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openmw/components/misc/resourcehelpers.hpp

45 lines
1.8 KiB
C++

#ifndef MISC_RESOURCEHELPERS_H
#define MISC_RESOURCEHELPERS_H
#include <string>
#include <string_view>
namespace VFS
{
class Manager;
}
namespace ESM
{
class RefId;
}
namespace Misc
{
// Workarounds for messy resource handling in vanilla morrowind
// The below functions are provided on a opt-in basis, instead of built into the VFS,
// so we have the opportunity to use proper resource handling for content created in OpenMW-CS.
namespace ResourceHelpers
{
bool changeExtensionToDds(std::string& path);
std::string correctResourcePath(
std::string_view topLevelDirectory, std::string_view resPath, const VFS::Manager* vfs);
std::string correctTexturePath(std::string_view resPath, const VFS::Manager* vfs);
std::string correctIconPath(std::string_view resPath, const VFS::Manager* vfs);
std::string correctBookartPath(std::string_view resPath, const VFS::Manager* vfs);
std::string correctBookartPath(std::string_view resPath, int width, int height, const VFS::Manager* vfs);
/// Use "xfoo.nif" instead of "foo.nif" if "xfoo.kf" is available
/// Note that if "xfoo.nif" is actually unavailable, we can't fall back to "foo.nif". :(
std::string correctActorModelPath(const std::string& resPath, const VFS::Manager* vfs);
std::string correctMeshPath(const std::string& resPath, const VFS::Manager* vfs);
std::string correctSoundPath(std::string_view resPath, const VFS::Manager* vfs);
/// marker objects that have a hardcoded function in the game logic, should be hidden from the player
bool isHiddenMarker(const ESM::RefId& id);
std::string getLODMeshName(int esmVersion, std::string resPath, const VFS::Manager* vfs, unsigned char lod = 0);
}
}
#endif