mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-20 10:25:40 +00:00
Linux build fixes
This commit is contained in:
@@ -2,6 +2,8 @@
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#include <Common/Math/CTransform4f.h>
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#include <Common/Math/MathUtil.h>
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#include <cfloat>
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CAnimation::CAnimation(CResourceEntry *pEntry /*= 0*/)
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: CResource(pEntry)
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, mDuration(0.f)
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@@ -5,6 +5,8 @@
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#include <Common/Macros.h>
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#include <Common/Math/MathUtil.h>
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#include <cfloat>
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// ************ CBone ************
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CBone::CBone(CSkeleton *pSkel)
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: mpSkeleton(pSkel)
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@@ -21,10 +21,6 @@ CGameArea::~CGameArea()
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for (uint32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
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delete mScriptLayers[iSCLY];
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for (uint32 iLyr = 0; iLyr < mLightLayers.size(); iLyr++)
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for (uint32 iLight = 0; iLight < mLightLayers[iLyr].size(); iLight++)
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delete mLightLayers[iLyr][iLight];
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}
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CDependencyTree* CGameArea::BuildDependencyTree() const
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@@ -53,7 +53,7 @@ class CGameArea : public CResource
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// Collision
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std::unique_ptr<CCollisionMeshGroup> mpCollision;
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// Lights
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std::vector<std::vector<CLight*>> mLightLayers;
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std::vector<std::vector<CLight>> mLightLayers;
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// Path Mesh
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CAssetID mPathID;
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// Portal Area
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@@ -98,7 +98,7 @@ public:
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inline CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index]; }
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inline uint32 NumLightLayers() const { return mLightLayers.size(); }
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inline uint32 NumLights(uint32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
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inline CLight* Light(uint32 LayerIndex, uint32 LightIndex) const { return mLightLayers[LayerIndex][LightIndex]; }
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inline CLight* Light(uint32 LayerIndex, uint32 LightIndex) { return &mLightLayers[LayerIndex][LightIndex]; }
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inline CAssetID PathID() const { return mPathID; }
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inline CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
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inline CAssetID PortalAreaID() const { return mPortalAreaID; }
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@@ -3,7 +3,7 @@
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#include "Core/Render/CDrawUtil.h"
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#include "Core/Render/CRenderer.h"
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CDynamicVertexBuffer CFont::smGlyphVertices;
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std::optional<CDynamicVertexBuffer> CFont::smGlyphVertices;
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CIndexBuffer CFont::smGlyphIndices;
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bool CFont::smBuffersInitialized = false;
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@@ -43,7 +43,7 @@ CVector2f CFont::RenderString(const TString& rkString, CRenderer* /*pRenderer*/,
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GLuint ColorLoc = pTextShader->GetUniformLocation("FontColor");
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GLuint LayerLoc = pTextShader->GetUniformLocation("RGBALayer");
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mpFontTexture->Bind(0);
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smGlyphVertices.Bind();
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smGlyphVertices->Bind();
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glDisable(GL_DEPTH_TEST);
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// Initialize some more stuff before we start the character loop
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@@ -116,7 +116,7 @@ CVector2f CFont::RenderString(const TString& rkString, CRenderer* /*pRenderer*/,
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// Load shader uniforms, buffer texture
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glUniformMatrix4fv(ModelMtxLoc, 1, GL_FALSE, (GLfloat*) &GlyphTransform);
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smGlyphVertices.BufferAttrib(EVertexAttribute::Tex0, &pGlyph->TexCoords);
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smGlyphVertices->BufferAttrib(EVertexAttribute::Tex0, &pGlyph->TexCoords);
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// Draw fill
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glUniform1i(LayerLoc, GlyphLayer);
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@@ -148,8 +148,9 @@ CVector2f CFont::RenderString(const TString& rkString, CRenderer* /*pRenderer*/,
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void CFont::InitBuffers()
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{
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smGlyphVertices.SetActiveAttribs(EVertexAttribute::Position | EVertexAttribute::Tex0);
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smGlyphVertices.SetVertexCount(4);
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smGlyphVertices.emplace();
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smGlyphVertices->SetActiveAttribs(EVertexAttribute::Position | EVertexAttribute::Tex0);
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smGlyphVertices->SetVertexCount(4);
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CVector3f Vertices[4] = {
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CVector3f( 0.f, 0.f, 0.f),
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@@ -157,7 +158,7 @@ void CFont::InitBuffers()
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CVector3f( 0.f, -2.f, 0.f),
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CVector3f( 2.f, -2.f, 0.f)
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};
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smGlyphVertices.BufferAttrib(EVertexAttribute::Position, Vertices);
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smGlyphVertices->BufferAttrib(EVertexAttribute::Position, Vertices);
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CVector2f TexCoords[4] = {
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CVector2f(0.f, 0.f),
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@@ -165,7 +166,7 @@ void CFont::InitBuffers()
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CVector2f(0.f, 1.f),
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CVector2f(1.f, 1.f)
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};
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smGlyphVertices.BufferAttrib(EVertexAttribute::Tex0, TexCoords);
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smGlyphVertices->BufferAttrib(EVertexAttribute::Tex0, TexCoords);
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smGlyphIndices.Reserve(4);
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smGlyphIndices.AddIndex(0);
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@@ -176,3 +177,12 @@ void CFont::InitBuffers()
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smBuffersInitialized = true;
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}
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void CFont::ShutdownBuffers()
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{
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if (smBuffersInitialized)
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{
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smGlyphVertices = std::nullopt;
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smBuffersInitialized = false;
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}
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}
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@@ -9,6 +9,7 @@
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#include "Core/OpenGL/CIndexBuffer.h"
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#include <Common/BasicTypes.h>
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#include <optional>
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#include <string>
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#include <unordered_map>
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@@ -20,9 +21,9 @@ class CFont : public CResource
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{
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DECLARE_RESOURCE_TYPE(Font)
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friend class CFontLoader;
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static CDynamicVertexBuffer smGlyphVertices; // This is the vertex buffer used to draw glyphs. It has two attributes - Pos and Tex0. Tex0 should be updated for each glyph.
