///////////////////////////////////////////////////////////////////////////////// // // FILE : scene/playerswitch/PlayerSwitchEstablishingShot.h // PURPOSE : manage loading and lookup of establishing shot data, which can occur // just before outro of long switches // AUTHOR : Ian Kiigan // CREATED : 14/11/12 // ///////////////////////////////////////////////////////////////////////////////// #include "scene/playerswitch/PlayerSwitchEstablishingShot.h" #include "scene/playerswitch/PlayerSwitchEstablishingShotMetadata.h" #include "parser/manager.h" #include "parser/macros.h" CPlayerSwitchEstablishingShotMetadataStore CPlayerSwitchEstablishingShot::ms_store; ////////////////////////////////////////////////////////////////////////// // FUNCTION: Load // PURPOSE: load the meta data list for all establishing shots ////////////////////////////////////////////////////////////////////////// void CPlayerSwitchEstablishingShot::Load() { PARSER.LoadObject(PLAYERSWITCH_ESTABLISHINGSHOT_FILE, "meta", ms_store); } ////////////////////////////////////////////////////////////////////////// // FUNCTION: FindShotMetaData // PURPOSE: look up meta data for the specified establishing shot name ////////////////////////////////////////////////////////////////////////// CPlayerSwitchEstablishingShotMetadata* CPlayerSwitchEstablishingShot::FindShotMetaData(const atHashString name) { // TODO: if there are a lot of shots, it may be worth paying the memory costs of an atMap for lookup for (s32 i=0; i