/* ** 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 : LevelEdit * * * * $Archive:: /Commando/Code/Tools/W3DView/ViewerAssetMgr.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 4/12/01 3:00p $* * * * $Revision:: 7 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __VIEWER_ASSETMGR_H #define __VIEWER_ASSETMGR_H #include "AssetMgr.H" ///////////////////////////////////////////////////////////////////////////// // // ViewerAssetMgrClass // ///////////////////////////////////////////////////////////////////////////// class ViewerAssetMgrClass : public WW3DAssetManager { public: /////////////////////////////////////////////////// // Public constructors/destructors /////////////////////////////////////////////////// ViewerAssetMgrClass (void) {} virtual ~ViewerAssetMgrClass (void) {} /////////////////////////////////////////////////// // Public methods /////////////////////////////////////////////////// // // Base class overrides // virtual bool Load_3D_Assets (FileClass &w3dfile); virtual TextureClass * Get_Texture(const char * filename, TextureClass::MipCountType mip_level_count=TextureClass::MIP_LEVELS_ALL); // // Missing texture methods // void Start_Tracking_Textures (void) { m_MissingTextureList.Delete_All (); } DynamicVectorClass & Get_Missing_Texture_List (void) { return m_MissingTextureList; } // // Texture caching overrides // virtual void Open_Texture_File_Cache(const char * /*prefix*/); virtual void Close_Texture_File_Cache(); private: /////////////////////////////////////////////////// // Private member data /////////////////////////////////////////////////// DynamicVectorClass m_MissingTextureList; }; #endif //__VIEWER_ASSETMGR_H