chore: use Asset definition instead of enum entry for zcg

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Jan Laupetin 2025-04-28 11:08:32 +02:00 committed by Jan
parent 3adbe5a275
commit 1fe1b30831
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GPG Key ID: 44B581F78FF5C57C
13 changed files with 195 additions and 203 deletions

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@ -3,31 +3,31 @@ game IW3;
architecture x86;
// Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET;
asset XAnimParts ASSET_TYPE_XANIMPARTS;
asset XModel ASSET_TYPE_XMODEL;
asset Material ASSET_TYPE_MATERIAL;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
asset GfxImage ASSET_TYPE_IMAGE;
asset snd_alias_list_t ASSET_TYPE_SOUND;
asset SndCurve ASSET_TYPE_SOUND_CURVE;
asset LoadedSound ASSET_TYPE_LOADED_SOUND;
asset clipMap_t ASSET_TYPE_CLIPMAP_PVS;
asset ComWorld ASSET_TYPE_COMWORLD;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
asset MapEnts ASSET_TYPE_MAP_ENTS;
asset GfxWorld ASSET_TYPE_GFXWORLD;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
asset Font_s ASSET_TYPE_FONT;
asset MenuList ASSET_TYPE_MENULIST;
asset menuDef_t ASSET_TYPE_MENU;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
asset WeaponDef ASSET_TYPE_WEAPON;
asset FxEffectDef ASSET_TYPE_FX;
asset FxImpactTable ASSET_TYPE_IMPACT_FX;
asset RawFile ASSET_TYPE_RAWFILE;
asset StringTable ASSET_TYPE_STRINGTABLE;
asset PhysPreset AssetPhysPreset;
asset XAnimParts AssetXAnim;
asset XModel AssetXModel;
asset Material AssetMaterial;
asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage AssetImage;
asset snd_alias_list_t AssetSound;
asset SndCurve AssetSoundCurve;
asset LoadedSound AssetLoadedSound;
asset clipMap_t AssetClipMapPvs;
asset ComWorld AssetComWorld;
asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp AssetGameWorldMp;
asset MapEnts AssetMapEnts;
asset GfxWorld AssetGfxWorld;
asset GfxLightDef AssetLightDef;
asset Font_s AssetFont;
asset MenuList AssetMenuList;
asset menuDef_t AssetMenu;
asset LocalizeEntry AssetLocalize;
asset WeaponDef AssetWeapon;
asset FxEffectDef AssetFx;
asset FxImpactTable AssetImpactFx;
asset RawFile AssetRawFile;
asset StringTable AssetStringTable;
// Setup blocks
block temp XFILE_BLOCK_TEMP default;
@ -66,4 +66,3 @@ block normal XFILE_BLOCK_INDEX;
#include "XAssets/RawFile.txt"
#include "XAssets/StringTable.txt"
// EOF

