iw4x-client/src/Components/Modules/AssetInterfaces/ImenuDef_t.hpp

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#pragma once
namespace Assets
{
class ImenuDef_t : public Components::AssetHandler::IAsset
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{
public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENU; };
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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// virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
private:
template <typename T> void save_windowDef_t(Game::windowDef_t* asset, T* dest, Components::ZoneBuilder::Zone* builder)
{
Utils::Stream* buffer = builder->getBuffer();
if (asset->name)
{
buffer->saveString(asset->name);
Utils::Stream::ClearPointer(&dest->window.name);
}
if (asset->group)
{
buffer->saveString(asset->group);
Utils::Stream::ClearPointer(&dest->window.group);
}
if (asset->background)
{
dest->window.background = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->background).material;
}
}
void save_ExpressionSupportingData(Game::ExpressionSupportingData* asset, Components::ZoneBuilder::Zone* builder);
void save_Statement_s(Game::Statement_s* asset, Components::ZoneBuilder::Zone* builder);
void save_MenuEventHandlerSet(Game::MenuEventHandlerSet* asset, Components::ZoneBuilder::Zone* builder);
void save_ItemKeyHandler(Game::ItemKeyHandler* asset, Components::ZoneBuilder::Zone* builder);
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void save_itemDefData_t(Game::itemDefData_t* asset, int type, Game::itemDef_s* dest, Components::ZoneBuilder::Zone* builder);
void save_itemDef_s(Game::itemDef_s *asset, Components::ZoneBuilder::Zone* builder);
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};
}