassetloader.h>
FileHashAsset::FileHashAsset(AssetManager* owner, uint32_t asset_id) : Asset(owner, asset_id), sub_error(0) {
}
int FileHashAsset::Load(const std::string& path, uint32_t load_flags) {
Path file = FindFilePath(path, kAnyPath);
if (file.isValid()) {
hash = GetFileHash(file.GetAbsPathStr().c_str());
return kLoadOk;
} else {
return kLoadErrorMissingFile;
}
}
const char* FileHashAsset::GetLoadErrorString() {
return "no error known";
}
void FileHashAsset::Unload() {
}
void FileHashAsset::Reload() {
}
AssetLoaderBase* FileHashAsset::NewLoader() {
return new FallbackAssetLoader<FileHashAsset>();
}
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