Converts all game, gui editor, and system classes to utilize assets

Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
This commit is contained in:
Areloch 2021-07-19 01:07:08 -05:00
parent 83b0432283
commit 5525f8ecdd
1708 changed files with 19619 additions and 4596 deletions

View file

@ -40,6 +40,8 @@
#include "gfx/gfxTextureHandle.h"
#endif
#include "T3D/assets/ImageAsset.h"
class SFXAmbience;
class SFXSoundscape;
@ -101,8 +103,11 @@ class LevelInfo : public NetObject
void _onLMActivate(const char *lm, bool enable);
protected:
// Name (path) of the accumulation texture.
String mAccuTextureName;
DECLARE_IMAGEASSET(LevelInfo, AccuTexture, onAccuTextureChanged, GFXStaticTextureSRGBProfile);
DECLARE_IMAGEASSET_SETGET(LevelInfo, AccuTexture);
void onAccuTextureChanged() {}
public:
@ -137,13 +142,11 @@ class LevelInfo : public NetObject
UpdateMask = BIT(0)
};
GFXTexHandle mAccuTexture;
virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
static bool _setLevelAccuTexture(void *object, const char *index, const char *data);
void setLevelAccuTexture(const String& name);
void setLevelAccuTexture(StringTableEntry name);
/// @}
};
#endif // _LEVELINFO_H_
#endif // _LEVELINFO_H_