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static CIndexBuffer smGlyphIndices; // This is the index buffer used to draw glyphs. It uses a triangle strip.
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static bool smBuffersInitialized; // This bool indicates whether the vertex/index buffer have been initialized. Checked at the start of RenderString().
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static std::optional<CDynamicVertexBuffer> smGlyphVertices; // This is the vertex buffer used to draw glyphs. It has two attributes - Pos and Tex0. Tex0 should be updated for each glyph.
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static CIndexBuffer smGlyphIndices; // This is the index buffer used to draw glyphs. It uses a triangle strip.
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static bool smBuffersInitialized; // This bool indicates whether the vertex/index buffer have been initialized. Checked at the start of RenderString().
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uint32 mUnknown; // Value at offset 0x8. Not sure what this is. Including for experimentation purposes.
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uint32 mLineHeight; // Height of each line, in points
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@@ -70,7 +71,8 @@ public:
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inline TString FontName() const { return mFontName; }
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inline CTexture* Texture() const { return mpFontTexture; }
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private:
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void InitBuffers();
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static void InitBuffers();
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static void ShutdownBuffers();
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};
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#endif // CFONT_H
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@@ -216,56 +216,56 @@ void CLight::Load() const
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}
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// ************ STATIC ************
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CLight* CLight::BuildLocalAmbient(const CVector3f& rkPosition, const CColor& rkColor)
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CLight CLight::BuildLocalAmbient(const CVector3f& rkPosition, const CColor& rkColor)
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{
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CLight *pLight = new CLight;
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pLight->mType = ELightType::LocalAmbient;
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pLight->mPosition = rkPosition;
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pLight->mDirection = skDefaultLightDir;
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pLight->mColor = rkColor;
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pLight->mSpotCutoff = 0.f;
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CLight pLight;
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pLight.mType = ELightType::LocalAmbient;
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pLight.mPosition = rkPosition;
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pLight.mDirection = skDefaultLightDir;
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pLight.mColor = rkColor;
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pLight.mSpotCutoff = 0.f;
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return pLight;
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}
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CLight* CLight::BuildDirectional(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor)
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CLight CLight::BuildDirectional(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor)
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{
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CLight *pLight = new CLight;
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pLight->mType = ELightType::Directional;
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pLight->mPosition = rkPosition;
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pLight->mDirection = rkDirection;
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pLight->mColor = rkColor;
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pLight->mSpotCutoff = 0.f;
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CLight pLight;
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pLight.mType = ELightType::Directional;
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pLight.mPosition = rkPosition;
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pLight.mDirection = rkDirection;
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pLight.mColor = rkColor;
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pLight.mSpotCutoff = 0.f;
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return pLight;
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}
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CLight* CLight::BuildSpot(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor, float Cutoff)
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CLight CLight::BuildSpot(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor, float Cutoff)
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{
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CLight *pLight = new CLight;
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pLight->mType = ELightType::Spot;
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pLight->mPosition = rkPosition;
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pLight->mDirection = -rkDirection.Normalized();
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pLight->mColor = rkColor;
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pLight->mSpotCutoff = Cutoff * 0.5f;
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pLight->mAngleAttenCoefficients = pLight->CalculateSpotAngleAtten();
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CLight pLight;
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pLight.mType = ELightType::Spot;
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pLight.mPosition = rkPosition;
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pLight.mDirection = -rkDirection.Normalized();
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pLight.mColor = rkColor;
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pLight.mSpotCutoff = Cutoff * 0.5f;
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pLight.mAngleAttenCoefficients = pLight.CalculateSpotAngleAtten();
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return pLight;
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}
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CLight* CLight::BuildCustom(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor,
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float DistAttenA, float DistAttenB, float DistAttenC,
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float AngleAttenA, float AngleAttenB, float AngleAttenC)
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CLight CLight::BuildCustom(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor,
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float DistAttenA, float DistAttenB, float DistAttenC,
