[General] Stop nonsense with asset handler header files
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1ba9db613d
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c07bfe8bd9
@ -1,5 +1,38 @@
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#include <StdInclude.hpp>
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#include "AssetInterfaces/IFont_s.hpp"
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#include "AssetInterfaces/IWeapon.hpp"
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#include "AssetInterfaces/IXModel.hpp"
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#include "AssetInterfaces/IFxWorld.hpp"
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#include "AssetInterfaces/IMapEnts.hpp"
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#include "AssetInterfaces/IRawFile.hpp"
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#include "AssetInterfaces/IComWorld.hpp"
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#include "AssetInterfaces/IGfxImage.hpp"
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#include "AssetInterfaces/IGfxWorld.hpp"
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#include "AssetInterfaces/IMaterial.hpp"
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#include "AssetInterfaces/ISndCurve.hpp"
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#include "AssetInterfaces/IMenuList.hpp"
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#include "AssetInterfaces/IclipMap_t.hpp"
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#include "AssetInterfaces/ImenuDef_t.hpp"
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#include "AssetInterfaces/ITracerDef.hpp"
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#include "AssetInterfaces/IPhysPreset.hpp"
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#include "AssetInterfaces/IXAnimParts.hpp"
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#include "AssetInterfaces/IFxEffectDef.hpp"
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#include "AssetInterfaces/IGameWorldMp.hpp"
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#include "AssetInterfaces/IGameWorldSp.hpp"
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#include "AssetInterfaces/IGfxLightDef.hpp"
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#include "AssetInterfaces/ILoadedSound.hpp"
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#include "AssetInterfaces/IPhysCollmap.hpp"
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#include "AssetInterfaces/IStringTable.hpp"
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#include "AssetInterfaces/IXModelSurfs.hpp"
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#include "AssetInterfaces/ILocalizeEntry.hpp"
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#include "AssetInterfaces/Isnd_alias_list_t.hpp"
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#include "AssetInterfaces/IMaterialPixelShader.hpp"
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#include "AssetInterfaces/IMaterialTechniqueSet.hpp"
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#include "AssetInterfaces/IMaterialVertexShader.hpp"
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#include "AssetInterfaces/IStructuredDataDefSet.hpp"
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#include "AssetInterfaces/IMaterialVertexDeclaration.hpp"
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namespace Components
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{
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thread_local int AssetHandler::BypassState = 0;
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@ -78,37 +78,3 @@ namespace Components
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void reallocateEntryPool();
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};
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}
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#include "AssetInterfaces/IFont_s.hpp"
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#include "AssetInterfaces/IWeapon.hpp"
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#include "AssetInterfaces/IXModel.hpp"
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#include "AssetInterfaces/IFxWorld.hpp"
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#include "AssetInterfaces/IMapEnts.hpp"
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#include "AssetInterfaces/IRawFile.hpp"
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#include "AssetInterfaces/IComWorld.hpp"
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#include "AssetInterfaces/IGfxImage.hpp"
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#include "AssetInterfaces/IGfxWorld.hpp"
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#include "AssetInterfaces/IMaterial.hpp"
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#include "AssetInterfaces/ISndCurve.hpp"
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#include "AssetInterfaces/IMenuList.hpp"
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#include "AssetInterfaces/IclipMap_t.hpp"
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#include "AssetInterfaces/ImenuDef_t.hpp"
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#include "AssetInterfaces/ITracerDef.hpp"
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#include "AssetInterfaces/IPhysPreset.hpp"
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#include "AssetInterfaces/IXAnimParts.hpp"
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#include "AssetInterfaces/IFxEffectDef.hpp"
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#include "AssetInterfaces/IGameWorldMp.hpp"
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#include "AssetInterfaces/IGameWorldSp.hpp"
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#include "AssetInterfaces/IGfxLightDef.hpp"
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#include "AssetInterfaces/ILoadedSound.hpp"
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#include "AssetInterfaces/IPhysCollmap.hpp"
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#include "AssetInterfaces/IStringTable.hpp"
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#include "AssetInterfaces/IXModelSurfs.hpp"
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#include "AssetInterfaces/ILocalizeEntry.hpp"
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#include "AssetInterfaces/Isnd_alias_list_t.hpp"
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#include "AssetInterfaces/IMaterialPixelShader.hpp"
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#include "AssetInterfaces/IMaterialTechniqueSet.hpp"
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#include "AssetInterfaces/IMaterialVertexShader.hpp"
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#include "AssetInterfaces/IStructuredDataDefSet.hpp"
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#include "AssetInterfaces/IMaterialVertexDeclaration.hpp"
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@ -1,4 +1,5 @@
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#include <STDInclude.hpp>
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#include "IComWorld.hpp"
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#define IW4X_COMMAP_VERSION 0
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@ -5,10 +5,10 @@ namespace Assets
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class IComWorld : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COMWORLD; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COMWORLD; }
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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, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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@ -1,4 +1,5 @@
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#include <STDInclude.hpp>
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#include "IFont_s.hpp"
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#define STB_TRUETYPE_IMPLEMENTATION
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#include <stb_truetype.h>
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@ -5,10 +5,10 @@ namespace Assets
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class IFont_s : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FONT; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FONT; }
