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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
153
Code/Tools/LevelEdit/EditorAssetMgr.h
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153
Code/Tools/LevelEdit/EditorAssetMgr.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/EditorAssetMgr.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/29/02 10:33a $*
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* *
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* $Revision:: 15 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __LEVELEDITASSETMGR_H
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#define __LEVELEDITASSETMGR_H
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#include "AssetMgr.H"
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#include "FFactory.H"
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/////////////////////////////////////////////////////////////////////////////
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//
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// EditorFileFactoryClass
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//
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/////////////////////////////////////////////////////////////////////////////
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class EditorFileFactoryClass : public FileFactoryClass
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{
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public:
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///////////////////////////////////////////////////
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// Public methods
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///////////////////////////////////////////////////
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virtual FileClass * Get_File (char const *filename);
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virtual void Return_File (FileClass *file);
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//
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// Search path support
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//
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static void Add_Search_Path (const char *path) { SearchPathList.Add (path); }
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static DynamicVectorClass<StringClass> & Get_Search_Path (void) { return SearchPathList; }
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private:
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///////////////////////////////////////////////////
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// Private data
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///////////////////////////////////////////////////
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static DynamicVectorClass<StringClass> SearchPathList;
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};
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/////////////////////////////////////////////////////////////////////////////
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//
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// EditorAssetMgrClass
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//
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/////////////////////////////////////////////////////////////////////////////
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class EditorAssetMgrClass : public WW3DAssetManager
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{
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public:
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///////////////////////////////////////////////////
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// Public constructors/destructors
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///////////////////////////////////////////////////
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EditorAssetMgrClass (void);
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virtual ~EditorAssetMgrClass (void) {}
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///////////////////////////////////////////////////
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// Public methods
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///////////////////////////////////////////////////
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//
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// Base class overrides
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//
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virtual RenderObjClass * Create_Render_Obj (const char * name);
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virtual HAnimClass * Get_HAnim (const char * name);
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virtual HTreeClass * Get_HTree (const char * name);
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virtual TextureClass * Get_Texture (const char *filename, TextureClass::MipCountType mip_level_count=TextureClass::MIP_LEVELS_ALL,WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN, bool allow_compression=true);
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//
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// INI methods
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//
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virtual class EditorINIClass *Get_INI (const char *filename);
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//
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// Asset managment
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//
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virtual void Reload_File (const char *filename);
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virtual void Load_Resource_Texture (const char *filename);
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//
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// Directory methods
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//
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void Set_Current_Directory (LPCTSTR path) { m_CurrentDir = path; ::SetCurrentDirectory (m_CurrentDir); }
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const char * Get_Current_Directory (void) { return m_CurrentDir; }
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//
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// Load data from any type of w3d file
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//
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virtual bool Load_3D_Assets (const char * filename);
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//
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// Texture caching overrides
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//
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virtual void Open_Texture_File_Cache(const char * /*prefix*/);
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virtual void Close_Texture_File_Cache();
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protected:
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///////////////////////////////////////////////////
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// Protected methods
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///////////////////////////////////////////////////
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virtual bool Determine_Real_Location (LPCTSTR filename, CString &real_location);
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virtual bool Is_File_Here (LPCTSTR full_path, bool get_from_vss);
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private:
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///////////////////////////////////////////////////
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//
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// Private member data
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//
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CString m_CurrentDir;
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};
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#endif //__LEVELEDITASSETMGR_H
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