reman3/Rayman_X/cpa/public/GLI/LgtLoad.h

112 lines
4.5 KiB
C

/* (c) Ubi Studios 1997 */
/* See Vincent Greco for any comment or question */
/* To avoid unnecessary includes : */
#ifndef __LGTLOAD_H__
#define __LGTLOAD_H__
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* For DLLs who are using this module : */
#undef CPA_EXPORT
#if defined(CPA_WANTS_IMPORT)
#define CPA_EXPORT __declspec(dllimport)
#elif defined(CPA_WANTS_EXPORT)
#define CPA_EXPORT __declspec(dllexport)
#else
#define CPA_EXPORT
#endif
#if !defined(U64)
extern CPA_EXPORT SCR_tdst_Link_Table * LGT_fn_p_stGetLightLinkTable();
#endif /* U64 */
extern CPA_EXPORT BOOL LGT_fn_bInitLGTLoading();
extern CPA_EXPORT BOOL LGT_fn_bStopLGTLoading();
/********************************************************************
NAME : LGT_fn_xLoadLight
AIM : Load a Light (with scripts)
*********************************************************************/
#if !defined(U64)
extern CPA_EXPORT SCR_tde_Anl_ReturnValue LGT_fn_xLoadLight(SCR_tdst_File_Description *p_fFile, char *szAction, char *szParams[], SCR_tde_Anl_Action cType);
#endif /* U64 */
/*----------------------------------------------------------------------------
// Description : GLI_fn_vPrepareSaveLightBinaryBloc
//----------------------------------------------------------------------------
// Input :
// Output :
----------------------------------------------------------------------------*/
extern CPA_EXPORT void GLI_fn_vPrepareSaveLightBinaryBloc();
/*----------------------------------------------------------------------------
// Description : GLI_fn_ulWriteLightBinaryBloc
//----------------------------------------------------------------------------
// Input : _ulStructAdress : Address of the structure to be written
// _p_cDestBuffer : Output buffer
// Output : The length of the data written
----------------------------------------------------------------------------*/
extern CPA_EXPORT unsigned long GLI_fn_ulWriteLightBinaryBloc(unsigned long _ulStructAdress,
char* _p_cDestBuffer);
/*----------------------------------------------------------------------------
// Description : GLI_fn_vWriteAllLightBinaryBlocs
//----------------------------------------------------------------------------
// Input : _szBinaryFileName
// Output :
----------------------------------------------------------------------------*/
extern CPA_EXPORT void GLI_fn_vWriteAllLightBinaryBlocs(char* _szBinaryFileName);
/*----------------------------------------------------------------------------
// Description : GLI_fn_ulReadLightBinaryBloc
//----------------------------------------------------------------------------
// Input : _p_cLoadedBuffer : Input buffer
// _ulLoadedBufferSize : Size of the loaded buffer
// Output : The address of the allocated bloc
----------------------------------------------------------------------------*/
extern CPA_EXPORT unsigned long GLI_fn_ulReadLightBinaryBloc(char* _p_cLoadedBuffer,unsigned long _ulLoadedBufferSize);
/*----------------------------------------------------------------------------
// Description : GLI_fn_vReadAllLightBinaryBlocs
//----------------------------------------------------------------------------
// Input : _szBinaryFileName : The binary file name
// Output :
----------------------------------------------------------------------------*/
extern CPA_EXPORT void GLI_fn_vReadAllLightsBinaryBlocs(char* _szBinaryFileName);
/*----------------------------------------------------------------------------
// Description : GLI_fn_vReadAllLightBinaryBlocs2
//----------------------------------------------------------------------------
// Input : _szBinaryFileName : The binary file name
// Output :
----------------------------------------------------------------------------*/
extern CPA_EXPORT void GLI_fn_vReadAllLightsBinaryBlocs2(char* _szBinaryFileName);
/*----------------------------------------------------------------------------
// Description : GMT_fn_hLoadGameMaterial
// Load a game material from the scripts or from the binary bloc
//----------------------------------------------------------------------------
// Input : _szSectionName : Name of the section to load
// Output : A handle to the loaded game material
----------------------------------------------------------------------------*/
extern CPA_EXPORT struct GLI_tdstLight_* GMT_fn_hLoadLight(char* _szSectionName);
#ifdef __cplusplus
};
#endif /* __cplusplus */
#endif /* __LGTLOAD_H__ */