Refactor asset view stuff
This commit is contained in:
parent
9e17d7fc10
commit
ca4cdc31ff
@ -1,9 +1,50 @@
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#pragma once
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#include "game/structs.hpp"
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#include "gui.hpp"
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namespace gui::asset_list
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{
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void add_asset_view_callback(game::XAssetType, const std::function<void(const std::string&)>& callback);
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void add_view_button(int id, game::XAssetType type, const char* name);
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template <typename T>
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void add_asset_view(game::XAssetType type, const std::function<void(T*)>& draw_callback)
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{
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static std::unordered_set<std::string> opened_assets;
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add_asset_view_callback(type, [](const std::string& name)
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{
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opened_assets.insert(name);
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});
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gui::register_callback([=]()
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{
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for (auto i = opened_assets.begin(); i != opened_assets.end(); )
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{
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const auto& name = *i;
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const auto header = reinterpret_cast<T*>(game::DB_FindXAssetHeader(type, name.data(), 0).data);
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if (header == nullptr)
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{
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i = opened_assets.erase(i);
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continue;
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}
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auto is_open = true;
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if (ImGui::Begin(name.data(), &is_open))
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{
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draw_callback(header);
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}
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ImGui::End();
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if (is_open)
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{
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++i;
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}
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else
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{
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i = opened_assets.erase(i);
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}
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}
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}, false);
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}
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}
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@ -13,12 +13,10 @@
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#include <utils/string.hpp>
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#include <utils/hook.hpp>
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namespace gui::asset_list::assets::material
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namespace gui::asset_list::material
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{
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namespace
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{
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std::unordered_set<std::string> opened_assets;
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std::unordered_map<unsigned char, std::string> image_type_names =
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{
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{0x0, "2D"},
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@ -38,11 +36,6 @@ namespace gui::asset_list::assets::material
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{0xE, "PARALLAX_MAP"},
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};
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void add_material_view(const std::string& name)
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{
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opened_assets.insert(name);
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}
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std::string get_image_type_name(unsigned char type)
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{
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if (!image_type_names.contains(type))
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@ -53,47 +46,38 @@ namespace gui::asset_list::assets::material
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return image_type_names[type];
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}
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bool draw_material_window(const std::string& name)
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void draw_material_window(game::Material* asset)
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{
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const auto asset = game::DB_FindXAssetHeader(game::ASSET_TYPE_MATERIAL, name.data(), 0).material;
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if (asset == nullptr)
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ImGui::SetNextItemOpen(true, ImGuiCond_FirstUseEver);
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if (ImGui::TreeNode("textures"))
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{
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return false;
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}
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auto is_open = true;
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if (ImGui::Begin(name.data(), &is_open))
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{
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ImGui::SetNextItemOpen(true, ImGuiCond_FirstUseEver);
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if (ImGui::TreeNode("textures"))
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for (auto i = 0; i < asset->textureCount; i++)
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{
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for (auto i = 0; i < asset->textureCount; i++)
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if (asset->textureTable && asset->textureTable->u.image && asset->textureTable->u.image->texture.shaderView)
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{
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if (asset->textureTable && asset->textureTable->u.image && asset->textureTable->u.image->texture.shaderView)
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const auto type_name = get_image_type_name(asset->textureTable[i].semantic);
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ImGui::Text("%s", type_name.data());
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ImGui::SameLine();
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if (ImGui::Button(asset->textureTable[i].u.image->name))
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{
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const auto type_name = get_image_type_name(asset->textureTable[i].semantic);
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ImGui::Text("%s", type_name.data());
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ImGui::SameLine();
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if (ImGui::Button(asset->textureTable[i].u.image->name))
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{
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gui::copy_to_clipboard(asset->textureTable->u.image->name);
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}
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const auto width = asset->textureTable[i].u.image->width;
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const auto height = asset->textureTable[i].u.image->height;
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const auto ratio = static_cast<float>(width) / static_cast<float>(height);
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constexpr auto size = 200.f;
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ImGui::Image(asset->textureTable[i].u.image->texture.shaderView,
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ImVec2(size * ratio, size)
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);
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gui::copy_to_clipboard(asset->textureTable->u.image->name);
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}
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}
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ImGui::TreePop();
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const auto width = asset->textureTable[i].u.image->width;
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const auto height = asset->textureTable[i].u.image->height;
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const auto ratio = static_cast<float>(width) / static_cast<float>(height);
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constexpr auto size = 200.f;
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ImGui::Image(asset->textureTable[i].u.image->texture.shaderView,
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ImVec2(size * ratio, size)
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);
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}
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}
