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Copy file name to clipboardExpand all lines: Spore ModAPI/Spore/App/Thumbnail_cImportExport.h
+3-3Lines changed: 3 additions & 3 deletions
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#include<Spore\Internal.h>
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#include<Spore\App\IMessageListener.h>
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#include<Spore\Resource\ResourceObject.h>
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#include<Spore\Resource\DatabasePackedFile.h>
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#include<Spore\Resource\Database.h>
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#include<Spore\RenderWare\Raster.h>
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#include<EASTL\hash_map.h>
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#include<EASTL\string.h>
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///
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/// @param pResource The resource object to encode inside the PNG. It will be encoded using the appropriate Resource::IResourceFactory
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/// @param pImage The raster that is written as the image
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/// @param pDBPF The DBPF taht contains the pollen metadata, and where the PNG will be saved
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/// @param database The Database taht contains the pollen metadata, and where the PNG will be saved
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/// @param forceReplace [Optional] If false (by default), if the `.png` already exists in the folder, it will try writing variants like `(1)`, `(2)`,...
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/// @param disableSteganography [Optional] If false (by default), the data in the `.png` will be stored in a special way meant to save space.
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/// @returns `true` on success, `false` if something failed.
Copy file name to clipboardExpand all lines: Spore ModAPI/Spore/Resource/IResourceManager.h
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/// for example, `.raster` and `.rw4` are assigned to the same resource type.
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///
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/// You can assign your own factories or delete existing ones, but if that is not an option, ResourceManager provides a method to find
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/// the DatabasePackedFile that contains a certain file. This way, ResourceManager can always be used to get files, either via the GetResource
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/// method or the GetDBPF one. The DBPFs are stored in the resource manager according to their priority.
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/// the Database that contains a certain file. This way, ResourceManager can always be used to get files, either via the GetResource
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/// method or the FindDatabase one. The databases are stored in the resource manager according to their priority.
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///
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/// The manager contains a list of ICache instances that is used to avoid repeteadly creating new instances of a resource that
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/// already exists. The IResourceManager::GetPrivateResource() method can be used instead of IResourceManager::GetResource() to forcibly create a new resource even if it's already
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/// Gets the resource that has the given ResourceKey name.
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/// If the resource is contained in the cache, that will be used.
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/// The name will be modified to use the correct types, according to the mappings in this manager.
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/// The resource will be seached in all the DBPF files in this manager, unless a specific one is specified.
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/// The resource will be seached in all the databases in this manager, unless a specific one is specified.
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/// Once the file is found, the correct factory will be used to generate the appropiate resource, unless
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/// a specific IResourceFactory is specified.
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///
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IResourceFactory* pFactory = nullptr,
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const ResourceKey* pCacheName = nullptr) = 0;
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/// Writes the given resource to a package file. If the DBPF is specified in this method, a new file will
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/// always be created on it even if it does not exist yet; however, if no DBPF is specified, the resource
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/// will be written in the first DBPF that contains a file with the given name.
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/// If there is a problem while writing the resource, the file on the DBPF will be deleted.
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/// Writes the given resource to a package file. If the database is specified in this method, a new file will
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/// always be created on it even if it does not exist yet; however, if no database is specified, the resource
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/// will be written in the first database that contains a file with the given name.
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/// If there is a problem while writing the resource, the file on the database will be deleted.
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///
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/// @param pResource[in] The ResourceObject to write. It will be written according to the IResourceFactory specified or the one that corresponds to the typeID.
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/// @param pFactoryData[in] [Optional] Additional data that is passed to the resource factory, usually null.
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