[IFont_s] Font_s interface added

This commit is contained in:
RektInator 2017-02-26 12:57:02 +01:00
parent 509740b747
commit f6d367e28b
4 changed files with 67 additions and 0 deletions

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@ -425,6 +425,7 @@ namespace Components
// Register asset interfaces // Register asset interfaces
if (ZoneBuilder::IsEnabled()) if (ZoneBuilder::IsEnabled())
{ {
AssetHandler::RegisterInterface(new Assets::IFont_s());
AssetHandler::RegisterInterface(new Assets::IXModel()); AssetHandler::RegisterInterface(new Assets::IXModel());
AssetHandler::RegisterInterface(new Assets::IFxWorld()); AssetHandler::RegisterInterface(new Assets::IFxWorld());
AssetHandler::RegisterInterface(new Assets::IMapEnts()); AssetHandler::RegisterInterface(new Assets::IMapEnts());

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@ -74,6 +74,7 @@ namespace Components
}; };
} }
#include "AssetInterfaces/IFont_s.hpp"
#include "AssetInterfaces/IXModel.hpp" #include "AssetInterfaces/IXModel.hpp"
#include "AssetInterfaces/IFxWorld.hpp" #include "AssetInterfaces/IFxWorld.hpp"
#include "AssetInterfaces/IMapEnts.hpp" #include "AssetInterfaces/IMapEnts.hpp"

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@ -0,0 +1,51 @@
#include "STDInclude.hpp"
namespace Assets
{
void IFont_s::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::Font_s *asset = header.font;
if (asset->image)
{
builder->loadAsset(Game::ASSET_TYPE_MATERIAL, asset->image);
}
if (asset->glowImage)
{
builder->loadAsset(Game::ASSET_TYPE_MATERIAL, asset->glowImage);
}
}
void IFont_s::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::Font_s, 24);
AssertSize(Game::FontEntry, 24);
Utils::Stream* buffer = builder->getBuffer();
Game::Font_s* asset = header.font;
Game::Font_s* dest = buffer->dest<Game::Font_s>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(asset->name);
Utils::Stream::ClearPointer(&dest->name);
}
dest->image = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->image).material;
dest->glowImage = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->glowImage).material;
if (asset->characters)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->characters, asset->entries);
Utils::Stream::ClearPointer(&dest->characters);
}
buffer->popBlock();
}
}

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@ -0,0 +1,14 @@
#pragma once
namespace Assets
{
class IFont_s : public Components::AssetHandler::IAsset
{
public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FONT; };
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, std::string name, Components::ZoneBuilder::Zone* builder) override;
};
}