Refactor and change tech_set to .bik file?

This commit is contained in:
= 2025-01-11 20:51:00 -05:00
parent 0548e383ce
commit dee231c700
3 changed files with 19 additions and 17 deletions

View File

@ -548,7 +548,7 @@ enum ASSET_TYPE {
ASSET_ANIMATION = 4, // x_anim PARTIALLY VERIFIED ASSET_ANIMATION = 4, // x_anim PARTIALLY VERIFIED
ASSET_MODEL = 5, // xmodel PARTIALLY VERIFIED ASSET_MODEL = 5, // xmodel PARTIALLY VERIFIED
ASSET_MATERIAL = 6, // material VERIFIED ASSET_MATERIAL = 6, // material VERIFIED
ASSET_TECH_SET = 7, // tech set VERIFIED ASSET_BIK_FILE = 7, // .bik file PARTIALLY VERIFIED
ASSET_SOUND = 9, // loaded_sound VERIFIED ASSET_SOUND = 9, // loaded_sound VERIFIED
ASSET_COLLISION_MAP = 12, // collision_map PARTIALLY VERIFIED ASSET_COLLISION_MAP = 12, // collision_map PARTIALLY VERIFIED
ASSET_SHADER = 13, // shader PARTIALLY VERIFIED ASSET_SHADER = 13, // shader PARTIALLY VERIFIED

View File

@ -43,6 +43,7 @@ MainWindow::MainWindow(QWidget *parent)
ui->tableWidget_Index->setSelectionMode(QAbstractItemView::SingleSelection); ui->tableWidget_Index->setSelectionMode(QAbstractItemView::SingleSelection);
ui->tableWidget_Index->setShowGrid(false); ui->tableWidget_Index->setShowGrid(false);
ui->tableWidget_Index->setStyleSheet("QTableView {selection-background-color: red;}"); ui->tableWidget_Index->setStyleSheet("QTableView {selection-background-color: red;}");
ui->tableWidget_Index->setColumnWidth(0, width() / 4); // Name column
// Initialize Asset Order Table // Initialize Asset Order Table
ui->tableWidget_Order->setColumnCount(2); ui->tableWidget_Order->setColumnCount(2);
@ -53,6 +54,7 @@ MainWindow::MainWindow(QWidget *parent)
ui->tableWidget_Order->setSelectionMode(QAbstractItemView::SingleSelection); ui->tableWidget_Order->setSelectionMode(QAbstractItemView::SingleSelection);
ui->tableWidget_Order->setShowGrid(false); ui->tableWidget_Order->setShowGrid(false);
ui->tableWidget_Order->setStyleSheet("QTableView {selection-background-color: red;}"); ui->tableWidget_Order->setStyleSheet("QTableView {selection-background-color: red;}");
ui->tableWidget_Order->setColumnWidth(0, width() / 4); // Name column
// Initialize Menu table // Initialize Menu table
ui->treeWidget_Menus->setHeaderLabels({"Components", "Description"}); ui->treeWidget_Menus->setHeaderLabels({"Components", "Description"});

32
utils.h
View File

@ -17,35 +17,35 @@ public:
*/ */
static QString AssetTypeToString(ASSET_TYPE aAssetType) { static QString AssetTypeToString(ASSET_TYPE aAssetType) {
QString assetStr; QString assetStr;
if (aAssetType == ASSET_ANIMATION) { // x_anim PARTIALLY VERIFIED if (aAssetType == ASSET_ANIMATION) {
assetStr = "ANIMATION"; assetStr = "ANIMATION";
} else if (aAssetType == ASSET_MODEL) { // xmodel PARTIALLY VERIFIED } else if (aAssetType == ASSET_MODEL) {
assetStr = "MODEL"; assetStr = "MODEL";
} else if (aAssetType == ASSET_MATERIAL) { // material VERIFIED } else if (aAssetType == ASSET_MATERIAL) {
assetStr = "MATERIAL"; assetStr = "MATERIAL";
} else if (aAssetType == ASSET_TECH_SET) { // tech set VERIFIED } else if (aAssetType == ASSET_BIK_FILE) {
assetStr = "TECH SET"; assetStr = "BIK FILE";
} else if (aAssetType == ASSET_SOUND) { // loaded_sound VERIFIED } else if (aAssetType == ASSET_SOUND) {
assetStr = "SOUND"; assetStr = "SOUND";
} else if (aAssetType == ASSET_COLLISION_MAP) { // collision_map PARTIALLY VERIFIED } else if (aAssetType == ASSET_COLLISION_MAP) {
assetStr = "COLLISION MAP"; assetStr = "COLLISION MAP";
} else if (aAssetType == ASSET_SHADER) { // shader PARTIALLY VERIFIED } else if (aAssetType == ASSET_SHADER) {
assetStr = "SHADER"; assetStr = "SHADER";
} else if (aAssetType == ASSET_D3DBSP_DUMP) { // d3dbsp dump VERIFIED } else if (aAssetType == ASSET_D3DBSP_DUMP) {
assetStr = "D3DBSP DUMP"; assetStr = "D3DBSP DUMP";
} else if (aAssetType == ASSET_FONT) { // font PARTIALLY VERIFIED } else if (aAssetType == ASSET_FONT) {
assetStr = "FONT"; assetStr = "FONT";
} else if (aAssetType == ASSET_MENU) { // menu_file PARTIALLY VERIFIED } else if (aAssetType == ASSET_MENU) {
assetStr = "MENU"; assetStr = "MENU";
} else if (aAssetType == ASSET_LOCAL_STRING) { // localized string PARTIALLY VERIFIED } else if (aAssetType == ASSET_LOCAL_STRING) {
assetStr = "LOCAL STRING"; assetStr = "LOCAL STRING";
} else if (aAssetType == ASSET_WEAPON) { // weapon PARTIALLY VERIFIED } else if (aAssetType == ASSET_WEAPON) {
assetStr = "WEAPON"; assetStr = "WEAPON";
} else if (aAssetType == ASSET_EFFECT) { // fx VERIFIED } else if (aAssetType == ASSET_EFFECT) {
assetStr = "EFFECT"; assetStr = "EFFECT";
} else if (aAssetType == ASSET_RAW_FILE) { // raw_file VERIFIED } else if (aAssetType == ASSET_RAW_FILE) {
assetStr = "RAW FILE"; assetStr = "RAW FILE";
} else if (aAssetType == ASSET_STRING_TABLE) { // string_table PARTIALLY VERIFIED } else if (aAssetType == ASSET_STRING_TABLE) {
assetStr = "STRING TABLE"; assetStr = "STRING TABLE";
} else { } else {
assetStr = "UNKNOWN"; assetStr = "UNKNOWN";