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41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
////////////////////////////////////////////////////////////////////////////
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// animasset.h - interface between asset manager, and the actual animation
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// provides a common interface to the
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#ifndef __GEL_ANIMASSET_H__
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#define __GEL_ANIMASSET_H__
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#ifndef __CORE_DEFINES_H
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#include <core/defines.h>
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#endif
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#include <gel/assman/asset.h>
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namespace Ass
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{
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class CAnimAsset : public CAsset
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{
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public:
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virtual int Load(const char *p_file, bool async_load, bool use_pip, void* pExtraData, Script::CStruct *pStruct); // create or load the asset
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virtual int Load(uint32* p_data, int data_size); // create or load the asset
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virtual int Unload(); // Unload the asset
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virtual int Reload(const char *p_file);
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virtual bool LoadFinished(); // Check to make sure asset is actually there
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virtual const char * Name(); // printable name, for debugging
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virtual EAssetType GetType(); // type is hard wired into asset class
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private:
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};
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} // end namespace Ass
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#endif // #ifndef __GEL_ASSET_H__
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