/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/assets.h $* * * * $Author:: Jani_p $* * * * $Modtime:: 8/31/01 8:03p $* * * * $Revision:: 31 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef ASSETS_H #define ASSETS_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef ASSETMGR_H #include "assetmgr.h" #endif #ifndef INI_H #include "ini.h" #endif /* ** INI File Access */ void Set_INI_Path( const char * path ); INIClass * Get_INI( const char * filename ); void Save_INI( INIClass * p_ini, const char * filename ); void Release_INI( INIClass * ini ); /* ** Path Striping */ void Strip_Path_From_Filename( StringClass& new_name, const char * filename ); void Get_Render_Obj_Name_From_Filename( StringClass& new_name, const char * filename ); /* ** Asset access - these functions strips the path off of the filenames; for use ** with filenames that come from preset definitions. */ RenderObjClass * Create_Render_Obj_From_Filename( const char * filename ); TextureClass * Get_Texture_From_Filename( const char * filename, TextureClass::MipCountType mip_level_count=TextureClass::MIP_LEVELS_ALL ); /* ** Filenames */ void Create_Animation_Name( StringClass& anim_name, const char * anim_filename, const char * model_name ); #endif // ASSETS_H