VeShaderPalette.cs 2.4 KB

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  1. #region License information
  2. // ----------------------------------------------------------------------------
  3. //
  4. // libeq2 - A library for analyzing the Everquest II File Format
  5. // Blaz (blaz@blazlabs.com)
  6. //
  7. // This program is free software; you can redistribute it and/or
  8. // modify it under the terms of the GNU General Public License
  9. // as published by the Free Software Foundation; either version 2
  10. // of the License, or (at your option) any later version.
  11. //
  12. // This program is distributed in the hope that it will be useful,
  13. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  14. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  15. // GNU General Public License for more details.
  16. //
  17. // You should have received a copy of the GNU General Public License
  18. // along with this program; if not, write to the Free Software
  19. // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
  20. //
  21. // ( The full text of the license can be found in the License.txt file )
  22. //
  23. // ----------------------------------------------------------------------------
  24. #endregion
  25. #region Using directives
  26. using System;
  27. using System.Diagnostics;
  28. #endregion
  29. namespace Everquest2.Visualization
  30. {
  31. public class VeShaderPalette : VeBase
  32. {
  33. public VeShaderPalette()
  34. {
  35. }
  36. /// <summary>
  37. /// Special constructor used when deserializing the instance of the class.
  38. /// </summary>
  39. /// <param name="reader">Reader used to read the instance data.</param>
  40. protected VeShaderPalette(Util.Eq2Reader reader, Util.StreamingContext context) : base(reader, context)
  41. {
  42. byte classVersion = context.ClassVersions[typeof(VeShaderPalette)];
  43. Debug.Assert(classVersion == 0, "VeShaderPalette version " + classVersion + " not supported (maximum 0)");
  44. uint shaderNameCount = reader.ReadUInt32();
  45. shaderNames = new string[shaderNameCount];
  46. for (uint i = 0; i < shaderNameCount; ++i)
  47. {
  48. shaderNames[i] = reader.ReadString(2);
  49. // Note: The string length on the stream includes the zero terminator, so we remove it afterwards.
  50. shaderNames[i] = shaderNames[i].Remove(shaderNames[i].Length - 1, 1);
  51. }
  52. }
  53. public string[] shaderNames;
  54. }
  55. }