//////////////////////////////////////////////////////////////////////////// // skinasset.h - interface between asset manager, and the actual skin // provides a common interface to the asset manager #ifndef __GEL_SKINASSET_H__ #define __GEL_SKINASSET_H__ #ifndef __CORE_DEFINES_H #include #endif #include namespace Ass { struct SCutsceneModelDataInfo { uint32 modelChecksum; uint32* pModelData; int modelDataSize; uint32* pTextureData; int textureDataSize; uint8* pCASData; uint32 texDictChecksum; int texDictOffset; bool isSkin; bool doShadowVolume; }; struct SSkinAssetLoadContext { int forceTexDictLookup; bool doShadowVolume; int texDictOffset; }; class CSkinAsset : public CAsset { public: virtual int Load(const char *p_file, bool async_load, bool use_pip, void* pExtraData, Script::CStruct *pStruct); // create or load the asset virtual int Load(uint32* p_data, int data_size); // create or load the asset virtual int Unload(); // Unload the asset virtual int Reload(const char *p_file); virtual bool LoadFinished(); // Check to make sure asset is actually there virtual const char * Name(); // printable name, for debugging virtual EAssetType GetType(); // type is hard wired into asset class private: }; } // end namespace Ass #endif // #ifndef __GEL_SKINASSET_H__