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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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<Image*>(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
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