Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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MapdataFileAccessor.hh
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#pragma once
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#include "game/system/map/MapdataAccessorBase.hh"
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namespace
System
{
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class
MapdataFileAccessor
{
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public
:
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struct
SData
{
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u32 magic;
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u32 fileSize;
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u16
sectionCount;
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u16
headerSize;
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u32 revision;
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s32 offsets[];
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};
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MapdataFileAccessor
(
const
SData
*data);
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[[nodiscard]]
const
MapSectionHeader
*findSection(u32 sectionName)
const
;
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[[nodiscard]] u32 version()
const
{
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return
m_version;
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}
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private
:
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const
SData *m_rawData;
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const
u32 *m_sectionDef;
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u32 m_version;
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u32 m_sectionDefOffset;
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};
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}
// namespace System
System::MapdataFileAccessor
Definition
MapdataFileAccessor.hh:7
uint16_t
System
High-level handling for generic system operations, such as input reading, race configuration,...
Definition
CourseMap.cc:5
System::MapSectionHeader
Definition
MapdataAccessorBase.hh:7
System::MapdataFileAccessor::SData
Definition
MapdataFileAccessor.hh:9
game
system
map
MapdataFileAccessor.hh
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