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@ -3,41 +3,41 @@ game IW4;
architecture x86;
// Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET;
asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP;
asset XAnimParts ASSET_TYPE_XANIMPARTS;
asset XModel ASSET_TYPE_XMODEL;
asset Material ASSET_TYPE_MATERIAL;
asset MaterialPixelShader ASSET_TYPE_PIXELSHADER;
asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
asset GfxImage ASSET_TYPE_IMAGE;
asset snd_alias_list_t ASSET_TYPE_SOUND;
asset SndCurve ASSET_TYPE_SOUND_CURVE;
asset LoadedSound ASSET_TYPE_LOADED_SOUND;
asset clipMap_t ASSET_TYPE_CLIPMAP_MP;
asset ComWorld ASSET_TYPE_COMWORLD;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
asset MapEnts ASSET_TYPE_MAP_ENTS;
asset FxWorld ASSET_TYPE_FXWORLD;
asset GfxWorld ASSET_TYPE_GFXWORLD;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
asset Font_s ASSET_TYPE_FONT;
asset MenuList ASSET_TYPE_MENULIST;
asset menuDef_t ASSET_TYPE_MENU;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
asset WeaponCompleteDef ASSET_TYPE_WEAPON;
asset FxEffectDef ASSET_TYPE_FX;
asset FxImpactTable ASSET_TYPE_IMPACT_FX;
asset RawFile ASSET_TYPE_RAWFILE;
asset StringTable ASSET_TYPE_STRINGTABLE;
asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
asset TracerDef ASSET_TYPE_TRACER;
asset VehicleDef ASSET_TYPE_VEHICLE;
asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
asset PhysPreset AssetPhysPreset;
asset PhysCollmap AssetPhysCollMap;
asset XAnimParts AssetXAnim;
asset XModel AssetXModel;
asset Material AssetMaterial;
asset MaterialPixelShader AssetPixelShader;
asset MaterialVertexShader AssetVertexShader;
asset MaterialVertexDeclaration AssetVertexDecl;
asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage AssetImage;
asset snd_alias_list_t AssetSound;
asset SndCurve AssetSoundCurve;
asset LoadedSound AssetLoadedSound;
asset clipMap_t AssetClipMapMp;
asset ComWorld AssetComWorld;
asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp AssetGameWorldMp;
asset MapEnts AssetMapEnts;
asset FxWorld AssetFxWorld;
asset GfxWorld AssetGfxWorld;
asset GfxLightDef AssetLightDef;
asset Font_s AssetFont;
asset MenuList AssetMenuList;
asset menuDef_t AssetMenu;
asset LocalizeEntry AssetLocalize;
asset WeaponCompleteDef AssetWeapon;
asset FxEffectDef AssetFx;
asset FxImpactTable AssetImpactFx;
asset RawFile AssetRawFile;
asset StringTable AssetStringTable;
asset LeaderboardDef AssetLeaderboard;
asset StructuredDataDefSet AssetStructuredDataDef;
asset TracerDef AssetTracer;
asset VehicleDef AssetVehicle;
asset AddonMapEnts AssetAddonMapEnts;
// Setup blocks
block temp XFILE_BLOCK_TEMP default;
@ -85,4 +85,3 @@ block normal XFILE_BLOCK_INDEX;
#include "XAssets/VehicleDef.txt"
#include "XAssets/AddonMapEnts.txt"
// EOF