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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, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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@ -1,4 +1,5 @@
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#include <STDInclude.hpp>
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#include "IFxEffectDef.hpp"
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#define IW4X_FX_VERSION 1
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@ -5,11 +5,11 @@ namespace Assets
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class IFxEffectDef : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX; }
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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, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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private:
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void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder);
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@ -1,4 +1,5 @@
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#include <STDInclude.hpp>
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#include "IFxWorld.hpp"
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namespace Assets
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{
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@ -5,10 +5,10 @@ namespace Assets
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class IFxWorld : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FXWORLD; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FXWORLD; };
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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, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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@ -1,4 +1,5 @@
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#include <STDInclude.hpp>
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#include "IGameWorldMp.hpp"
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namespace Assets
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{
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@ -5,8 +5,8 @@ namespace Assets
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class IGameWorldMp : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP; }
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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@ -1,4 +1,5 @@
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#include <STDInclude.hpp>
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#include "IGameWorldSp.hpp"
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namespace Assets
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{
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@ -5,10 +5,10 @@ namespace Assets
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class IGameWorldSp : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP; }
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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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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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private:
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void savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder);
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#include <STDInclude.hpp>
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#include "IGfxImage.hpp"
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#define IW4X_IMG_VERSION "0"
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@ -5,9 +5,9 @@ namespace Assets
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class IGfxImage : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_IMAGE; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_IMAGE; }
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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#include <STDInclude.hpp>
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#include "IGfxLightDef.hpp"
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#define IW4X_LIGHT_VERSION "0"
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@ -5,10 +5,10 @@ namespace Assets
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class IGfxLightDef : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHT_DEF; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHT_DEF; }
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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#include <STDInclude.hpp>
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#include "IGfxWorld.hpp"
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#define IW4X_GFXMAP_VERSION 1
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@ -5,11 +5,12 @@ namespace Assets
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class IGfxWorld : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFXWORLD; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFXWORLD; };
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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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, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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private:
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void saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder);
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void saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder);
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#include <STDInclude.hpp>
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#include "ILoadedSound.hpp"
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namespace Assets
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{
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class ILoadedSound : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOADED_SOUND; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOADED_SOUND; };
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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#include <STDInclude.hpp>
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#include "ILocalizeEntry.hpp"
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namespace Assets
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{
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class ILocalizeEntry : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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#include <STDInclude.hpp>
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#include "IMapEnts.hpp"
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namespace Assets
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{
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class IMapEnts : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MAP_ENTS; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MAP_ENTS; }
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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#include <STDInclude.hpp>
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#include "IMaterial.hpp"
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#define IW4X_MAT_VERSION "1"
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class IMaterial : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MATERIAL; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MATERIAL; }
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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, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void loadJson(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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#include <STDInclude.hpp>
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#include "IMaterialPixelShader.hpp"
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#define IW4X_TECHSET_VERSION "0"
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@ -5,10 +5,10 @@ namespace Assets
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class IMaterialPixelShader : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PIXELSHADER; };
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PIXELSHADER; }
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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#include <STDInclude.hpp>
