/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_ResGraphicsFile.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 19456 $ *---------------------------------------------------------------------------*/ #include "../precompiled.h" #include #include #include #include #include #include #include #include #include #include namespace nw { namespace gfx { namespace res { //---------------------------------------------------------------------------- Result ResGraphicsFile::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) { Result result = RESOURCE_RESULT_OK; NW_ASSERT( this->IsValid() ); NW_ASSERT( internal::ResCheckRevision( *this ) ); NW_ASSERT( internal::ResCheckRevision( graphicsFile ) ); s32 lutSetsNum = this->GetLutSetsCount(); for ( int i = 0; i < lutSetsNum; ++i ) { result |= this->GetLutSets( i ).Setup(allocator, graphicsFile); } s32 lightNum = this->GetLightsCount(); for ( int i = 0; i < lightNum; ++i ) { result |= this->GetLights( i ).Setup(allocator, graphicsFile); } s32 fogNum = this->GetFogsCount(); for ( int i = 0; i < fogNum; ++i ) { result |= this->GetFogs( i ).Setup(allocator, graphicsFile); } s32 shaderNum = this->GetShadersCount(); for ( int i = 0; i < shaderNum; ++i ) { result |= this->GetShaders( i ).Setup(allocator, graphicsFile); } s32 textureNum = this->GetTexturesCount(); for ( int i = 0; i < textureNum; ++i ) { result |= this->GetTextures( i ).Setup(allocator, graphicsFile); } s32 skeletalAnimNum = this->GetSkeletalAnimsCount(); for ( int i = 0; i < skeletalAnimNum; ++i ) { result |= this->GetSkeletalAnims( i ).Setup(allocator, graphicsFile); } s32 materialAnimNum = this->GetMaterialAnimsCount(); for ( int i = 0; i < materialAnimNum; ++i ) { result |= this->GetMaterialAnims( i ).Setup(allocator, graphicsFile); } s32 visibilityAnimNum = this->GetVisibilityAnimsCount(); for ( int i = 0; i < visibilityAnimNum; ++i ) { result |= this->GetVisibilityAnims( i ).Setup(allocator, graphicsFile); } s32 cameraAnimNum = this->GetCameraAnimsCount(); for ( int i = 0; i < cameraAnimNum; ++i ) { result |= this->GetCameraAnims( i ).Setup(allocator, graphicsFile); } s32 lightAnimNum = this->GetLightAnimsCount(); for ( int i = 0; i < lightAnimNum; ++i ) { result |= this->GetLightAnims( i ).Setup(allocator, graphicsFile); } s32 modelNum = this->GetModelsCount(); for ( int i = 0; i < modelNum; ++i ) { result |= this->GetModels( i ).Setup(allocator, graphicsFile); } return result; } //---------------------------------------------------------------------------- void ResGraphicsFile::Cleanup() { NW_ASSERT( this->IsValid() ); ut::SafeCleanupAll(this->GetModels()); ut::SafeCleanupAll(this->GetLightAnims()); ut::SafeCleanupAll(this->GetCameraAnims()); ut::SafeCleanupAll(this->GetVisibilityAnims()); ut::SafeCleanupAll(this->GetMaterialAnims()); ut::SafeCleanupAll(this->GetSkeletalAnims()); ut::SafeCleanupAll(this->GetTextures()); ut::SafeCleanupAll(this->GetShaders()); ut::SafeCleanupAll(this->GetFogs()); ut::SafeCleanupAll(this->GetLights()); ut::SafeCleanupAll(this->GetLutSets()); } } /* namespace res */ } /* namespace gfx */ } /* namespace nw */