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@ -3,46 +3,46 @@ game IW5;
architecture x86;
// Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET;
asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP;
asset XAnimParts ASSET_TYPE_XANIMPARTS;
asset XModelSurfs ASSET_TYPE_XMODEL_SURFS;
asset XModel ASSET_TYPE_XMODEL;
asset Material ASSET_TYPE_MATERIAL;
asset MaterialPixelShader ASSET_TYPE_PIXELSHADER;
asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
asset GfxImage ASSET_TYPE_IMAGE;
asset snd_alias_list_t ASSET_TYPE_SOUND;
asset SndCurve ASSET_TYPE_SOUND_CURVE;
asset LoadedSound ASSET_TYPE_LOADED_SOUND;
asset clipMap_t ASSET_TYPE_CLIPMAP;
asset ComWorld ASSET_TYPE_COMWORLD;
asset GlassWorld ASSET_TYPE_GLASSWORLD;
asset PathData ASSET_TYPE_PATHDATA;
asset VehicleTrack ASSET_TYPE_VEHICLE_TRACK;
asset MapEnts ASSET_TYPE_MAP_ENTS;
asset FxWorld ASSET_TYPE_FXWORLD;
asset GfxWorld ASSET_TYPE_GFXWORLD;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
asset Font_s ASSET_TYPE_FONT;
asset MenuList ASSET_TYPE_MENULIST;
asset menuDef_t ASSET_TYPE_MENU;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
asset WeaponAttachment ASSET_TYPE_ATTACHMENT;
asset WeaponCompleteDef ASSET_TYPE_WEAPON;
asset FxEffectDef ASSET_TYPE_FX;
asset FxImpactTable ASSET_TYPE_IMPACT_FX;
asset SurfaceFxTable ASSET_TYPE_SURFACE_FX;
asset RawFile ASSET_TYPE_RAWFILE;
asset ScriptFile ASSET_TYPE_SCRIPTFILE;
asset StringTable ASSET_TYPE_STRINGTABLE;
asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
asset TracerDef ASSET_TYPE_TRACER;
asset VehicleDef ASSET_TYPE_VEHICLE;
asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
asset PhysPreset AssetPhysPreset;
asset PhysCollmap AssetPhysCollMap;
asset XAnimParts AssetXAnim;
asset XModelSurfs AssetXModelSurfs;
asset XModel AssetXModel;
asset Material AssetMaterial;
asset MaterialPixelShader AssetPixelShader;
asset MaterialVertexShader AssetVertexShader;
asset MaterialVertexDeclaration AssetVertexDecl;
asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage AssetImage;
asset snd_alias_list_t AssetSound;
asset SndCurve AssetSoundCurve;
asset LoadedSound AssetLoadedSound;
asset clipMap_t AssetClipMap;
asset ComWorld AssetComWorld;
asset GlassWorld AssetGlassWorld;
asset PathData AssetPathData;
asset VehicleTrack AssetVehicleTrack;
asset MapEnts AssetMapEnts;
asset FxWorld AssetFxWorld;
asset GfxWorld AssetGfxWorld;
asset GfxLightDef AssetLightDef;
asset Font_s AssetFont;
asset MenuList AssetMenuList;
asset menuDef_t AssetMenu;
asset LocalizeEntry AssetLocalize;
asset WeaponAttachment AssetAttachment;
asset WeaponCompleteDef AssetWeapon;
asset FxEffectDef AssetFx;
asset FxImpactTable AssetImpactFx;
asset SurfaceFxTable AssetSurfaceFx;
asset RawFile AssetRawFile;
asset ScriptFile AssetScript;
asset StringTable AssetStringTable;
asset LeaderboardDef AssetLeaderboard;
asset StructuredDataDefSet AssetStructuredDataDef;
asset TracerDef AssetTracer;
asset VehicleDef AssetVehicle;
asset AddonMapEnts AssetAddonMapEnts;
// Setup blocks
block temp XFILE_BLOCK_TEMP default;
@ -96,4 +96,3 @@ block normal XFILE_BLOCK_SCRIPT;
#include "XAssets/VehicleDef.txt"
#include "XAssets/AddonMapEnts.txt"
// EOF

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@ -3,38 +3,38 @@ game T5;
architecture x86;
// Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET;
asset PhysConstraints ASSET_TYPE_PHYSCONSTRAINTS;
asset DestructibleDef ASSET_TYPE_DESTRUCTIBLEDEF;
asset XAnimParts ASSET_TYPE_XANIMPARTS;
asset XModel ASSET_TYPE_XMODEL;
asset Material ASSET_TYPE_MATERIAL;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
asset GfxImage ASSET_TYPE_IMAGE;
asset SndBank ASSET_TYPE_SOUND;
asset SndPatch ASSET_TYPE_SOUND_PATCH;
asset clipMap_t ASSET_TYPE_CLIPMAP_PVS;
asset ComWorld ASSET_TYPE_COMWORLD;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
asset MapEnts ASSET_TYPE_MAP_ENTS;
asset GfxWorld ASSET_TYPE_GFXWORLD;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
asset Font_s ASSET_TYPE_FONT;
asset MenuList ASSET_TYPE_MENULIST;
asset menuDef_t ASSET_TYPE_MENU;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
asset WeaponVariantDef ASSET_TYPE_WEAPON;
asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
asset FxEffectDef ASSET_TYPE_FX;
asset FxImpactTable ASSET_TYPE_IMPACT_FX;
asset RawFile ASSET_TYPE_RAWFILE;
asset StringTable ASSET_TYPE_STRINGTABLE;
asset PackIndex ASSET_TYPE_PACK_INDEX;
asset XGlobals ASSET_TYPE_XGLOBALS;
asset ddlRoot_t ASSET_TYPE_DDL;
asset Glasses ASSET_TYPE_GLASSES;
asset EmblemSet ASSET_TYPE_EMBLEMSET;
asset PhysPreset AssetPhysPreset;
asset PhysConstraints AssetPhysConstraints;
asset DestructibleDef AssetDestructibleDef;
asset XAnimParts AssetXAnim;
asset XModel AssetXModel;
asset Material AssetMaterial;
asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage AssetImage;
asset SndBank AssetSoundBank;
asset SndPatch AssetSoundPatch;
asset clipMap_t AssetClipMapPvs;
asset ComWorld AssetComWorld;
asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp AssetGameWorldMp;
asset MapEnts AssetMapEnts;
asset GfxWorld AssetGfxWorld;
asset GfxLightDef AssetLightDef;
asset Font_s AssetFont;
asset MenuList AssetMenuList;
asset menuDef_t AssetMenu;
asset LocalizeEntry AssetLocalize;
asset WeaponVariantDef AssetWeapon;
asset SndDriverGlobals AssetSoundDriverGlobals;
asset FxEffectDef AssetFx;
asset FxImpactTable AssetImpactFx;
asset RawFile AssetRawFile;
asset StringTable AssetStringTable;
asset PackIndex AssetPackIndex;
asset XGlobals AssetXGlobals;
asset ddlRoot_t AssetDDL;
asset Glasses AssetGlasses;
asset EmblemSet AssetEmblemSet;
// Setup blocks
block temp XFILE_BLOCK_TEMP default;
@ -79,4 +79,3 @@ block normal XFILE_BLOCK_PHYSICAL;
#include "XAssets/Glasses.txt"
#include "XAssets/EmblemSet.txt"
// EOF