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#include "IMaterialTechniqueSet.hpp"
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#define IW4X_TECHSET_VERSION "0"
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class IMaterialTechniqueSet : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
|
||||
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IMaterialVertexDeclaration.hpp"
|
||||
|
||||
#define IW4X_TECHSET_VERSION "0"
|
||||
|
||||
|
@ -5,10 +5,10 @@ namespace Assets
|
||||
class IMaterialVertexDeclaration : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXDECL; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXDECL; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
|
||||
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <StdInclude.hpp>
|
||||
#include <STDInclude.hpp>
|
||||
#include "IMaterialVertexShader.hpp"
|
||||
|
||||
#define IW4X_TECHSET_VERSION "0"
|
||||
|
||||
|
@ -5,10 +5,10 @@ namespace Assets
|
||||
class IMaterialVertexShader : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXSHADER; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXSHADER; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
|
||||
void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IMenuList.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,10 +5,10 @@ namespace Assets
|
||||
class IMenuList : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENULIST; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENULIST; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
};
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IPhysCollmap.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,9 +5,9 @@ namespace Assets
|
||||
class IPhysCollmap : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
private:
|
||||
void savePhysGeomInfoArray(Components::ZoneBuilder::Zone* builder, Game::PhysGeomInfo* geoms, unsigned int count);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IPhysPreset.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,8 +5,8 @@ namespace Assets
|
||||
class IPhysPreset : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSPRESET; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYSPRESET; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
};
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IRawFile.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,9 +5,9 @@ namespace Assets
|
||||
class IRawFile : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_RAWFILE; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_RAWFILE; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
};
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "ISndCurve.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,8 +5,8 @@ namespace Assets
|
||||
class ISndCurve : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND_CURVE; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND_CURVE; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
};
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IStringTable.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,9 +5,9 @@ namespace Assets
|
||||
class IStringTable : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRINGTABLE; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRINGTABLE; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
private:
|
||||
void saveStringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IStructuredDataDefSet.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,9 +5,9 @@ namespace Assets
|
||||
class IStructuredDataDefSet : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRUCTURED_DATA_DEF; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_STRUCTURED_DATA_DEF; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
void saveStructuredDataEnumArray(Game::StructuredDataEnum* enums, int numEnums, Components::ZoneBuilder::Zone* builder);
|
||||
void saveStructuredDataStructArray(Game::StructuredDataStruct* structs, int numStructs, Components::ZoneBuilder::Zone* builder);
|
||||
|
@ -1,10 +1,11 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "ITracerDef.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
void ITracerDef::load(Game::XAssetHeader* /*header*/, const std::string& /*name*/, Components::ZoneBuilder::Zone* /*builder*/)
|
||||
{
|
||||
return; // don't load from filesystem right now
|
||||
// don't load from filesystem right now
|
||||
}
|
||||
|
||||
void ITracerDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
||||
|
@ -5,10 +5,10 @@ namespace Assets
|
||||
class ITracerDef : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TRACER; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TRACER; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
};
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IWeapon.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,11 +5,11 @@ namespace Assets
|
||||
class IWeapon : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_WEAPON; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_WEAPON; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
private:
|
||||
void writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IXAnimParts.hpp"
|
||||
|
||||
#define IW4X_ANIM_VERSION 1
|
||||
|
||||
|
@ -5,11 +5,11 @@ namespace Assets
|
||||
class IXAnimParts : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XANIMPARTS; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XANIMPARTS; }
|
||||
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
private:
|
||||
void saveXAnimDeltaPart(Game::XAnimDeltaPart* delta, unsigned short framecount, Components::ZoneBuilder::Zone* builder);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IXModel.hpp"
|
||||
|
||||
#define IW4X_MODEL_VERSION 5
|
||||
|
||||
|
@ -5,11 +5,11 @@ namespace Assets
|
||||
class IXModel : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
private:
|
||||
std::map<void*, void*> triIndicies;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IXModelSurfs.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,9 +5,9 @@ namespace Assets
|
||||
class IXModelSurfs : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL_SURFS; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XMODEL_SURFS; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
private:
|
||||
void saveXSurface(Game::XSurface* surf, Game::XSurface* destSurf, Components::ZoneBuilder::Zone* builder);
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "IclipMap_t.hpp"
|
||||
|
||||
#define IW4X_CLIPMAP_VERSION 2
|
||||
|
||||
|
@ -5,11 +5,11 @@ namespace Assets
|
||||
class IclipMap_t : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_CLIPMAP_MP; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_CLIPMAP_MP; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
private:
|
||||
class SModelQuadtree
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <StdInclude.hpp>
|
||||
#include <STDInclude.hpp>
|
||||
#include "ImenuDef_t.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,11 +5,11 @@ namespace Assets
|
||||
class ImenuDef_t : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENU; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENU; }
|
||||
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
static std::unordered_map<std::string, Game::menuDef_t*> LoadedMenus;
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include <STDInclude.hpp>
|
||||
#include "Isnd_alias_list_t.hpp"
|
||||
|
||||
namespace Assets
|
||||
{
|
||||
|
@ -5,10 +5,10 @@ namespace Assets
|
||||
class Isnd_alias_list_t : public Components::AssetHandler::IAsset
|
||||
{
|
||||
public:
|
||||
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND; };
|
||||
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND; }
|
||||
|
||||
virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
};
|
||||
}
|
||||
|
@ -77,7 +77,7 @@ namespace Utils
|
||||
int IsSpace(int c);
|
||||
std::string ToLower(std::string text);
|
||||
std::string ToUpper(std::string text);
|
||||
std::vector<std::string> Split(const std::string& str, const char delim);
|
||||
std::vector<std::string> Split(const std::string& str, char delim);
|
||||
void Replace(std::string& string, const std::string& find, const std::string& replace);
|
||||
bool StartsWith(const std::string& haystack, const std::string& needle);
|
||||
bool EndsWith(const std::string& haystack, const std::string& needle);
|
||||
|
Loading…
Reference in New Issue
Block a user