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ImGui::TreePop();
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}
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#define DRAW_ASSET_PROPERTY(__name__, __fmt__) \
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ImGui::Text(#__name__ ": " __fmt__, asset->__name__); \
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@ -105,36 +89,16 @@ namespace gui::asset_list::assets::material
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gui::copy_to_clipboard(asset->__name__); \
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} \
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DRAW_ASSET_PROPERTY_COPY(name);
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DRAW_ASSET_PROPERTY_COPY(techniqueSet->name);
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DRAW_ASSET_PROPERTY(textureCount, "%i");
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DRAW_ASSET_PROPERTY(constantCount, "%i");
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DRAW_ASSET_PROPERTY(stateBitsCount, "%i");
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DRAW_ASSET_PROPERTY(stateFlags, "%i");
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DRAW_ASSET_PROPERTY(cameraRegion, "%i");
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DRAW_ASSET_PROPERTY(materialType, "%i");
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DRAW_ASSET_PROPERTY(layerCount, "%i");
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DRAW_ASSET_PROPERTY(assetFlags, "%X");
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}
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ImGui::End();
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return is_open;
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}
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void draw_materials()
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{
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for (auto i = opened_assets.begin(); i != opened_assets.end(); )
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{
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if (!draw_material_window(*i))
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{
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i = opened_assets.erase(i);
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}
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else
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{
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++i;
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}
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}
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DRAW_ASSET_PROPERTY_COPY(name);
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DRAW_ASSET_PROPERTY_COPY(techniqueSet->name);
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DRAW_ASSET_PROPERTY(textureCount, "%i");
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DRAW_ASSET_PROPERTY(constantCount, "%i");
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DRAW_ASSET_PROPERTY(stateBitsCount, "%i");
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DRAW_ASSET_PROPERTY(stateFlags, "%i");
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DRAW_ASSET_PROPERTY(cameraRegion, "%i");
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DRAW_ASSET_PROPERTY(materialType, "%i");
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DRAW_ASSET_PROPERTY(layerCount, "%i");
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DRAW_ASSET_PROPERTY(assetFlags, "%X");
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}
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}
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@ -143,10 +107,9 @@ namespace gui::asset_list::assets::material
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public:
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void post_unpack() override
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{
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gui::asset_list::add_asset_view_callback(game::ASSET_TYPE_MATERIAL, add_material_view);
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gui::register_callback(draw_materials, false);
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gui::asset_list::add_asset_view<game::Material>(game::ASSET_TYPE_MATERIAL, draw_material_window);
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}
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};
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}
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REGISTER_COMPONENT(gui::asset_list::assets::material::component)
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REGISTER_COMPONENT(gui::asset_list::material::component)
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@ -13,17 +13,10 @@
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#include <utils/string.hpp>
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#include <utils/hook.hpp>
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namespace gui::asset_list::assets::xmodel
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namespace gui::asset_list::xmodel
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{
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namespace
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{
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std::unordered_set<std::string> opened_assets;
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void add_xmodel_view(const std::string& name)
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{
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opened_assets.insert(name);
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}
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ImVec2 project_vertex(game::vec3_t v, bool flip_axis, float scale = 1.f,
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bool rotate = false, float rotation_speed = 0.f)
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{
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@ -184,51 +177,42 @@ namespace gui::asset_list::assets::xmodel
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}
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}
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bool draw_material_window(const std::string& name)
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void draw_xmodel_window(game::XModel* asset)
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{
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const auto asset = game::DB_FindXAssetHeader(game::ASSET_TYPE_XMODEL, name.data(), 0).model;
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if (asset == nullptr)
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{
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return false;
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}
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static bool flip_axis = false;
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ImGui::Checkbox("flip axis", &flip_axis);
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auto is_open = true;
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if (ImGui::Begin(name.data(), &is_open))
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ImGui::SetNextItemOpen(true, ImGuiCond_FirstUseEver);
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if (ImGui::TreeNode("3d mesh"))
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{
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static bool flip_axis = false;
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ImGui::Checkbox("flip axis", &flip_axis);
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int vert_count = 0;
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ImGui::SetNextItemOpen(true, ImGuiCond_FirstUseEver);
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if (ImGui::TreeNode("3d mesh"))
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game::vec3_t mins{};
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game::vec3_t maxs{};
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game::vec3_t origin{};
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game::vec2_t maxs_2d{};
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vert_count += sum_verts_in_xmodels(asset, mins, maxs, origin);
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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int vert_count = 0;
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game::vec3_t mins{};
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game::vec3_t maxs{};
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game::vec3_t origin{};
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game::vec2_t maxs_2d{};
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vert_count += sum_verts_in_xmodels(asset, mins, maxs, origin);
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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vert_count += sum_verts_in_xmodels(asset->compositeModels[i], mins, maxs, origin);
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}
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for (auto o = 0; o < 3; o++)
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{
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origin[o] /= static_cast<float>(vert_count);
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}
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draw_xmodel(asset, flip_axis, mins, maxs, origin, maxs_2d);
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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draw_xmodel(asset->compositeModels[i], flip_axis, mins, maxs, origin, maxs_2d);
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}
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ImGui::Dummy(ImVec2(maxs_2d[0] + 800, maxs_2d[1] + 250));
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ImGui::TreePop();
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vert_count += sum_verts_in_xmodels(asset->compositeModels[i], mins, maxs, origin);
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}
