[ZoneBuilder] Add GfxLightDef interface

This commit is contained in:
momo5502 2016-12-24 14:06:41 +01:00
parent fb8f618ddc
commit fd3af1a965
4 changed files with 53 additions and 0 deletions

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@ -397,6 +397,7 @@ namespace Components
AssetHandler::RegisterInterface(new Assets::IXAnimParts());
AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
AssetHandler::RegisterInterface(new Assets::IGameWorldMp());
AssetHandler::RegisterInterface(new Assets::IGfxLightDef());
AssetHandler::RegisterInterface(new Assets::ILoadedSound());
AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
AssetHandler::RegisterInterface(new Assets::IStringTable());

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@ -84,6 +84,7 @@ namespace Components
#include "AssetInterfaces\IXAnimParts.hpp"
#include "AssetInterfaces\IFxEffectDef.hpp"
#include "AssetInterfaces\IGameWorldMp.hpp"
#include "AssetInterfaces\IGfxLightDef.hpp"
#include "AssetInterfaces\ILoadedSound.hpp"
#include "AssetInterfaces\IPhysCollmap.hpp"
#include "AssetInterfaces\IStringTable.hpp"

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@ -0,0 +1,40 @@
#include <STDInclude.hpp>
namespace Assets
{
void IGfxLightDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::GfxLightDef* asset = header.lightDef;
if (asset->attenuation.image)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image);
}
}
void IGfxLightDef::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GfxLightDef, 16);
AssertSize(Game::GfxLightImage, 8);
Utils::Stream* buffer = builder->getBuffer();
Game::GfxLightDef* asset = header.lightDef;
Game::GfxLightDef* dest = buffer->dest<Game::GfxLightDef>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->attenuation.image)
{
dest->attenuation.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image).image;
}
buffer->popBlock();
}
}

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@ -0,0 +1,11 @@
namespace Assets
{
class IGfxLightDef : public Components::AssetHandler::IAsset
{
public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHTDEF; };
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
};
}