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float AngleAttenA, float AngleAttenB, float AngleAttenC)
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{
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CLight *pLight = new CLight;
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pLight->mType = ELightType::Custom;
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pLight->mPosition = rkPosition;
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pLight->mDirection = rkDirection;
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pLight->mColor = rkColor;
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pLight->mSpotCutoff = 0.f;
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pLight->mDistAttenCoefficients.X = DistAttenA;
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pLight->mDistAttenCoefficients.Y = DistAttenB;
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pLight->mDistAttenCoefficients.Z = DistAttenC;
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pLight->mAngleAttenCoefficients.X = AngleAttenA;
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pLight->mAngleAttenCoefficients.Y = AngleAttenB;
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pLight->mAngleAttenCoefficients.Z = AngleAttenC * AngleAttenC;
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CLight pLight;
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pLight.mType = ELightType::Custom;
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pLight.mPosition = rkPosition;
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pLight.mDirection = rkDirection;
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pLight.mColor = rkColor;
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pLight.mSpotCutoff = 0.f;
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pLight.mDistAttenCoefficients.X = DistAttenA;
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pLight.mDistAttenCoefficients.Y = DistAttenB;
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pLight.mDistAttenCoefficients.Z = DistAttenC;
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pLight.mAngleAttenCoefficients.X = AngleAttenA;
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pLight.mAngleAttenCoefficients.Y = AngleAttenB;
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pLight.mAngleAttenCoefficients.Z = AngleAttenC * AngleAttenC;
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return pLight;
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}
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@@ -69,10 +69,10 @@ public:
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void Load() const;
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// Static
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static CLight* BuildLocalAmbient(const CVector3f& rkPosition, const CColor& rkColor);
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static CLight* BuildDirectional(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor);
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static CLight* BuildSpot(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor, float Cutoff);
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static CLight* BuildCustom(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor,
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static CLight BuildLocalAmbient(const CVector3f& rkPosition, const CColor& rkColor);
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static CLight BuildDirectional(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor);
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static CLight BuildSpot(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor, float Cutoff);
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static CLight BuildCustom(const CVector3f& rkPosition, const CVector3f& rkDirection, const CColor& rkColor,
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float DistAttenA, float DistAttenB, float DistAttenC,
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float AngleAttenA, float AngleAttenB, float AngleAttenC);
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@@ -40,11 +40,13 @@ class CMaterial
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friend class CMaterialLoader;
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friend class CMaterialCooker;
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public:
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enum class EShaderStatus
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{
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NoShader, ShaderExists, ShaderFailed
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};
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private:
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// Statics
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static uint64 sCurrentMaterial; // The hash for the currently bound material
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static CColor sCurrentTint; // The tint for the currently bound material
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@@ -2,7 +2,7 @@
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#include <Common/Macros.h>
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#include <algorithm>
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std::unordered_map<EResourceType, CResTypeInfo*> CResTypeInfo::smTypeMap;
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std::unordered_map<EResourceType, std::unique_ptr<CResTypeInfo>> CResTypeInfo::smTypeMap;
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CResTypeInfo::CResTypeInfo(EResourceType Type, const TString& rkTypeName, const TString& rkRetroExtension)
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: mType(Type)
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@@ -15,7 +15,7 @@ CResTypeInfo::CResTypeInfo(EResourceType Type, const TString& rkTypeName, const
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#if !PUBLIC_RELEASE
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ASSERT(smTypeMap.find(Type) == smTypeMap.end());
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#endif
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smTypeMap[Type] = this;
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smTypeMap[Type] = std::unique_ptr<CResTypeInfo>(this);
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}
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bool CResTypeInfo::IsInGame(EGame Game) const
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@@ -48,7 +48,7 @@ void CResTypeInfo::GetAllTypesInGame(EGame Game, std::list<CResTypeInfo*>& rOut)
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{
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for (auto Iter = smTypeMap.begin(); Iter != smTypeMap.end(); Iter++)
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{
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CResTypeInfo *pType = Iter->second;
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CResTypeInfo *pType = Iter->second.get();
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if (pType->IsInGame(Game))
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rOut.push_back(pType);
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@@ -78,7 +78,7 @@ CResTypeInfo* CResTypeInfo::TypeForCookedExtension(EGame Game, CFourCC Ext)
