iw4x-client/src/Components/Modules/AssetInterfaces/IFxEffectDef.hpp
2018-12-17 15:34:28 +01:00

25 lines
1.2 KiB
C++

#pragma once
namespace Assets
{
class IFxEffectDef : public Components::AssetHandler::IAsset
{
public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX; };
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;
private:
void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder);
void saveFxElemVisuals(Game::FxElemVisuals* visuals, Game::FxElemVisuals* destVisuals, char elemType, Components::ZoneBuilder::Zone* builder);
void loadEfx(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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);
void loadFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader);
};
}