Jazz2::Resources namespace

Structures for game resources.

Classes

struct GenericGraphicResource
Shared graphic resource.
struct GraphicResource
Specific graphic resource (from metadata).
struct GenericSoundResource
Shared sound resource.
struct SoundResource
Specific sound resource (from metadata).
struct Metadata
Contains assets for specific object type.
struct Episode
Describes an episode.

Enums

enum class GenericGraphicResourceFlags { None = 0x00, Referenced = 0x01, Indexed = 0x02 }
Flags for GenericGraphicResource.
enum class GenericSoundResourceFlags { None = 0x00, Referenced = 0x01 }
Flags for GenericSoundResource.
enum class MetadataFlags { None = 0x00, Referenced = 0x01, AsyncFinalizingRequired = 0x02 }
Flags for Metadata.
enum class FontType { Small, Medium, Count }
Font type.
enum class PrecompiledShader { Lighting, BatchedLighting, Blur, Downsample, Combine, CombineWithWater, CombineWithWaterLow, TexturedBackground, TexturedBackgroundDither, TexturedBackgroundCircle, TexturedBackgroundCircleDither, Colorized, BatchedColorized, Tinted, BatchedTinted, Outline, BatchedOutline, WhiteMask, BatchedWhiteMask, PartialWhiteMask, BatchedPartialWhiteMask, FrozenMask, BatchedFrozenMask, PaletteRemap, BatchedPaletteRemap, OutlinePalette, BatchedOutlinePalette, WhiteMaskPalette, BatchedWhiteMaskPalette, PartialWhiteMaskPalette, BatchedPartialWhiteMaskPalette, FrozenMaskPalette, BatchedFrozenMaskPalette, TintedPalette, BatchedTintedPalette, ShieldFire, BatchedShieldFire, ShieldLightning, BatchedShieldLightning, ResizeHQ2x, Resize3xBrz, ResizeCrtScanlines, ResizeCrtShadowMask, ResizeCrtApertureGrille, ResizeMonochrome, ResizeSabr, ResizeCleanEdge, Antialiasing, Transition, TouchCircle, Count }
Precompiled shader.

Enum documentation

enum class Jazz2::Resources::GenericGraphicResourceFlags

Flags for GenericGraphicResource.

Per-resource state of a shared graphic. GenericGraphicResourceFlags::Referenced keeps the resource alive (it must not be released while in use), and GenericGraphicResourceFlags::Indexed marks a diffuse texture that stores raw palette indices in the red channel, so it must be drawn through the PrecompiledShader::PaletteRemap shader and a palette texture. Supports a bitwise combination of its member values.

Enumerators
None

None

Referenced

The resource is referenced and should not be released

Indexed

Diffuse texture stores raw palette indices instead of baked colors.

The index is in the red channel, so the texture must be rendered with the PrecompiledShader::PaletteRemap shader and a palette texture.

enum class Jazz2::Resources::GenericSoundResourceFlags

Flags for GenericSoundResource.

Per-resource state of a shared sound. GenericSoundResourceFlags::Referenced keeps the resource alive so it is not released while still in use. Supports a bitwise combination of its member values.

Enumerators
None

None

Referenced

The resource is referenced and should not be released

enum class Jazz2::Resources::MetadataFlags

Flags for Metadata.

Per-resource state of a loaded metadata. MetadataFlags::Referenced keeps it alive so it is not released while still in use, and MetadataFlags::AsyncFinalizingRequired marks metadata whose linked assets still need asynchronous finalization before it is fully ready. Supports a bitwise combination of its member values.

Enumerators
None

None

Referenced

The metadata is referenced and should not be released

AsyncFinalizingRequired

The metadata still requires asynchronous finalization

enum class Jazz2::Resources::FontType

Font type.

Selects one of the engine's built-in bitmap fonts — a small and a medium size — used when requesting a font from ContentResolver. FontType::Count is the number of supported font types and sizes the font cache.

Enumerators
Small

Small

Medium

Medium

Count

Count of supported font types

enum class Jazz2::Resources::PrecompiledShader

Precompiled shader.

Identifies one of the engine's built-in shader programs, compiled up front by ContentResolver and requested by this value. It covers the lighting and blur/downsample/combine post-processing passes, the textured background variants, the per-sprite effect shaders (colorized, tinted, outline, white/frozen masks) and their batched, palette and tile-map mesh variants, the optional upscaling/CRT rescalers, plus antialiasing, screen transition and touch-control shaders. PrecompiledShader::Count is the number of precompiled shaders. Some entries are compiled only when the matching build option is enabled.

Enumerators
Lighting

Lighting

BatchedLighting

Batched variant of Lighting

Blur

Blur

Downsample

Downsample

Combine

Combine render passes

CombineWithWater

Combine render passes with water effect

CombineWithWaterLow

Combine render passes with low quality water effect

TexturedBackground

Textured background

TexturedBackgroundDither

Textured background with dithering

TexturedBackgroundCircle

Circular textured background

TexturedBackgroundCircleDither

Circular textured background with dithering

Colorized

Colorized

BatchedColorized

Batched variant of Colorized

Tinted

Tinted

BatchedTinted

Batched variant of Tinted

Outline

Outline

BatchedOutline

Batched variant of Outline

WhiteMask

White mask

BatchedWhiteMask

Batched variant of WhiteMask

PartialWhiteMask

Partial white mask

BatchedPartialWhiteMask

Batched variant of PartialWhiteMask

FrozenMask

Frozen mask

BatchedFrozenMask

Batched variant of FrozenMask

PaletteRemap

Remaps indexed sprites through a palette texture

BatchedPaletteRemap

Batched variant of PaletteRemap

OutlinePalette

Palette variant of Outline

BatchedOutlinePalette

Batched variant of OutlinePalette

WhiteMaskPalette

Palette variant of WhiteMask

BatchedWhiteMaskPalette

Batched variant of WhiteMaskPalette

PartialWhiteMaskPalette

Palette variant of PartialWhiteMask

BatchedPartialWhiteMaskPalette

Batched variant of PartialWhiteMaskPalette

FrozenMaskPalette

Palette variant of FrozenMask

BatchedFrozenMaskPalette

Batched variant of FrozenMaskPalette

TintedPalette

Palette variant of Tinted

BatchedTintedPalette

Batched variant of TintedPalette

ShieldFire

Fire shield effect

BatchedShieldFire

Batched variant of ShieldFire

ShieldLightning

Lightning shield effect

BatchedShieldLightning

Batched variant of ShieldLightning

ResizeHQ2x

HQ2× upscaling

Resize3xBrz

3×BRZ upscaling

ResizeCrtScanlines

CRT scanlines upscaling

ResizeCrtShadowMask

CRT shadow mask upscaling

ResizeCrtApertureGrille

CRT aperture grille upscaling

ResizeMonochrome

Monochrome upscaling

ResizeSabr

SABR upscaling

ResizeCleanEdge

CleanEdge upscaling

Antialiasing

Antialiasing

Transition

Screen transition effect

TouchCircle

Touch control circle

Count

Number of precompiled shaders