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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef SAMPLE_INPUT_MAPPING_ASSET_H
#define SAMPLE_INPUT_MAPPING_ASSET_H
#include <SampleUserInput.h>
#include <ODBlock.h>
#include "SampleAllocator.h"
class SampleInputMappingAsset : public SampleAllocateable
{
public:
SampleInputMappingAsset(SampleFramework::File* file, const char *path, bool empty,PxU32 userInputCS, PxU32 inputEventCS);
virtual ~SampleInputMappingAsset(void);
virtual bool isOk(void) const;
const SampleFramework::T_SampleInputData& getSampleInputData() const { return mSampleInputData; }
void addMapping(const char* uiName, const char* ieName);
void saveMappings();
private:
void loadData(ODBlock* odsSettings);
bool createNewFile(bool rewriteFile);
bool checksumCheck();
private:
SampleFramework::T_SampleInputData mSampleInputData;
ODBlock* mSettingsBlock;
ODBlock* mMapping;
SampleFramework::File* mFile;
const char* mPath;
bool mIsOk;
PxU32 mUserInputCS;
PxU32 mInputEventCS;
};
#endif