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for (auto o = 0; o < 3; o++)
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{
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origin[o] /= static_cast<float>(vert_count);
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}
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draw_xmodel(asset, flip_axis, mins, maxs, origin, maxs_2d);
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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draw_xmodel(asset->compositeModels[i], flip_axis, mins, maxs, origin, maxs_2d);
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}
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ImGui::Dummy(ImVec2(maxs_2d[0] + 800, maxs_2d[1] + 250));
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ImGui::TreePop();
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}
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#define DRAW_ASSET_PROPERTY(__name__, __fmt__) \
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ImGui::Text(#__name__ ": " __fmt__, asset->__name__); \
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@ -240,80 +224,60 @@ namespace gui::asset_list::assets::xmodel
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gui::copy_to_clipboard(asset->__name__); \
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} \
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DRAW_ASSET_PROPERTY_COPY(name);
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DRAW_ASSET_PROPERTY(numRootBones, "%i");
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DRAW_ASSET_PROPERTY(numsurfs, "%i");
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DRAW_ASSET_PROPERTY(lodRampType, "%i");
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DRAW_ASSET_PROPERTY(numBonePhysics, "%i");
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DRAW_ASSET_PROPERTY(numCompositeModels, "%i");
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DRAW_ASSET_PROPERTY(unk_float, "%f");
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DRAW_ASSET_PROPERTY(scale, "%f");
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DRAW_ASSET_PROPERTY_COPY(name);
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DRAW_ASSET_PROPERTY(numRootBones, "%i");
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DRAW_ASSET_PROPERTY(numsurfs, "%i");
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DRAW_ASSET_PROPERTY(lodRampType, "%i");
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DRAW_ASSET_PROPERTY(numBonePhysics, "%i");
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DRAW_ASSET_PROPERTY(numCompositeModels, "%i");
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DRAW_ASSET_PROPERTY(unk_float, "%f");
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DRAW_ASSET_PROPERTY(scale, "%f");
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if (ImGui::TreeNode("bones"))
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if (ImGui::TreeNode("bones"))
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{
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for (auto i = 0; i < asset->numBones; i++)
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{
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for (auto i = 0; i < asset->numBones; i++)
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const auto bone_name = game::SL_ConvertToString(asset->boneNames[i]);
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if (bone_name)
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{
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const auto bone_name = game::SL_ConvertToString(asset->boneNames[i]);
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if (bone_name)
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if (ImGui::Button(bone_name))
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{
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if (ImGui::Button(bone_name))
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{
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gui::copy_to_clipboard(bone_name);
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}
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gui::copy_to_clipboard(bone_name);
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}
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}
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("surface materials"))
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{
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for (auto i = 0; i < asset->numsurfs; i++)
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{
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if (ImGui::Button(asset->materialHandles[i]->name))
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{
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gui::copy_to_clipboard(asset->materialHandles[i]->name);
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}
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add_view_button(i, game::ASSET_TYPE_MATERIAL, asset->materialHandles[i]->name);
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}
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ImGui::TreePop();
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}
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if (asset->numCompositeModels > 0)
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{
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if (ImGui::TreeNode("composite models"))
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{
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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if (ImGui::Button(asset->compositeModels[i]->name))
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{
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gui::copy_to_clipboard(asset->compositeModels[i]->name);
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}
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}
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ImGui::TreePop();
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}
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}
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ImGui::TreePop();
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}
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ImGui::End();
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return is_open;
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}
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void draw_xmodels()
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{
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for (auto i = opened_assets.begin(); i != opened_assets.end(); )
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if (ImGui::TreeNode("surface materials"))
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{
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if (!draw_material_window(*i))
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for (auto i = 0; i < asset->numsurfs; i++)
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{
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i = opened_assets.erase(i);
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if (ImGui::Button(asset->materialHandles[i]->name))
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{
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gui::copy_to_clipboard(asset->materialHandles[i]->name);
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}
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add_view_button(i, game::ASSET_TYPE_MATERIAL, asset->materialHandles[i]->name);
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}
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else
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ImGui::TreePop();
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}
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if (asset->numCompositeModels > 0)
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{
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if (ImGui::TreeNode("composite models"))
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{
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++i;
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for (auto i = 0; i < asset->numCompositeModels; i++)
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{
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if (ImGui::Button(asset->compositeModels[i]->name))
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{
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gui::copy_to_clipboard(asset->compositeModels[i]->name);
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}
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}
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ImGui::TreePop();
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}
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}
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}
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@ -324,10 +288,9 @@ namespace gui::asset_list::assets::xmodel
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public:
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void post_unpack() override
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{
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gui::asset_list::add_asset_view_callback(game::ASSET_TYPE_XMODEL, add_xmodel_view);
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gui::register_callback(draw_xmodels, false);
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gui::asset_list::add_asset_view<game::XModel>(game::ASSET_TYPE_XMODEL, draw_xmodel_window);
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}
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};
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}
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REGISTER_COMPONENT(gui::asset_list::assets::xmodel::component)
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REGISTER_COMPONENT(gui::asset_list::xmodel::component)
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