namespace Components { class AssetHandler : public Component { public: class IAsset { public: virtual Game::XAssetType GetType() { return Game::XAssetType::ASSET_TYPE_INVALID; }; virtual void Mark(Game::XAssetHeader header, ZoneBuilder::Zone* builder) { /*ErrorTypeNotSupported(this);*/ }; virtual void Save(Game::XAssetHeader header, ZoneBuilder::Zone* builder) { /*ErrorTypeNotSupported(this);*/ }; virtual void Dump(Game::XAssetHeader header) { /*ErrorTypeNotSupported(this);*/ }; virtual void Load(Game::XAssetHeader* header, std::string name) { /*ErrorTypeNotSupported(this);*/ }; }; typedef Game::XAssetHeader(*Callback)(Game::XAssetType, const char*); typedef bool(*RestrictCallback)(Game::XAssetType type, Game::XAssetHeader asset, const char* name); AssetHandler(); ~AssetHandler(); const char* GetName() { return "AssetHandler"; }; static void OnFind(Game::XAssetType type, Callback callback); static void OnLoad(RestrictCallback callback); static void Relocate(void* start, void* to, DWORD size = 4); static void ZoneSave(Game::XAsset asset, ZoneBuilder::Zone* builder); static void ZoneMark(Game::XAsset asset, ZoneBuilder::Zone* builder); private: static bool BypassState; static void RegisterInterface(IAsset* iAsset); static Game::XAssetHeader FindAsset(Game::XAssetType type, const char* filename); static bool IsAssetEligible(Game::XAssetType type, Game::XAssetHeader* asset); static void FindAssetStub(); static void AddAssetStub(); static void OffsetToAlias(Utils::Stream::Offset* offset); static std::map AssetInterfaces; static std::map TypeCallbacks; static std::vector RestrictCallbacks; static std::map Relocations; }; } #include "AssetInterfaces\IRawFile.hpp" #include "AssetInterfaces\ILocalizedEntry.hpp"