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// Not cached - do a slow lookup
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for (auto Iter = smTypeMap.begin(); Iter != smTypeMap.end(); Iter++)
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{
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CResTypeInfo *pType = Iter->second;
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CResTypeInfo *pType = Iter->second.get();
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if (pType->CookedExtension(Game) == Ext)
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{
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@@ -98,6 +98,12 @@ CResTypeInfo* CResTypeInfo::TypeForCookedExtension(EGame Game, CFourCC Ext)
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return nullptr;
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}
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CResTypeInfo* CResTypeInfo::FindTypeInfo(EResourceType Type)
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{
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auto Iter = smTypeMap.find(Type);
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return (Iter == smTypeMap.end() ? nullptr : Iter->second.get());
|
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}
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// ************ SERIALIZATION ************
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void Serialize(IArchive& rArc, CResTypeInfo*& rpType)
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{
|
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@@ -25,11 +25,12 @@ class CResTypeInfo
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bool mCanHaveDependencies;
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bool mCanBeCreated;
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|
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static std::unordered_map<EResourceType, CResTypeInfo*> smTypeMap;
|
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static std::unordered_map<EResourceType, std::unique_ptr<CResTypeInfo>> smTypeMap;
|
||||
|
||||
// Private Methods
|
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CResTypeInfo(EResourceType Type, const TString& rkTypeName, const TString& rkRetroExtension);
|
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~CResTypeInfo() {}
|
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~CResTypeInfo() = default;
|
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friend class std::default_delete<CResTypeInfo>;
|
||||
|
||||
// Public Methods
|
||||
public:
|
||||
@@ -47,11 +48,7 @@ public:
|
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static void GetAllTypesInGame(EGame Game, std::list<CResTypeInfo*>& rOut);
|
||||
static CResTypeInfo* TypeForCookedExtension(EGame, CFourCC Ext);
|
||||
|
||||
inline static CResTypeInfo* FindTypeInfo(EResourceType Type)
|
||||
{
|
||||
auto Iter = smTypeMap.find(Type);
|
||||
return (Iter == smTypeMap.end() ? nullptr : Iter->second);
|
||||
}
|
||||
static CResTypeInfo* FindTypeInfo(EResourceType Type);
|
||||
|
||||
private:
|
||||
// Creation
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "CTexture.h"
|
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#include <cmath>
|
||||
|
||||
CTexture::CTexture(CResourceEntry *pEntry /*= 0*/)
|
||||
: CResource(pEntry)
|
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@@ -143,7 +144,7 @@ float CTexture::ReadTexelAlpha(const CVector2f& rkTexCoord)
|
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// todo: support texel formats other than DXT1
|
||||
// DXT1 is definitely the most complicated one anyway; try reusing CTextureDecoder functions for other formats
|
||||
uint32 TexelX = (uint32) ((mWidth - 1) * rkTexCoord.X);
|
||||
uint32 TexelY = (uint32) ((mHeight - 1) * (1.f - fmodf(rkTexCoord.Y, 1.f)));
|
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uint32 TexelY = (uint32) ((mHeight - 1) * (1.f - std::fmod(rkTexCoord.Y, 1.f)));
|
||||
|
||||
if (mTexelFormat == ETexelFormat::DXT1 && mBufferExists)
|
||||
{
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "CCollisionRenderData.h"
|
||||
#include <Core/Render/CDrawUtil.h>
|
||||
#include <algorithm>
|
||||
|
||||
/** Build from collision data */
|
||||
void CCollisionRenderData::BuildRenderData(const SCollisionIndexData& kIndexData)
|
||||
|
||||
@@ -99,6 +99,7 @@ enum class EUVAnimMode
|
||||
ConvolutedModeA = 0x7,
|
||||
ConvolutedModeB = 0x8,
|
||||
SimpleMode = 0xA,
|
||||
Eleven = 0xB,
|
||||
NoUVAnim = -1
|
||||
};
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
|
||||
#include <Common/CFourCC.h>
|
||||
|
||||
#include <cfloat>
|
||||
#include <iostream>
|
||||
|
||||
CAreaLoader::CAreaLoader()
|
||||
@@ -151,7 +152,7 @@ void CAreaLoader::ReadSCLYPrime()
|
||||
CFourCC SCGN = mpMREA->ReadFourCC();
|
||||
|
||||
if (SCGN != FOURCC('SCGN'))
|
||||
errorf("%s [0x%X]: Invalid SCGN magic: %s", *mpMREA->GetSourceString(), mpMREA->Tell() - 4, SCGN.ToString());
|
||||
errorf("%s [0x%X]: Invalid SCGN magic: %s", *mpMREA->GetSourceString(), mpMREA->Tell() - 4, *SCGN.ToString());
|
||||
|
||||
else
|
||||
{
|
||||
@@ -191,7 +192,7 @@ void CAreaLoader::ReadLightsPrime()
|
||||
mpMREA->Seek(0x4, SEEK_CUR);
|
||||
|
||||
// Relevant data is read - now we process and form a CLight out of it
|
||||
CLight *pLight;
|
||||
CLight pLight;
|
||||
|
||||
CColor LightColor = CColor(Color.X, Color.Y, Color.Z, 0.f);
|
||||
if (Multiplier < FLT_EPSILON)
|
||||
@@ -225,7 +226,7 @@ void CAreaLoader::ReadLightsPrime()
|
||||
float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
|
||||
float DistAttenB = (FalloffType == 1) ? (250.f / Multiplier) : 0.f;
|
||||
float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
|
||||
pLight->SetDistAtten(DistAttenA, DistAttenB, DistAttenC);
|
||||
pLight.SetDistAtten(DistAttenA, DistAttenB, DistAttenC);
|
||||
}
|
||||
|
||||
// Custom
|
||||
@@ -240,7 +241,7 @@ void CAreaLoader::ReadLightsPrime()
|
||||
1.f, 0.f, 0.f);
|
||||
}
|
||||
|
||||
pLight->SetLayer(iLyr);
|
||||
pLight.SetLayer(iLyr);
|
||||
mpArea->mLightLayers[iLyr][iLight] = pLight;
|
||||
}
|
||||
}
|
||||
@@ -493,7 +494,7 @@ void CAreaLoader::ReadLightsCorruption()
|
||||
mpMREA->Seek(0x18, SEEK_CUR);
|
||||
|
||||
// Relevant data is read - now we process and form a CLight out of it
|
||||
CLight *pLight;
|
||||
CLight pLight;
|
||||
|
||||
if (Multiplier < FLT_EPSILON)
|
||||
Multiplier = FLT_EPSILON;
|
||||
@@ -518,7 +519,7 @@ void CAreaLoader::ReadLightsCorruption()
|
||||
float DistAttenA = (FalloffType == 0) ? (2.f / Multiplier) : 0.f;
|
||||
float DistAttenB = (FalloffType == 1) ? (250.f / Multiplier) : 0.f;
|
||||
float DistAttenC = (FalloffType == 2) ? (25000.f / Multiplier) : 0.f;
|
||||
pLight->SetDistAtten(DistAttenA, DistAttenB, DistAttenC);
|
||||
pLight.SetDistAtten(DistAttenA, DistAttenB, DistAttenC);
|
||||
}
|
||||
|
||||
// Custom
|
||||
@@ -533,7 +534,7 @@ void CAreaLoader::ReadLightsCorruption()
|
||||
1.f, 0.f, 0.f);
|
||||
}
|
||||
|
||||
pLight->SetLayer(iLayer);
|
||||
pLight.SetLayer(iLayer);
|
||||
mpArea->mLightLayers[iLayer][iLight] = pLight;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -379,28 +379,28 @@ CMaterial* CMaterialLoader::ReadCorruptionMaterial()
|
||||
|
||||
switch (pPass->mAnimMode)
|
||||
{
|
||||
case 3: // Rotation
|
||||
case 7: // ???
|
||||
case EUVAnimMode::UVRotation: // Rotation
|
||||
case EUVAnimMode::ConvolutedModeA: // ???
