Refactor and change tech_set to .bik file?
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0548e383ce
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2
enums.h
2
enums.h
@ -548,7 +548,7 @@ enum ASSET_TYPE {
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ASSET_ANIMATION = 4, // x_anim PARTIALLY VERIFIED
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ASSET_MODEL = 5, // xmodel PARTIALLY VERIFIED
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ASSET_MATERIAL = 6, // material VERIFIED
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ASSET_TECH_SET = 7, // tech set VERIFIED
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ASSET_BIK_FILE = 7, // .bik file PARTIALLY VERIFIED
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ASSET_SOUND = 9, // loaded_sound VERIFIED
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ASSET_COLLISION_MAP = 12, // collision_map PARTIALLY VERIFIED
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ASSET_SHADER = 13, // shader PARTIALLY VERIFIED
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@ -43,6 +43,7 @@ MainWindow::MainWindow(QWidget *parent)
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ui->tableWidget_Index->setSelectionMode(QAbstractItemView::SingleSelection);
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ui->tableWidget_Index->setShowGrid(false);
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ui->tableWidget_Index->setStyleSheet("QTableView {selection-background-color: red;}");
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ui->tableWidget_Index->setColumnWidth(0, width() / 4); // Name column
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// Initialize Asset Order Table
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ui->tableWidget_Order->setColumnCount(2);
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@ -53,6 +54,7 @@ MainWindow::MainWindow(QWidget *parent)
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ui->tableWidget_Order->setSelectionMode(QAbstractItemView::SingleSelection);
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ui->tableWidget_Order->setShowGrid(false);
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ui->tableWidget_Order->setStyleSheet("QTableView {selection-background-color: red;}");
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ui->tableWidget_Order->setColumnWidth(0, width() / 4); // Name column
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// Initialize Menu table
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ui->treeWidget_Menus->setHeaderLabels({"Components", "Description"});
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32
utils.h
32
utils.h
@ -17,35 +17,35 @@ public:
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*/
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static QString AssetTypeToString(ASSET_TYPE aAssetType) {
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QString assetStr;
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if (aAssetType == ASSET_ANIMATION) { // x_anim PARTIALLY VERIFIED
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if (aAssetType == ASSET_ANIMATION) {
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assetStr = "ANIMATION";
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} else if (aAssetType == ASSET_MODEL) { // xmodel PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_MODEL) {
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assetStr = "MODEL";
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} else if (aAssetType == ASSET_MATERIAL) { // material VERIFIED
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} else if (aAssetType == ASSET_MATERIAL) {
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assetStr = "MATERIAL";
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} else if (aAssetType == ASSET_TECH_SET) { // tech set VERIFIED
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assetStr = "TECH SET";
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} else if (aAssetType == ASSET_SOUND) { // loaded_sound VERIFIED
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} else if (aAssetType == ASSET_BIK_FILE) {
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assetStr = "BIK FILE";
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} else if (aAssetType == ASSET_SOUND) {
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assetStr = "SOUND";
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} else if (aAssetType == ASSET_COLLISION_MAP) { // collision_map PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_COLLISION_MAP) {
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assetStr = "COLLISION MAP";
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} else if (aAssetType == ASSET_SHADER) { // shader PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_SHADER) {
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assetStr = "SHADER";
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} else if (aAssetType == ASSET_D3DBSP_DUMP) { // d3dbsp dump VERIFIED
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} else if (aAssetType == ASSET_D3DBSP_DUMP) {
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assetStr = "D3DBSP DUMP";
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} else if (aAssetType == ASSET_FONT) { // font PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_FONT) {
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assetStr = "FONT";
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} else if (aAssetType == ASSET_MENU) { // menu_file PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_MENU) {
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assetStr = "MENU";
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} else if (aAssetType == ASSET_LOCAL_STRING) { // localized string PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_LOCAL_STRING) {
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assetStr = "LOCAL STRING";
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} else if (aAssetType == ASSET_WEAPON) { // weapon PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_WEAPON) {
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assetStr = "WEAPON";
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} else if (aAssetType == ASSET_EFFECT) { // fx VERIFIED
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} else if (aAssetType == ASSET_EFFECT) {
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assetStr = "EFFECT";
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} else if (aAssetType == ASSET_RAW_FILE) { // raw_file VERIFIED
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} else if (aAssetType == ASSET_RAW_FILE) {
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assetStr = "RAW FILE";
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} else if (aAssetType == ASSET_STRING_TABLE) { // string_table PARTIALLY VERIFIED
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} else if (aAssetType == ASSET_STRING_TABLE) {
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assetStr = "STRING TABLE";
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} else {
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assetStr = "UNKNOWN";
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