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@ -3,54 +3,54 @@ game T6;
architecture x86;
// Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET;
asset PhysConstraints ASSET_TYPE_PHYSCONSTRAINTS;
asset DestructibleDef ASSET_TYPE_DESTRUCTIBLEDEF;
asset XAnimParts ASSET_TYPE_XANIMPARTS;
asset XModel ASSET_TYPE_XMODEL;
asset Material ASSET_TYPE_MATERIAL;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
asset GfxImage ASSET_TYPE_IMAGE;
asset SndBank ASSET_TYPE_SOUND;
asset SndPatch ASSET_TYPE_SOUND_PATCH;
asset clipMap_t ASSET_TYPE_CLIPMAP_PVS;
asset ComWorld ASSET_TYPE_COMWORLD;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
asset MapEnts ASSET_TYPE_MAP_ENTS;
asset GfxWorld ASSET_TYPE_GFXWORLD;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
asset Font_s ASSET_TYPE_FONT;
asset FontIcon ASSET_TYPE_FONTICON;
asset MenuList ASSET_TYPE_MENULIST;
asset menuDef_t ASSET_TYPE_MENU;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
asset WeaponVariantDef ASSET_TYPE_WEAPON;
asset WeaponAttachment ASSET_TYPE_ATTACHMENT;
asset WeaponAttachmentUnique ASSET_TYPE_ATTACHMENT_UNIQUE;
asset WeaponCamo ASSET_TYPE_WEAPON_CAMO;
asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
asset FxEffectDef ASSET_TYPE_FX;
asset FxImpactTable ASSET_TYPE_IMPACT_FX;
asset RawFile ASSET_TYPE_RAWFILE;
asset StringTable ASSET_TYPE_STRINGTABLE;
asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
asset XGlobals ASSET_TYPE_XGLOBALS;
asset ddlRoot_t ASSET_TYPE_DDL;
asset Glasses ASSET_TYPE_GLASSES;
asset EmblemSet ASSET_TYPE_EMBLEMSET;
asset ScriptParseTree ASSET_TYPE_SCRIPTPARSETREE;
asset KeyValuePairs ASSET_TYPE_KEYVALUEPAIRS;
asset VehicleDef ASSET_TYPE_VEHICLEDEF;
asset MemoryBlock ASSET_TYPE_MEMORYBLOCK;
asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
asset TracerDef ASSET_TYPE_TRACER;
asset SkinnedVertsDef ASSET_TYPE_SKINNEDVERTS;
asset Qdb ASSET_TYPE_QDB;
asset Slug ASSET_TYPE_SLUG;
asset FootstepTableDef ASSET_TYPE_FOOTSTEP_TABLE;
asset FootstepFXTableDef ASSET_TYPE_FOOTSTEPFX_TABLE;
asset ZBarrierDef ASSET_TYPE_ZBARRIER;
asset PhysPreset AssetPhysPreset;
asset PhysConstraints AssetPhysConstraints;
asset DestructibleDef AssetDestructibleDef;
asset XAnimParts AssetXAnim;
asset XModel AssetXModel;
asset Material AssetMaterial;
asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage AssetImage;
asset SndBank AssetSoundBank;
asset SndPatch AssetSoundPatch;
asset clipMap_t AssetClipMapPvs;
asset ComWorld AssetComWorld;
asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp AssetGameWorldMp;
asset MapEnts AssetMapEnts;
asset GfxWorld AssetGfxWorld;
asset GfxLightDef AssetLightDef;
asset Font_s AssetFont;
asset FontIcon AssetFontIcon;
asset MenuList AssetMenuList;
asset menuDef_t AssetMenu;
asset LocalizeEntry AssetLocalize;
asset WeaponVariantDef AssetWeapon;
asset WeaponAttachment AssetAttachment;
asset WeaponAttachmentUnique AssetAttachmentUnique;
asset WeaponCamo AssetWeaponCamo;
asset SndDriverGlobals AssetSoundDriverGlobals;
asset FxEffectDef AssetFx;
asset FxImpactTable AssetImpactFx;
asset RawFile AssetRawFile;
asset StringTable AssetStringTable;
asset LeaderboardDef AssetLeaderboard;
asset XGlobals AssetXGlobals;
asset ddlRoot_t AssetDDL;
asset Glasses AssetGlasses;
asset EmblemSet AssetEmblemSet;
asset ScriptParseTree AssetScript;
asset KeyValuePairs AssetKeyValuePairs;
asset VehicleDef AssetVehicle;
asset MemoryBlock AssetMemoryBlock;
asset AddonMapEnts AssetAddonMapEnts;
asset TracerDef AssetTracer;
asset SkinnedVertsDef AssetSkinnedVerts;
asset Qdb AssetQdb;
asset Slug AssetSlug;
asset FootstepTableDef AssetFootstepTable;
asset FootstepFXTableDef AssetFootstepFxTable;
asset ZBarrierDef AssetZBarrier;
// Setup blocks
block temp XFILE_BLOCK_TEMP default;
@ -112,4 +112,3 @@ block normal XFILE_BLOCK_STREAMER_RESERVE;
#include "XAssets/FootstepFXTableDef.txt"
#include "XAssets/ZBarrierDef.txt"
// EOF