|
||||
pPass->mAnimParams[0] = mpFile->ReadFloat();
|
||||
pPass->mAnimParams[1] = mpFile->ReadFloat();
|
||||
break;
|
||||
case 2: // UV Scroll
|
||||
case 4: // U Scroll
|
||||
case 5: // V Scroll
|
||||
case EUVAnimMode::UVScroll: // UV Scroll
|
||||
case EUVAnimMode::HFilmstrip: // U Scroll
|
||||
case EUVAnimMode::VFilmstrip: // V Scroll
|
||||
pPass->mAnimParams[0] = mpFile->ReadFloat();
|
||||
pPass->mAnimParams[1] = mpFile->ReadFloat();
|
||||
pPass->mAnimParams[2] = mpFile->ReadFloat();
|
||||
pPass->mAnimParams[3] = mpFile->ReadFloat();
|
||||
break;
|
||||
case 0: // Inverse ModelView Matrix
|
||||
case 1: // Inverse ModelView Matrix Translated
|
||||
case 6: // Model Matrix
|
||||
case 10: // Yet-to-be-named
|
||||
case EUVAnimMode::InverseMV: // Inverse ModelView Matrix
|
||||
case EUVAnimMode::InverseMVTranslated: // Inverse ModelView Matrix Translated
|
||||
case EUVAnimMode::ModelMatrix: // Model Matrix
|
||||
case EUVAnimMode::SimpleMode: // Yet-to-be-named
|
||||
break;
|
||||
|
||||
// Unknown/unsupported animation type
|
||||
case 8:
|
||||
case 11:
|
||||
case EUVAnimMode::ConvolutedModeB:
|
||||
case EUVAnimMode::Eleven:
|
||||
break;
|
||||
default:
|
||||
errorf("%s [0x%X]: Unsupported animation mode encountered: %d", *mpFile->GetSourceString(), mpFile->Tell() - 8, pPass->mAnimMode);
|
||||
|
||||
@@ -111,19 +111,6 @@ EGame CScriptTemplate::Game() const
|
||||
return mpGame->Game();
|
||||
}
|
||||
|
||||
// ************ PROPERTY FETCHING ************
|
||||
template<class PropType>
|
||||
PropType* TFetchProperty(CStructProperty* pProperties, const TIDString& rkID)
|
||||
{
|
||||
if (rkID.IsEmpty()) return nullptr;
|
||||
IProperty *pProp = pProperties->ChildByIDString(rkID);
|
||||
|
||||
if (pProp && (pProp->Type() == PropEnum))
|
||||
return static_cast<PropType*>(pProp)->ValuePtr();
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
EVolumeShape CScriptTemplate::VolumeShape(CScriptObject *pObj)
|
||||
{
|
||||
if (pObj->Template() != this)
|
||||
|
||||
@@ -52,7 +52,6 @@ public:
|
||||
ScaleEnabled, ScaleDisabled, ScaleVolume
|
||||
};
|
||||
|
||||
private:
|
||||
struct SEditorAsset
|
||||
{
|
||||
enum class EAssetType {
|
||||
@@ -75,6 +74,7 @@ private:
|
||||
}
|
||||
};
|
||||
|
||||
private:
|
||||
std::vector<TString> mModules;
|
||||
std::unique_ptr<CStructProperty> mpProperties;
|
||||
std::vector<SEditorAsset> mAssets;
|
||||
|
||||
@@ -5,7 +5,7 @@ namespace NGameList
|
||||
{
|
||||
|
||||
/** Path for the templates directory */
|
||||
const TString gkTemplatesDir = "../templates/";
|
||||
const TString gkTemplatesDir = "templates/";
|
||||
|
||||
/** Path to the game list file */
|
||||
const TString gkGameListPath = gkTemplatesDir + "GameList.xml";
|
||||
@@ -33,7 +33,7 @@ struct SGameInfo
|
||||
}
|
||||
}
|
||||
};
|
||||
SGameInfo gGameList[EGame::Max];
|
||||
SGameInfo gGameList[int(EGame::Max)];
|
||||
|
||||
/** Whether the game list has been loaded */
|
||||
bool gLoadedGameList = false;
|
||||
@@ -88,7 +88,7 @@ void LoadGameList()
|
||||
ASSERT(!gLoadedGameList);
|
||||
debugf("Loading game list");
|
||||
|
||||
CXMLReader Reader(gkGameListPath);
|
||||
CXMLReader Reader(gDataDir + gkGameListPath);
|
||||
ASSERT(Reader.IsValid());
|
||||
|
||||
SerializeGameList(Reader);
|
||||
@@ -101,7 +101,7 @@ void SaveGameList()
|
||||
ASSERT(gLoadedGameList);
|
||||
debugf("Saving game list");
|
||||
|
||||
CXMLWriter Writer(gkGameListPath, "GameList");
|
||||
CXMLWriter Writer(gDataDir + gkGameListPath, "GameList");
|
||||
ASSERT(Writer.IsValid());
|
||||
|
||||
SerializeGameList(Writer);
|
||||
@@ -151,7 +151,7 @@ CGameTemplate* GetGameTemplate(EGame Game)
|
||||
// Load the game template, if it hasn't been loaded yet.
