72class TextureFileCache;
73class StreamingTextureClass;
74struct StreamingTextureConfig;
267 const char * filename,
270 bool allow_compression=
true,
272 bool allow_reduction=
true
virtual bool Is_Done(void)=0
virtual ~AssetIterator(void)
virtual const char * Current_Item_Name(void)=0
virtual int Current_Item_Class_ID(void)=0
HTreeManagerClass HTreeManager
bool Load_Prototype(ChunkLoadClass &cload)
virtual AssetIterator * Create_HTree_Iterator(void)
virtual void Add_Font3DData(Font3DDataClass *font)
DynamicVectorClass< PrototypeClass * > Prototypes
virtual TextureClass * Get_Texture(const char *filename, MipCountType mip_level_count=MIP_LEVELS_ALL, WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN, bool allow_compression=true, TextureBaseClass::TexAssetType type=TextureBaseClass::TEX_REGULAR, bool allow_reduction=true)
void Set_WW3D_Load_On_Demand(bool on_off)
SList< Font3DDataClass > Font3DDatas
@ PROTOTYPE_HASH_TABLE_SIZE
virtual bool Load_3D_Assets(const char *filename)
virtual MetalMapManagerClass * Peek_Metal_Map_Manager()
virtual Font3DDataClass * Get_Font3DData(const char *name)
void Add_Prototype(PrototypeClass *newproto)
PrototypeClass ** PrototypeHashTable
MetalMapManagerClass * MetalManager
virtual void Load_Procedural_Textures()
virtual void Release_All_FontChars(void)
static void Delete_This(void)
virtual AssetIterator * Create_HAnim_Iterator(void)
TextureFileCache * TextureCache
virtual bool Render_Obj_Exists(const char *name)
virtual void Release_Unused_Textures(void)
virtual void Release_All_Font3DDatas(void)
virtual RenderObjClass * Create_Render_Obj(const char *name)
HAnimManagerClass HAnimManager
virtual ~WW3DAssetManager(void)
HashTemplateClass< StringClass, TextureClass * > & Texture_Hash()
PrototypeClass * Find_Prototype(const char *name)
static WW3DAssetManager * Get_Instance(void)
bool Get_WW3D_Load_On_Demand(void)
SimpleDynVecClass< FontCharsClass * > FontCharsList
virtual void Release_Unused_Assets(void)
virtual FontCharsClass * Get_FontChars(const char *name, int point_size, bool is_bold=false)
virtual AssetIterator * Create_Font3DData_Iterator(void)
virtual void Release_Unused_Font3DDatas(void)
PrototypeLoaderClass * Find_Prototype_Loader(int chunk_id)
virtual void Remove_Font3DData(Font3DDataClass *font)
virtual RenderObjIterator * Create_Render_Obj_Iterator(void)
HashTemplateClass< StringClass, TextureClass * > TextureHash
friend class HTreeIterator
virtual void Register_Prototype_Loader(PrototypeLoaderClass *loader)
virtual HAnimClass * Get_HAnim(const char *name)
static void Log_Texture_Statistics()
virtual Font3DInstanceClass * Get_Font3DInstance(const char *name)
static WW3DAssetManager * TheInstance
virtual HTreeClass * Get_HTree(const char *name)
virtual void Release_Render_Obj_Iterator(RenderObjIterator *)
friend class TextureIterator
virtual void Release_Texture(TextureClass *)
virtual void Create_Asset_List(DynamicVectorClass< StringClass > &model_exclusion_list)
virtual void Release_All_Textures(void)
virtual bool Add_Anim(HAnimClass *new_anim)
friend class Font3DInstanceClass
virtual void Free_Assets(void)
@ PROTOLOADERS_VECTOR_SIZE
@ PROTOLOADERS_GROWTH_RATE
friend class RObjIterator
friend class HAnimIterator
DynamicVectorClass< PrototypeLoaderClass * > PrototypeLoaders
virtual void Free_Assets_With_Exclusion_List(const DynamicVectorClass< StringClass > &model_exclusion_list)
bool Get_Activate_Fog_On_Load(void)
bool Activate_Fog_On_Load
void Remove_Prototype(PrototypeClass *proto)
void Set_Activate_Fog_On_Load(bool on_off)
friend class Font3DDataIterator