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@ -12,7 +12,7 @@ StructureComputations::StructureComputations(const StructureInformation* structu
bool StructureComputations::IsAsset() const
{
return m_info->m_asset_enum_entry != nullptr;
return !m_info->m_asset_name.empty();
}
MemberInformation* StructureComputations::GetDynamicMember() const

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@ -2,7 +2,6 @@
StructureInformation::StructureInformation(DefinitionWithMembers* definition)
: m_definition(definition),
m_asset_enum_entry(nullptr),
m_is_leaf(false),
m_requires_marking(false),
m_has_matching_cross_platform_structure(false),

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@ -16,8 +16,8 @@ class StructureInformation
public:
explicit StructureInformation(DefinitionWithMembers* definition);
DefinitionWithMembers* const m_definition;
EnumMember* m_asset_enum_entry;
DefinitionWithMembers* m_definition;
std::string m_asset_name;
std::vector<StructureInformation*> m_usages;
std::vector<std::unique_ptr<MemberInformation>> m_ordered_members;

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@ -262,7 +262,7 @@ namespace
LINEF("{0}::{0}(Zone* zone, IZoneInputStream* stream)", LoaderClassName(m_env.m_asset))
m_intendation++;
LINE_STARTF(": AssetLoader({0}, zone, stream)", m_env.m_asset->m_asset_enum_entry->m_name)
LINE_STARTF(": AssetLoader({0}::EnumEntry, zone, stream)", m_env.m_asset->m_asset_name)
if (m_env.m_has_actions)
{
LINE_MIDDLE(", m_actions(zone)")

