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//-----------------------------------------------------------------------------
// Name: voicefile.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <map>
#include <string>
class AssetManager;
class VoiceFile : public AssetInfo {
std::map<std::string, std::string> voice_paths;
std::string null_string;
public:
VoiceFile(AssetManager* owner, uint32_t asset_id);
const std::string& GetVoicePath(const std::string voice);
int Load(const std::string& path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
void ReportLoad() override;
void ReturnPaths(PathSet& path_set) override;
static AssetType GetType() { return VOICE_FILE_ASSET; }
static const char* GetTypeName() { return "VOICE_FILE_ASSET"; }
static bool AssetWarning() { return true; }
AssetLoaderBase* NewLoader() override;
};
typedef AssetRef<VoiceFile> VoiceFileRef;
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