mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-16 18:03:03 +00:00
refactor: move asset type names to IGame implementations
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@@ -4,7 +4,6 @@
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#include <cassert>
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#include <format>
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#include <iostream>
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IgnoredAssetLookup::IgnoredAssetLookup() = default;
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@@ -89,7 +88,7 @@ XAssetInfoGeneric* AssetCreationContext::AddAssetGeneric(GenericAssetRegistratio
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addedAsset = m_zone.m_pools->AddAsset(std::move(xAssetInfo));
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if (addedAsset == nullptr)
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con::error("Failed to add asset of type \"{}\" to pool: \"{}\"", *m_zone.m_pools->GetAssetTypeName(assetType), pAssetName);
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con::error(R"(Failed to add asset of type "{}" to pool: "{}")", *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType), pAssetName);
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return addedAsset;
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}
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@@ -99,7 +98,7 @@ XAssetInfoGeneric* AssetCreationContext::LoadDefaultAssetDependency(const asset_
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if (result.HasTakenAction() && !result.HasFailed())
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return result.GetAssetInfo();
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con::error("Failed to create default asset of type {}", *m_zone.m_pools->GetAssetTypeName(assetType));
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con::error("Failed to create default asset of type {}", *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
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return nullptr;
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}
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@@ -129,11 +128,11 @@ XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_
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if (!result.HasFailed())
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return result.GetAssetInfo();
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con::error("Could not load asset \"{}\" of type \"{}\"", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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con::error(R"(Could not load asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
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}
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else if (required)
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{
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con::error("Missing asset \"{}\" of type \"{}\"", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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con::error(R"(Missing asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
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}
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return nullptr;
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@@ -151,7 +150,8 @@ IndirectAssetReference AssetCreationContext::LoadIndirectAssetReferenceGeneric(c
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const auto result = m_creators->CreateAsset(assetType, assetName, *this);
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if (!result.HasTakenAction() && !result.HasFailed())
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{
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con::warn("Could not load indirectly referenced asset \"{}\" of type \"{}\"", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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con::warn(
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R"(Could not load indirectly referenced asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
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}
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return IndirectAssetReference(assetType, assetName);
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}
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@@ -187,11 +187,11 @@ XAssetInfoGeneric* AssetCreationContext::ForceLoadDependencyGeneric(const asset_
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if (!result.HasFailed())
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return result.GetAssetInfo();
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con::error("Could not load asset \"{}\" of type \"{}\"", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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con::error(R"(Could not load asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
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}
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else
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{
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con::error("Missing asset \"{}\" of type \"{}\"", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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con::error(R"(Missing asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
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}
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return nullptr;
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@@ -11,7 +11,6 @@
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#include <string>
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#include <type_traits>
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#include <unordered_map>
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#include <unordered_set>
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class AssetCreatorCollection;
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@@ -4,9 +4,10 @@
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AssetCreatorCollection::AssetCreatorCollection(const Zone& zone)
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{
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m_asset_creators_by_type.resize(zone.m_pools->GetAssetTypeCount());
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m_asset_post_processors_by_type.resize(zone.m_pools->GetAssetTypeCount());
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m_default_asset_creators_by_type.resize(zone.m_pools->GetAssetTypeCount());
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const auto* game = IGame::GetGameById(zone.m_game_id);
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m_asset_creators_by_type.resize(game->GetAssetTypeCount());
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m_asset_post_processors_by_type.resize(game->GetAssetTypeCount());
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m_default_asset_creators_by_type.resize(game->GetAssetTypeCount());
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}
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void AssetCreatorCollection::AddAssetCreator(std::unique_ptr<IAssetCreator> creator)
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