thug/Code/Gel/AssMan/skinasset.h
2016-02-14 08:39:12 +11:00

60 lines
1.5 KiB
C++

////////////////////////////////////////////////////////////////////////////
// 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 <core/defines.h>
#endif
#include <gel/assman/asset.h>
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__