NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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resource.hpp
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#pragma once
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#include <game/bases/d_dvd.hpp>
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#include <game/mLib/m_2d/resource.hpp>
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#include <game/mLib/m_allocator.hpp>
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#include <lib/egg/core/eggHeap.h>
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#include <nw4r/lyt.h>
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namespace
d2d
{
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class
ResAccMult_c :
public
m2d::ResAccIf_c
{
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class
InternalAccessor
:
public
nw4r::lyt::ArcResourceAccessor
{
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public
:
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virtual
void
* GetResource(ulong type,
const
char
*name,
size_t
*size);
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virtual
nw4r::ut::Font
*GetFont(
const
char
*name);
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};
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public
:
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ResAccMult_c();
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virtual
~ResAccMult_c();
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virtual
void
creater();
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void
*getResource(
unsigned
long
,
const
char
*);
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InternalAccessor
mInternalAccessor;
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};
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class
ResAccMultLoader_c :
public
ResAccMult_c {
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public
:
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ResAccMultLoader_c();
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virtual
~ResAccMultLoader_c();
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bool
requestEx(
const
char
*name,
int
i);
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bool
request(
const
char
*name);
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bool
remove();
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static
bool
create(
EGG::Heap
*heap, ulong size);
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private
:
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void
*mpResource;
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dDvd::loader_c
mLoader;
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static
mAllocator_c
*ms_res_allocator;
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};
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}
// namespace d2d
EGG::Heap
Definition
eggHeap.h:14
d2d::ResAccMult_c::InternalAccessor
Definition
resource.hpp:11
dDvd::loader_c
Definition
d_dvd.hpp:7
m2d::ResAccIf_c
Definition
resource.hpp:6
mAllocator_c
An allocator class that wraps an EGG:Allocator .
Definition
m_allocator.hpp:8
nw4r::lyt::ArcResourceAccessor
Definition
lyt_arcResourceAccessor.h:47
nw4r::ut::Font
Definition
ut_Font.h:43
d2d
2D engine namespace. Deals with drawing anything 2D, like the HUD and small scores.
Definition
global.hpp:9
include
game
bases
d_2d
resource.hpp
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