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CnC_Renegade/Code/Combat/assets.h

80 lines
3.4 KiB
C

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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