|
||||
if (!GameInfo.pTemplate && !GameInfo.Name.IsEmpty())
|
||||
{
|
||||
TString GamePath = gkTemplatesDir + GameInfo.TemplatePath;
|
||||
TString GamePath = gDataDir + gkTemplatesDir + GameInfo.TemplatePath;
|
||||
GameInfo.pTemplate = std::make_unique<CGameTemplate>();
|
||||
GameInfo.pTemplate->Load(GamePath);
|
||||
}
|
||||
|
||||
@@ -8,8 +8,8 @@ namespace NPropertyMap
|
||||
{
|
||||
|
||||
/** Path to the property map file */
|
||||
const char* gpkLegacyMapPath = "../templates/PropertyMapLegacy.xml";
|
||||
const char* gpkMapPath = "../templates/PropertyMap.xml";
|
||||
const char* gpkLegacyMapPath = "templates/PropertyMapLegacy.xml";
|
||||
const char* gpkMapPath = "templates/PropertyMap.xml";
|
||||
|
||||
/** Whether to do name lookups from the legacy map */
|
||||
const bool gkUseLegacyMapForNameLookups = false;
|
||||
@@ -150,13 +150,13 @@ void LoadMap()
|
||||
|
||||
if ( gkUseLegacyMapForNameLookups )
|
||||
{
|
||||
CXMLReader Reader(gpkLegacyMapPath);
|
||||
CXMLReader Reader(gDataDir + gpkLegacyMapPath);
|
||||
ASSERT(Reader.IsValid());
|
||||
Reader << SerialParameter("PropertyMap", gLegacyNameMap, SH_HexDisplay);
|
||||
}
|
||||
else
|
||||
{
|
||||
CXMLReader Reader(gpkMapPath);
|
||||
CXMLReader Reader(gDataDir + gpkMapPath);
|
||||
ASSERT(Reader.IsValid());
|
||||
Reader << SerialParameter("PropertyMap", gNameMap, SH_HexDisplay);
|
||||
|
||||
@@ -198,7 +198,7 @@ void SaveMap(bool Force /*= false*/)
|
||||
{
|
||||
if( gkUseLegacyMapForUpdates )
|
||||
{
|
||||
CXMLWriter Writer(gpkLegacyMapPath, "PropertyMap");
|
||||
CXMLWriter Writer(gDataDir + gpkLegacyMapPath, "PropertyMap");
|
||||
ASSERT(Writer.IsValid());
|
||||
Writer << SerialParameter("PropertyMap", gLegacyNameMap, SH_HexDisplay);
|
||||
}
|
||||
@@ -219,7 +219,7 @@ void SaveMap(bool Force /*= false*/)
|
||||
}
|
||||
|
||||
// Perform the actual save
|
||||
CXMLWriter Writer(gpkMapPath, "PropertyMap");
|
||||
CXMLWriter Writer(gDataDir + gpkMapPath, "PropertyMap");
|
||||
ASSERT(Writer.IsValid());
|
||||
Writer << SerialParameter("PropertyMap", gNameMap, SH_HexDisplay);
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ class CAssetProperty : public TSerializeableTypedProperty<CAssetID, EPropertyTyp
|
||||
CResTypeFilter mTypeFilter;
|
||||
|
||||
protected:
|
||||
CAssetProperty::CAssetProperty(EGame Game)
|
||||
CAssetProperty(EGame Game)
|
||||
: TSerializeableTypedProperty(Game)
|
||||
{
|
||||
mDefaultValue = CAssetID::InvalidID( mGame );
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
template<EPropertyType TypeEnum>
|
||||
class TEnumPropertyBase : public TSerializeableTypedProperty<int32, TypeEnum>
|
||||
{
|
||||
using base = TSerializeableTypedProperty<int32, TypeEnum>;
|
||||
friend class IProperty;
|
||||
|
||||
struct SEnumValue
|
||||
@@ -47,17 +48,17 @@ class TEnumPropertyBase : public TSerializeableTypedProperty<int32, TypeEnum>
|
||||
protected:
|
||||
/** Constructor */
|
||||
TEnumPropertyBase(EGame Game)
|
||||
: TSerializeableTypedProperty(Game)
|
||||
: base(Game)
|
||||
, mOverrideTypeName(false)
|
||||
{}
|
||||
|
||||
public:
|
||||
virtual const char* HashableTypeName() const
|
||||
{
|
||||
if (mpArchetype)
|
||||
return mpArchetype->HashableTypeName();
|
||||
if (base::mpArchetype)
|
||||
return base::mpArchetype->HashableTypeName();
|
||||
else if (mOverrideTypeName)
|
||||
return *mName;
|
||||
return *base::mName;
|
||||
else if (TypeEnum == EPropertyType::Enum)
|
||||
return "enum";
|
||||
else
|
||||
@@ -67,15 +68,15 @@ public:
|
||||
virtual void Serialize(IArchive& rArc)
|
||||
{
|
||||
// Skip TSerializeableTypedProperty, serialize default value ourselves so we can set SH_HexDisplay
|
||||
TTypedProperty::Serialize(rArc);
|
||||
TTypedProperty<int32, TypeEnum>::Serialize(rArc);
|
||||
|
||||
// Serialize default value
|
||||
TEnumPropertyBase* pArchetype = static_cast<TEnumPropertyBase*>(mpArchetype);
|
||||
TEnumPropertyBase* pArchetype = static_cast<TEnumPropertyBase*>(base::mpArchetype);
|
||||
uint32 DefaultValueFlags = SH_Optional | (TypeEnum == EPropertyType::Enum ? SH_HexDisplay : 0);
|
||||
rArc << SerialParameter("DefaultValue", mDefaultValue, DefaultValueFlags, pArchetype ? pArchetype->mDefaultValue : 0);
|
||||
rArc << SerialParameter("DefaultValue", base::mDefaultValue, DefaultValueFlags, pArchetype ? pArchetype->mDefaultValue : 0);
|
||||
|
||||
// Only serialize type name override for root archetypes.
