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