Horde3D

Next-Generation Graphics Engine
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PostPosted: 02.04.2013, 18:10 
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Joined: 23.07.2012, 04:42
Posts: 8
Hi all,

I am using the Horde3D resource manager as a general purpose resource manager for my project. I load all my scripts (lua source code files) in it, but I am not sure how to get the scripts back. Specifically I need to get the string value of the scripts.

I looked into h3dGetResParamStr, but I was unable to get the string value of my code resource with that.

Any help is appreciated!


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PostPosted: 02.04.2013, 21:17 
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Joined: 17.11.2009, 17:00
Posts: 205
Location: Russia, Moscow
You should probably write a simple, one function extension for horde that will return the code from your resource.

Something like:

CodeResGetterExtension.h
Code:
#ifndef _CodeResGetterExtension_H_
#define _CodeResGetterExtension_H_

#include "egPrerequisites.h"
#include "egExtensions.h"

namespace Horde3DCodeResGetter
{
   using namespace Horde3D;
   
   class ExtGetter: public IExtension
   {
   public:
      virtual const char *getName();
      virtual bool init();
      virtual void release();
   };
}

#endif   // _CodeResGetterExtension_H_


CodeResGetterExtension.cpp
Code:
#include "utPlatform.h"
#include "egModules.h"
#include "egCom.h"
#include "egResource.h"
#include "egShader.h"
#include "CodeResGetterExtension.h"

#include "utDebug.h"


// Internal extension interface
namespace  Horde3DCodeResGetter
{
   using namespace Horde3D;


   const char *ExtGetter::getName()
   {
      return "CodeResGetter";
   }
   
   bool ExtGetter::init()
   {
      return true;
   }

   void ExtGetter::release()
   {
      
   }
}


// Public C API
namespace Horde3DCodeResGetter
{
DLLEXP const char *h3dextGetCodeResContent( int codeResId )
{
       Resource *codeRes =  Modules::resMan().resolveResHandle( codeResId );
       APIFUNC_VALIDATE_RES_TYPE( codeRes , ResourceTypes::Code, "h3dextGetCodeResContent", 0 );

       return ( CodeResource * )codeRes->getCode().c_str();
}

}


It is just a quick draft and may contain errors, but that's the idea. Just make it a separate project and link into the engine.


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