2023-11-19 21:07:21 +00:00

60 lines
2.2 KiB
C++

#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "SearchPath/ISearchPath.h"
#include "SearchPath/SearchPaths.h"
#include "Zone/Zone.h"
class ObjLoading
{
public:
static class Configuration_t
{
public:
bool Verbose = false;
bool MenuPermissiveParsing = false;
bool MenuNoOptimization = false;
} Configuration;
/**
* \brief Loads all containers that are being referenced by the specified zone.
* \param searchPath The search path to use to find the referenced containers.
* \param zone The zone to load all referenced containers of.
*/
static void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone);
/**
* \brief Unloads all containers that were referenced by a specified zone. If referenced by more than one zone a container will only be unloaded once all
* referencing zones were unloaded the container. \param zone The zone to unload all referenced containers for.
*/
static void UnloadContainersOfZone(Zone* zone);
/**
* \brief Loads all IWDs that can be found in a specified search path.
* \param searchPath The search path that contains IWDs to be loaded.
*/
static void LoadIWDsInSearchPath(ISearchPath* searchPath);
/**
* \brief Unloads all IWDs that were loaded from the specified search path.
* \param searchPath The search path that was used to load the IWDs to be unloaded.
*/
static void UnloadIWDsInSearchPath(ISearchPath* searchPath);
/**
* \brief Creates a \c SearchPaths object containing all IWDs that are currently loaded.
* \return A \c SearchPaths object containing all IWDs that are currently loaded.
*/
static SearchPaths GetIWDSearchPaths();
/**
* \brief Loads the obj data for all assets of a zone.
* \param searchPath The search path to use to search for all obj data files.
* \param zone The zone of the assets to load the obj data for.
*/
static void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone);
static bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName);
static void FinalizeAssetsForZone(AssetLoadingContext* context);
};