133 lines
5 KiB
C
133 lines
5 KiB
C
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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 : W3DView *
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* *
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* $Archive:: /Commando/Code/Tools/W3DView/AssetInfo.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/09/99 2:50p $*
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* *
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* $Revision:: 2 $*
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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 __ASSET_INFO_H
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#define __ASSET_INFO_H
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#include "RendObj.H"
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#include "Utils.H"
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#include "AssetTypes.H"
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/////////////////////////////////////////////////////////////////////////////
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//
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// AssetInfoClass
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//
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// Class used by the data tree to identify each individual
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// entry in the tree.
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//
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class AssetInfoClass
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{
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public:
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//////////////////////////////////////////////////////////////
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//
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// Public constructors/destructors
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//
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AssetInfoClass (void)
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: m_AssetType (TypeUnknown),
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m_dwUserData (0L),
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m_pRenderObj (NULL) { Initialize (); }
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AssetInfoClass (LPCTSTR passet_name, ASSET_TYPE type, RenderObjClass *prender_obj = NULL, DWORD user_data = 0L)
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: m_Name (passet_name),
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m_AssetType (type),
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m_dwUserData (user_data),
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m_pRenderObj (NULL) { MEMBER_ADD (m_pRenderObj, prender_obj); Initialize (); }
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virtual ~AssetInfoClass (void) { MEMBER_RELEASE (m_pRenderObj); }
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//////////////////////////////////////////////////////////////
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//
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// Public methods
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//
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//
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// Inline accessors
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//
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const CString & Get_Name (void) const { return m_Name; }
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const CString & Get_Hierarchy_Name (void) const { return m_HierarchyName; }
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const CString & Get_Original_Name (void) const { return m_OriginalName; }
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ASSET_TYPE Get_Type (void) const { return m_AssetType; }
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DWORD Get_User_Number (void) const { return m_dwUserData; }
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const CString & Get_User_String (void) const { return m_UserString; }
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RenderObjClass * Get_Render_Obj (void) const { SAFE_ADD_REF (m_pRenderObj); return m_pRenderObj; }
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RenderObjClass * Peek_Render_Obj (void) const { return m_pRenderObj; }
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void Set_Name (LPCTSTR pname) { m_Name = pname; }
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void Set_Hierarchy_Name (LPCTSTR pname) { m_HierarchyName = pname; }
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void Set_Type (ASSET_TYPE type) { m_AssetType = type; }
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void Set_User_Number (DWORD user_data) { m_dwUserData = user_data; }
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void Set_User_String (LPCTSTR string) { m_UserString = string; }
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void Set_Render_Obj (RenderObjClass *pobj) { MEMBER_ADD (m_pRenderObj, pobj); }
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//
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// Information methods
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//
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bool Can_Asset_Have_Animations (void) const { return bool(m_HierarchyName.GetLength () > 0); }
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protected:
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//////////////////////////////////////////////////////////////
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//
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// Protected methods
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//
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void Initialize (void);
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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_Name;
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CString m_HierarchyName;
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CString m_UserString;
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CString m_OriginalName;
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ASSET_TYPE m_AssetType;
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DWORD m_dwUserData;
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RenderObjClass * m_pRenderObj;
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};
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#endif //__ASSET_INFO_H
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