Searched refs:GamArchive (Results 1 – 8 of 8) sorted by relevance
27 GamArchive::GamArchive(const char *filename) in GamArchive() function in Illusions::GamArchive35 GamArchive::~GamArchive() { in ~GamArchive()39 byte *GamArchive::readResource(uint32 sceneId, uint32 resId, uint32 &dataSize) { in readResource()48 void GamArchive::loadDictionary() { in loadDictionary()77 const GamGroupEntry *GamArchive::getGroupEntry(uint32 sceneId) { in getGroupEntry()85 const GamFileEntry *GamArchive::getFileEntry(const GamGroupEntry *groupEntry, uint32 resId) { in getFileEntry()93 const GamFileEntry *GamArchive::getGroupFileEntry(uint32 sceneId, uint32 resId) { in getGroupFileEntry()
48 class GamArchive {50 GamArchive(const char *filename);51 ~GamArchive();
31 class GamArchive; variable39 GamArchive *_gamArchive;
33 _gamArchive = new GamArchive(filename); in ResourceReaderGamArchive()
27 GamArchive::GamArchive(const char *filename) in GamArchive() function in Illusions::GamArchive35 GamArchive::~GamArchive() { in ~GamArchive()40 byte *GamArchive::readResource(uint32 sceneId, uint32 resId, uint32 &dataSize) { in readResource()49 void GamArchive::loadDictionary() { in loadDictionary()78 const GamGroupEntry *GamArchive::getGroupEntry(uint32 sceneId) { in getGroupEntry()86 const GamFileEntry *GamArchive::getFileEntry(const GamGroupEntry *groupEntry, uint32 resId) { in getFileEntry()94 const GamFileEntry *GamArchive::getGroupFileEntry(uint32 sceneId, uint32 resId) { in getGroupFileEntry()