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@ -245,7 +245,7 @@ namespace
LINEF("{0}::{0}(Zone* zone)", MarkerClassName(m_env.m_asset))
m_intendation++;
LINEF(": AssetMarker({0}, zone)", m_env.m_asset->m_asset_enum_entry->m_name)
LINEF(": AssetMarker({0}::EnumEntry, zone)", m_env.m_asset->m_asset_name)
m_intendation--;
LINE("{")

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@ -261,7 +261,7 @@ namespace
"{0}::{0}({1}* asset, const Zone& zone, IZoneOutputStream& stream)", WriterClassName(m_env.m_asset), m_env.m_asset->m_definition->GetFullName())
m_intendation++;
LINEF(": AssetWriter(zone.m_pools->GetAssetOrAssetReference({0}, GetAssetName(asset)), zone, stream)", m_env.m_asset->m_asset_enum_entry->m_name)
LINEF(": AssetWriter(zone.m_pools->GetAssetOrAssetReference({0}::EnumEntry, GetAssetName(asset)), zone, stream)", m_env.m_asset->m_asset_name)
m_intendation--;
LINE("{")

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@ -6,7 +6,7 @@
namespace
{
static constexpr auto CAPTURE_TYPE = 1;
static constexpr auto CAPTURE_ENUM_ENTRY = 2;
static constexpr auto CAPTURE_ASSET_NAME = 2;
} // namespace
SequenceAsset::SequenceAsset()
@ -17,7 +17,7 @@ SequenceAsset::SequenceAsset()
AddMatchers({
create.Keyword("asset"),
create.Label(CommandsCommonMatchers::LABEL_TYPENAME).Capture(CAPTURE_TYPE),
create.Identifier().Capture(CAPTURE_ENUM_ENTRY),
create.Identifier().Capture(CAPTURE_ASSET_NAME),
create.Char(';'),
});
}
@ -25,7 +25,7 @@ SequenceAsset::SequenceAsset()
void SequenceAsset::ProcessMatch(CommandsParserState* state, SequenceResult<CommandsParserValue>& result) const
{
const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE);
const auto& enumEntryToken = result.NextCapture(CAPTURE_ENUM_ENTRY);
const auto& assetNameToken = result.NextCapture(CAPTURE_ASSET_NAME);
auto* definition = state->GetRepository()->GetDataDefinitionByName(typeNameToken.TypeNameValue());
if (definition == nullptr)
@ -39,9 +39,7 @@ void SequenceAsset::ProcessMatch(CommandsParserState* state, SequenceResult<Comm
if (information == nullptr)
throw ParsingException(typeNameToken.GetPos(), "No information for definition");
auto* enumMember = state->GetRepository()->GetEnumMemberByName(enumEntryToken.IdentifierValue());
if (enumMember == nullptr)
throw ParsingException(enumEntryToken.GetPos(), "Unknown enum entry");
information->m_asset_enum_entry = enumMember;
information->m_asset_name = assetNameToken.IdentifierValue();
if (information->m_asset_name.empty())
throw ParsingException(assetNameToken.GetPos(), "Asset name is empty");
}

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@ -10,12 +10,12 @@ namespace
{
bool CalculateRequiresMarking(std::unordered_set<const void*>& visitedStructures, StructureInformation* info)
{
if (visitedStructures.find(info) != visitedStructures.end())
if (visitedStructures.contains(info))
return info->m_requires_marking;
visitedStructures.emplace(info);
if (info->m_asset_enum_entry)
if (StructureComputations(info).IsAsset())
{
info->m_requires_marking = true;
return true;
@ -47,7 +47,7 @@ namespace
continue;
// Any script strings, asset refs and assets need to be processed.
if (member->m_is_script_string || member->m_asset_ref || member->m_type && member->m_type->m_asset_enum_entry)
if (member->m_is_script_string || member->m_asset_ref || member->m_type && StructureComputations(member->m_type).IsAsset())
{
info->m_requires_marking = true;
return true;