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Add functions to load a specified resource from the plClientResMgr onto a plate.
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@ -35,6 +35,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include "plPlates.h"
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#include "plJPEG/plJPEG.h"
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#include "plGImage/plPNG.h"
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#include "plGImage/plMipmap.h"
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#include "plSurface/plLayer.h"
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#include "plSurface/hsGMaterial.h"
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@ -43,6 +44,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include "hsGDeviceRef.h"
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#include "hsResMgr.h"
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#include "plPipeDebugFlags.h"
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#include "plClientResMgr/plClientResMgr.h"
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// A bit of a hack so that we will have the correct instance in the SceneViewer
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@ -526,6 +528,33 @@ void plPlate::ReloadFromJPEGResource( const char *resName, UInt32 colorKey )
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}
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}
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void plPlate::CreateFromResourceDat(const char *resName)
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{
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if (resName)
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{
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plMipmap* resTexture = TRACKED_NEW plMipmap;
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resTexture->CopyFrom(plClientResMgr::Instance().getResource(resName));
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char keyName[128];
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sprintf( keyName, "PlateResource#%d", fMagicUniqueKeyInt++ );
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hsgResMgr::ResMgr()->NewKey(keyName, resTexture, plLocation::kGlobalFixedLoc);
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CreateMaterial(resTexture->GetWidth(), resTexture->GetHeight(), true, resTexture);
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}
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else
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{
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// Null resource request - Create a blank Material instead
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CreateMaterial(32, 32, true);
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}
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}
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void plPlate::ReloadFromResourceDat(const char *resName)
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{
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if (resName)
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{
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fMipmap->CopyFrom(plClientResMgr::Instance().getResource(resName));
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}
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}
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//// ILink ///////////////////////////////////////////////////////////////////
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// Links a plate into a plate list, but also sorts by decreasing depth,
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// so the plate won't actually necessarily be added after the pointer
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@ -131,6 +131,8 @@ class plPlate
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void ReloadFromResource( const char *resName, UInt32 colorKey = 0x00ff00ff );
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void CreateFromJPEGResource( const char *resName, UInt32 colorKey = 0x00ff00ff );
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void ReloadFromJPEGResource( const char *resName, UInt32 colorKey = 0x00ff00ff );
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void CreateFromResourceDat( const char *resName );
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void ReloadFromResourceDat( const char *resName );
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};
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//// plGraphPlate Class Definition ///////////////////////////////////////////
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