Fixed asset name map conflict checks to be case-insensitive, new icons for export dialog disc filesystem tree, regenerated asset names
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@ -188,7 +188,7 @@ void GenerateAssetNames(CGameProject *pProj)
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{
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{
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CMaterialPass *pPass = pMat->Pass(iPass);
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CMaterialPass *pPass = pMat->Pass(iPass);
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if (pPass->Texture() && !pPass->Texture()->Entry()->IsCategorized())
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if (pPass->Texture())
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ApplyGeneratedName(pPass->Texture()->Entry(), WorldDir + L"sky\\sourceimages\\", pPass->Texture()->Entry()->Name());
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ApplyGeneratedName(pPass->Texture()->Entry(), WorldDir + L"sky\\sourceimages\\", pPass->Texture()->Entry()->Name());
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}
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}
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}
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}
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@ -19,11 +19,6 @@ class CAssetNameMap
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TWideString Directory;
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TWideString Directory;
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CFourCC Type; // This is mostly just needed to verify no name conflicts
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CFourCC Type; // This is mostly just needed to verify no name conflicts
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bool operator<(const SAssetNameInfo& rkOther) const
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{
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return FullPath() < rkOther.FullPath();
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}
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TWideString FullPath() const
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TWideString FullPath() const
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{
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{
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return Directory + Name + L'.' + Type.ToString().ToUTF16();
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return Directory + Name + L'.' + Type.ToString().ToUTF16();
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@ -33,6 +28,16 @@ class CAssetNameMap
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{
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{
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rArc << SERIAL_AUTO(Name) << SERIAL_AUTO(Directory) << SERIAL_AUTO(Type);
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rArc << SERIAL_AUTO(Name) << SERIAL_AUTO(Directory) << SERIAL_AUTO(Type);
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}
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}
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bool operator<(const SAssetNameInfo& rkOther) const
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{
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return FullPath().ToUpper() < rkOther.FullPath().ToUpper();
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}
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bool operator==(const SAssetNameInfo& rkOther) const
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{
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return FullPath().CaseInsensitiveCompare(rkOther.FullPath());
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}
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};
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};
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std::set<SAssetNameInfo> mUsedSet; // Used to prevent name conflicts
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std::set<SAssetNameInfo> mUsedSet; // Used to prevent name conflicts
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@ -22,7 +22,7 @@ CExportGameDialog::CExportGameDialog(const QString& rkIsoPath, const QString& rk
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, mGame(eUnknownGame)
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, mGame(eUnknownGame)
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, mRegion(eRegion_Unknown)
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, mRegion(eRegion_Unknown)
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, mTrilogy(false)
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, mTrilogy(false)
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, mExportSuccess(true)
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, mExportSuccess(false)
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{
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{
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mpUI->setupUi(this);
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mpUI->setupUi(this);
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@ -91,6 +91,7 @@ void CExportGameDialog::InitUI(QString ExportDir)
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QTreeWidgetItem *pTreeRoot = new QTreeWidgetItem((QTreeWidgetItem*) nullptr, QStringList(QString("Disc")));
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QTreeWidgetItem *pTreeRoot = new QTreeWidgetItem((QTreeWidgetItem*) nullptr, QStringList(QString("Disc")));
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mpUI->DiscFstTreeWidget->addTopLevelItem(pTreeRoot);
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mpUI->DiscFstTreeWidget->addTopLevelItem(pTreeRoot);
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RecursiveAddToTree(pkDiscRoot, pTreeRoot);
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RecursiveAddToTree(pkDiscRoot, pTreeRoot);
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pTreeRoot->setIcon(0, QIcon(":/icons/Disc_16px.png"));
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pTreeRoot->setExpanded(true);
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pTreeRoot->setExpanded(true);
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// Signals and slots
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// Signals and slots
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@ -269,8 +270,8 @@ void RecursiveAddToTree(const nod::Node *pkNode, QTreeWidgetItem *pParent)
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});
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});
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// Add nodes to tree
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// Add nodes to tree
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static const QIcon skFileIcon = QIcon(":/icons/New.png");
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static const QIcon skFileIcon = QIcon(":/icons/New_16px.png");
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static const QIcon skDirIcon = QIcon(":/icons/Open_24px.png");
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static const QIcon skDirIcon = QIcon(":/icons/Open_16px.png");
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for (auto Iter = NodeList.begin(); Iter != NodeList.end(); Iter++)
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for (auto Iter = NodeList.begin(); Iter != NodeList.end(); Iter++)
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{
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{
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@ -67,5 +67,8 @@
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<file>icons/X_16px.png</file>
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<file>icons/X_16px.png</file>
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<file>icons/ArrowL_16px.png</file>
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<file>icons/ArrowL_16px.png</file>
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<file>icons/Search_16px.png</file>
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<file>icons/Search_16px.png</file>
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<file>icons/Open_16px.png</file>
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<file>icons/New_16px.png</file>
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<file>icons/Disc_16px.png</file>
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</qresource>
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</qresource>
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</RCC>
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</RCC>
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