/* ** Command & Conquer Generals Zero Hour(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: INIMappedImage.cpp /////////////////////////////////////////////////////////////////////// // Author: Colin Day, December 2001 // Desc: Mapped image INI parsing /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/INI.h" #include "GameClient/Image.h" /////////////////////////////////////////////////////////////////////////////////////////////////// // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- /** Parse mapped image entry */ //------------------------------------------------------------------------------------------------- void INI::parseMappedImageDefinition( INI* ini ) { AsciiString name; // read the name const char* c = ini->getNextToken(); name.set( c ); // // find existing item if present, note that we do not support overrides // in the images like we do in systems that are more "design" oriented, images // are assets as they are // if( !TheMappedImageCollection ) { //We don't need it if we're in the builder... which doesn't have this. return; } Image *image = const_cast(TheMappedImageCollection->findImageByName( name )); if(image) DEBUG_ASSERTCRASH(!image->getRawTextureData(), ("We are trying to parse over an existing image that contains a non-null rawTextureData, you should fix that")); if( image == NULL ) { // image not found, create a new one image = newInstance(Image); image->setName( name ); TheMappedImageCollection->addImage(image); DEBUG_ASSERTCRASH( image, ("parseMappedImage: unable to allocate image for '%s'\n", name.str()) ); } // end if // parse the ini definition ini->initFromINI( image, image->getFieldParse()); } // end parseMappedImage