| 24 | namespace dmGameObject |
| 25 | { |
| 26 | static dmResource::Result ResScriptPreload(const dmResource::ResourcePreloadParams* params) |
| 27 | { |
| 28 | dmLuaDDF::LuaModule* lua_module = 0; |
| 29 | dmDDF::Result e = dmDDF::LoadMessage<dmLuaDDF::LuaModule>(params->m_Buffer, params->m_BufferSize, &lua_module); |
| 30 | if ( e != dmDDF::RESULT_OK ) |
| 31 | return dmResource::RESULT_FORMAT_ERROR; |
| 32 | |
| 33 | PatchLuaBytecode(&lua_module->m_Source); |
| 34 | |
| 35 | uint32_t n_modules = lua_module->m_Modules.m_Count; |
| 36 | for (uint32_t i = 0; i < n_modules; ++i) |
| 37 | { |
| 38 | dmResource::PreloadHint(params->m_HintInfo, lua_module->m_Resources[i]); |
| 39 | } |
| 40 | |
| 41 | const char** resources = lua_module->m_PropertyResources.m_Data; |
| 42 | uint32_t n_resources = lua_module->m_PropertyResources.m_Count; |
| 43 | for (uint32_t i = 0; i < n_resources; ++i) |
| 44 | { |
| 45 | dmResource::PreloadHint(params->m_HintInfo, resources[i]); |
| 46 | } |
| 47 | |
| 48 | *params->m_PreloadData = lua_module; |
| 49 | return dmResource::RESULT_OK; |
| 50 | } |
| 51 | |
| 52 | static dmResource::Result ResScriptCreate(const dmResource::ResourceCreateParams* params) |
| 53 | { |
nothing calls this directly
no test coverage detected