|
||||
if (!mpArchetype)
|
||||
if (!base::mpArchetype)
|
||||
{
|
||||
rArc << SerialParameter("OverrideTypeName", mOverrideTypeName, SH_Optional, false);
|
||||
}
|
||||
@@ -88,19 +89,19 @@ public:
|
||||
|
||||
virtual void SerializeValue(void* pData, IArchive& Arc) const
|
||||
{
|
||||
Arc.SerializePrimitive( (uint32&) ValueRef(pData), 0 );
|
||||
Arc.SerializePrimitive( (uint32&) base::ValueRef(pData), 0 );
|
||||
}
|
||||
|
||||
virtual void InitFromArchetype(IProperty* pOther)
|
||||
{
|
||||
TTypedProperty::InitFromArchetype(pOther);
|
||||
base::InitFromArchetype(pOther);
|
||||
TEnumPropertyBase* pOtherEnum = static_cast<TEnumPropertyBase*>(pOther);
|
||||
mValues = pOtherEnum->mValues;
|
||||
}
|
||||
|
||||
virtual TString ValueAsString(void* pData) const
|
||||
{
|
||||
return TString::FromInt32( Value(pData), 0, 10 );
|
||||
return TString::FromInt32( base::Value(pData), 0, 10 );
|
||||
}
|
||||
|
||||
void AddValue(TString ValueName, uint32 ValueID)
|
||||
@@ -137,21 +138,21 @@ public:
|
||||
bool HasValidValue(void* pPropertyData)
|
||||
{
|
||||
if (mValues.empty()) return true;
|
||||
int ID = ValueRef(pPropertyData);
|
||||
int ID = base::ValueRef(pPropertyData);
|
||||
uint32 Index = ValueIndex(ID);
|
||||
return Index >= 0 && Index < mValues.size();
|
||||
}
|
||||
|
||||
bool OverridesTypeName() const
|
||||
{
|
||||
return mpArchetype ? TPropCast<TEnumPropertyBase>(mpArchetype)->OverridesTypeName() : mOverrideTypeName;
|
||||
return base::mpArchetype ? TPropCast<TEnumPropertyBase>(base::mpArchetype)->OverridesTypeName() : mOverrideTypeName;
|
||||
}
|
||||
|
||||
void SetOverrideTypeName(bool Override)
|
||||
{
|
||||
if (mpArchetype)
|
||||
if (base::mpArchetype)
|
||||
{
|
||||
TEnumPropertyBase* pArchetype = TPropCast<TEnumPropertyBase>(RootArchetype());
|
||||
TEnumPropertyBase* pArchetype = TPropCast<TEnumPropertyBase>(base::RootArchetype());
|
||||
pArchetype->SetOverrideTypeName(Override);
|
||||
}
|
||||
else
|
||||
@@ -159,7 +160,7 @@ public:
|
||||
if (mOverrideTypeName != Override)
|
||||
{
|
||||
mOverrideTypeName = Override;
|
||||
MarkDirty();
|
||||
base::MarkDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ void CPropertyNameGenerator::Warmup()
|
||||
mWords.clear();
|
||||
|
||||
// Load the word list from the file
|
||||
FILE* pListFile = fopen("../resources/WordList.txt", "r");
|
||||
FILE* pListFile = fopen(*(gDataDir + "resources/WordList.txt"), "r");
|
||||
ASSERT(pListFile);
|
||||
|
||||
while (!feof(pListFile))
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
#include "Core/Resource/Script/NGameList.h"
|
||||
#include "Core/Resource/Script/NPropertyMap.h"
|
||||
|
||||
#include <cfloat>
|
||||
|
||||
/** IProperty */
|
||||
IProperty::IProperty(EGame Game)
|
||||
: mpParent( nullptr )
|
||||
@@ -311,7 +313,7 @@ TString IProperty::GetTemplateFileName()
|
||||
pTemplateRoot = pTemplateRoot->RootParent();
|
||||
|
||||
// Now that we have the base property of our template, we can return the file path.
|
||||
static const uint32 kChopAmount = strlen("../templates/");
|
||||
static const uint32 kChopAmount = strlen(*(gDataDir + "templates/"));
|
||||
|
||||
if (pTemplateRoot->ScriptTemplate())
|
||||
{
|
||||
|
||||
@@ -419,29 +419,30 @@ public:
|
||||
template<typename PropType, EPropertyType PropEnum>
|
||||
class TSerializeableTypedProperty : public TTypedProperty<PropType, PropEnum>
|
||||
{
|
||||
using base = TTypedProperty<PropType, PropEnum>;
|
||||
protected:
|
||||
TSerializeableTypedProperty(EGame Game)
|
||||
: TTypedProperty(Game)
|
||||
: base(Game)
|
||||
{}
|
||||
|
||||
public:
|
||||
virtual void Serialize(IArchive& rArc)
|
||||
{
|
||||
TTypedProperty::Serialize(rArc);
|
||||
TSerializeableTypedProperty* pArchetype = static_cast<TSerializeableTypedProperty*>(mpArchetype);
|
||||
base::Serialize(rArc);
|
||||
TSerializeableTypedProperty* pArchetype = static_cast<TSerializeableTypedProperty*>(base::mpArchetype);
|
||||
|
||||
// Determine if default value should be serialized as optional.
|
||||
// All MP1 properties should be optional. For MP2 and on, we set optional
|
||||
// on property types that don't have default values in the game executable.
|
||||
bool MakeOptional = false;
|
||||
|
||||
if (Game() <= EGame::Prime || pArchetype != nullptr)
|
||||
if (base::Game() <= EGame::Prime || pArchetype != nullptr)
|
||||
{
|
||||
MakeOptional = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (Type())
|
||||
switch (base::Type())
|
||||
{
|
||||
case EPropertyType::String:
|
||||
case EPropertyType::Asset:
|
||||
@@ -457,17 +458,18 @@ public:
|
||||
|
||||
// Branch here to avoid constructing a default value if we don't need to.
