NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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resource.hpp
1#pragma once
2#include <game/bases/d_dvd.hpp>
3#include <game/mLib/m_2d/resource.hpp>
4#include <game/mLib/m_allocator.hpp>
5#include <lib/egg/core/eggHeap.h>
6#include <nw4r/lyt.h>
7
8namespace d2d {
9
10class ResAccMult_c : public m2d::ResAccIf_c {
12 public:
13 virtual void* GetResource(ulong type, const char *name, size_t *size);
14 virtual nw4r::ut::Font *GetFont(const char *name);
15 };
16
17public:
18 ResAccMult_c();
19 virtual ~ResAccMult_c();
20 virtual void creater();
21
22 void *getResource(unsigned long, const char *);
23
24 InternalAccessor mInternalAccessor;
25};
26
27class ResAccMultLoader_c : public ResAccMult_c {
28public:
29 ResAccMultLoader_c();
30 virtual ~ResAccMultLoader_c();
31
32 bool requestEx(const char *name, int i);
33 bool request(const char *name);
34 bool remove();
35
36 static bool create(EGG::Heap *heap, ulong size);
37
38private:
39 void *mpResource;
40 dDvd::loader_c mLoader;
41
42 static mAllocator_c *ms_res_allocator;
43};
44
45} // namespace d2d
An allocator class that wraps an EGG:Allocator .
2D engine namespace. Deals with drawing anything 2D, like the HUD and small scores.
Definition global.hpp:9