|
||||
if (MakeOptional)
|
||||
rArc << SerialParameter("DefaultValue", mDefaultValue, SH_Optional, pArchetype ? pArchetype->mDefaultValue : GetSerializationDefaultValue());
|
||||
rArc << SerialParameter("DefaultValue", base::mDefaultValue, SH_Optional,
|
||||
pArchetype ? pArchetype->mDefaultValue : GetSerializationDefaultValue());
|
||||
else
|
||||
rArc << SerialParameter("DefaultValue", mDefaultValue);
|
||||
rArc << SerialParameter("DefaultValue", base::mDefaultValue);
|
||||
}
|
||||
|
||||
virtual bool ShouldSerialize() const
|
||||
{
|
||||
TTypedProperty* pArchetype = static_cast<TTypedProperty*>(mpArchetype);
|
||||
base* pArchetype = static_cast<base*>(base::mpArchetype);
|
||||
|
||||
return TTypedProperty::ShouldSerialize() ||
|
||||
!(mDefaultValue == pArchetype->DefaultValue());
|
||||
return base::ShouldSerialize() ||
|
||||
!(base::mDefaultValue == pArchetype->DefaultValue());
|
||||
}
|
||||
|
||||
/** Return default value for serialization - can be customized per type */
|
||||
@@ -480,6 +482,7 @@ public:
|
||||
template<typename PropType, EPropertyType PropEnum>
|
||||
class TNumericalProperty : public TSerializeableTypedProperty<PropType, PropEnum>
|
||||
{
|
||||
using base = TSerializeableTypedProperty<PropType, PropEnum>;
|
||||
friend class IProperty;
|
||||
friend class CTemplateLoader;
|
||||
|
||||
@@ -488,7 +491,7 @@ protected:
|
||||
PropType mMaxValue;
|
||||
|
||||
TNumericalProperty(EGame Game)
|
||||
: TSerializeableTypedProperty(Game)
|
||||
: base(Game)
|
||||
, mMinValue( -1 )
|
||||
, mMaxValue( -1 )
|
||||
{}
|
||||
@@ -496,8 +499,8 @@ protected:
|
||||
public:
|
||||
virtual void Serialize(IArchive& rArc)
|
||||
{
|
||||
TSerializeableTypedProperty::Serialize(rArc);
|
||||
TNumericalProperty* pArchetype = static_cast<TNumericalProperty*>(mpArchetype);
|
||||
base::Serialize(rArc);
|
||||
TNumericalProperty* pArchetype = static_cast<TNumericalProperty*>(base::mpArchetype);
|
||||
|
||||
rArc << SerialParameter("Min", mMinValue, SH_Optional, pArchetype ? pArchetype->mMinValue : (PropType) -1)
|
||||
<< SerialParameter("Max", mMaxValue, SH_Optional, pArchetype ? pArchetype->mMaxValue : (PropType) -1);
|
||||
@@ -505,15 +508,15 @@ public:
|
||||
|
||||
virtual bool ShouldSerialize() const
|
||||
{
|
||||
TNumericalProperty* pArchetype = static_cast<TNumericalProperty*>(mpArchetype);
|
||||
return TSerializeableTypedProperty::ShouldSerialize() ||
|
||||
TNumericalProperty* pArchetype = static_cast<TNumericalProperty*>(base::mpArchetype);
|
||||
return base::ShouldSerialize() ||
|
||||
mMinValue != pArchetype->mMinValue ||
|
||||
mMaxValue != pArchetype->mMaxValue;
|
||||
}
|
||||
|
||||
virtual void InitFromArchetype(IProperty* pOther)
|
||||
{
|
||||
TSerializeableTypedProperty::InitFromArchetype(pOther);
|
||||
base::InitFromArchetype(pOther);
|
||||
TNumericalProperty* pCastOther = static_cast<TNumericalProperty*>(pOther);
|
||||
mMinValue = pCastOther->mMinValue;
|
||||
mMaxValue = pCastOther->mMaxValue;
|
||||
@@ -521,11 +524,11 @@ public:
|
||||
|
||||
virtual void PropertyValueChanged(void* pPropertyData)
|
||||
{
|
||||
TSerializeableTypedProperty::PropertyValueChanged(pPropertyData);
|
||||
base::PropertyValueChanged(pPropertyData);
|
||||
|
||||
if (mMinValue >= 0 && mMaxValue >= 0)
|
||||
{
|
||||
PropType& rValue = ValueRef(pPropertyData);
|
||||
PropType& rValue = base::ValueRef(pPropertyData);
|
||||
rValue = Math::Clamp(mMinValue, mMaxValue, rValue);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
#include "CVectorProperty.h"
|
||||
|
||||
/** TPropertyRef: Embeds a reference to a property on a specific object */
|
||||
template<class PropertyClass, typename ValueType = PropertyClass::ValueType>
|
||||
template<class PropertyClass, typename ValueType = typename PropertyClass::ValueType>
|
||||
class TPropertyRef
|
||||
{
|
||||
/** Property data being referenced */
|
||||
@@ -96,17 +96,18 @@ typedef TPropertyRef<CArrayProperty> CArrayRef;
|
||||
template<typename ValueType>
|
||||
class TEnumRef : public TPropertyRef<CEnumProperty, ValueType>
|
||||
{
|
||||
using base = TPropertyRef<CEnumProperty, ValueType>;
|
||||
public:
|
||||
TEnumRef()
|
||||
: TPropertyRef()
|
||||
: base()
|
||||
{}
|
||||
|
||||
TEnumRef(void* pInData, IProperty* pInProperty)
|
||||
: TPropertyRef(pInData, pInProperty)
|
||||
: base(pInData, pInProperty)
|
||||
{}
|
||||
|
||||
TEnumRef(void* pInData, CEnumProperty* pInProperty)
|
||||
: TPropertyRef(pInData, pInProperty)
|
||||
: base(pInData, pInProperty)
|
||||
{}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user