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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-07-01 08:41:52 +00:00

chore: rename ZoneAssetLoaderState to ZoneAssetCreationState

This commit is contained in:
Jan
2025-01-03 11:01:44 +01:00
parent 9068e96dfa
commit 416823c6cd
24 changed files with 104 additions and 103 deletions

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@ -44,7 +44,7 @@ namespace
m_search_path(searchPath),
m_context(context),
m_registration(registration),
m_state_map_cache(context.GetZoneAssetLoaderState<techset::TechniqueStateMapCache>()),
m_state_map_cache(context.GetZoneAssetCreationState<techset::TechniqueStateMapCache>()),
m_base_state_bits{},
m_techset_creator(CreateTechsetLoader(memory, searchPath))
{
@ -792,7 +792,7 @@ namespace
m_registration.AddDependency(techset);
m_material.techniqueSet = techset->Asset();
auto& definitionCache = m_context.GetZoneAssetLoaderState<techset::TechsetDefinitionCache>();
auto& definitionCache = m_context.GetZoneAssetCreationState<techset::TechsetDefinitionCache>();
bool failure = false;
const auto* techsetDefinition = m_techset_creator->LoadTechsetDefinition(techsetName, m_context, failure);

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@ -28,8 +28,8 @@ namespace
std::vector<menuDef_t*> menus;
AssetRegistration<AssetMenuList> registration(assetName);
auto& zoneState = context.GetZoneAssetLoaderState<menu::MenuAssetZoneState>();
auto& conversionState = context.GetZoneAssetLoaderState<MenuConversionZoneState>();
auto& zoneState = context.GetZoneAssetCreationState<menu::MenuAssetZoneState>();
auto& conversionState = context.GetZoneAssetCreationState<MenuConversionZoneState>();
std::deque<std::string> menuLoadQueue;
const auto alreadyLoadedMenuListFileMenus = conversionState.m_menus_by_filename.find(assetName);
@ -74,7 +74,7 @@ namespace
void FinalizeZone(AssetCreationContext& context) override
{
context.GetZoneAssetLoaderState<MenuConversionZoneState>().FinalizeSupportingData();
context.GetZoneAssetCreationState<MenuConversionZoneState>().FinalizeSupportingData();
}
private:

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@ -1,13 +1,13 @@
#pragma once
#include "Asset/IZoneAssetLoaderState.h"
#include "Asset/IZoneAssetCreationState.h"
#include "Game/IW4/IW4.h"
#include <map>
namespace IW4
{
class MenuConversionZoneState final : public IZoneAssetLoaderState
class MenuConversionZoneState final : public IZoneAssetCreationState
{
Zone* m_zone;
std::vector<Statement_s*> m_functions;

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@ -1112,8 +1112,8 @@ namespace
public:
MenuConverter(const bool disableOptimizations, ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context)
: AbstractMenuConverter(disableOptimizations, searchPath, memory, context),
m_conversion_zone_state(context.GetZoneAssetLoaderState<MenuConversionZoneState>()),
m_parsing_zone_state(context.GetZoneAssetLoaderState<MenuAssetZoneState>())
m_conversion_zone_state(context.GetZoneAssetCreationState<MenuConversionZoneState>()),
m_parsing_zone_state(context.GetZoneAssetCreationState<MenuAssetZoneState>())
{
}

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@ -41,7 +41,7 @@ namespace
}
};
class TechniqueZoneLoadingState final : public IZoneAssetLoaderState
class TechniqueZoneLoadingState final : public IZoneAssetCreationState
{
public:
typedef const float (*literal_t)[4];
@ -84,7 +84,7 @@ namespace
std::map<techset::ShaderArgumentLiteralSource, literal_t> m_allocated_literals;
};
class ShaderInfoFromFileSystemCacheState final : public IZoneAssetLoaderState
class ShaderInfoFromFileSystemCacheState final : public IZoneAssetCreationState
{
std::unordered_map<std::string, std::unique_ptr<d3d9::ShaderInfo>> m_cached_shader_info;
@ -205,9 +205,9 @@ namespace
m_search_path(searchPath),
m_memory(memory),
m_context(context),
m_zone_state(context.GetZoneAssetLoaderState<TechniqueZoneLoadingState>()),
m_state_map_cache(context.GetZoneAssetLoaderState<techset::TechniqueStateMapCache>()),
m_shader_info_cache(context.GetZoneAssetLoaderState<ShaderInfoFromFileSystemCacheState>()),
m_zone_state(context.GetZoneAssetCreationState<TechniqueZoneLoadingState>()),
m_state_map_cache(context.GetZoneAssetCreationState<techset::TechniqueStateMapCache>()),
m_shader_info_cache(context.GetZoneAssetCreationState<ShaderInfoFromFileSystemCacheState>()),
m_techset_creator(techsetCreator)
{
}
@ -1034,7 +1034,7 @@ namespace
: m_search_path(searchPath),
m_memory(memory),
m_context(context),
m_zone_state(context.GetZoneAssetLoaderState<TechniqueZoneLoadingState>()),
m_zone_state(context.GetZoneAssetCreationState<TechniqueZoneLoadingState>()),
m_techset_creator(techsetCreator)
{
}
@ -1313,7 +1313,7 @@ namespace
techset::TechsetDefinition* LoadTechsetDefinition(const std::string& assetName, AssetCreationContext& context, bool& failure) override
{
failure = false;
auto& definitionCache = context.GetZoneAssetLoaderState<techset::TechsetDefinitionCache>();
auto& definitionCache = context.GetZoneAssetCreationState<techset::TechsetDefinitionCache>();
auto* cachedTechsetDefinition = definitionCache.GetCachedTechsetDefinition(assetName);
if (cachedTechsetDefinition)
return cachedTechsetDefinition;
@ -1340,7 +1340,7 @@ namespace
const state_map::StateMapDefinition* LoadStateMapDefinition(const std::string& stateMapName, AssetCreationContext& context) override
{
auto& stateMapCache = context.GetZoneAssetLoaderState<techset::TechniqueStateMapCache>();
auto& stateMapCache = context.GetZoneAssetCreationState<techset::TechniqueStateMapCache>();
auto* cachedStateMap = stateMapCache.GetCachedStateMap(stateMapName);
if (cachedStateMap)
return cachedStateMap;

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@ -392,7 +392,7 @@ namespace
bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
{
auto& accuracyGraphLoader = context.GetZoneAssetLoaderState<AccuracyGraphLoader>();
auto& accuracyGraphLoader = context.GetZoneAssetCreationState<AccuracyGraphLoader>();
if (weaponFullDef.weapDef.aiVsAiAccuracyGraphName && weaponFullDef.weapDef.aiVsAiAccuracyGraphName[0])
{

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@ -28,8 +28,8 @@ namespace
std::vector<menuDef_t*> menus;
AssetRegistration<AssetMenuList> registration(assetName);
auto& zoneState = context.GetZoneAssetLoaderState<menu::MenuAssetZoneState>();
auto& conversionState = context.GetZoneAssetLoaderState<MenuConversionZoneState>();
auto& zoneState = context.GetZoneAssetCreationState<menu::MenuAssetZoneState>();
auto& conversionState = context.GetZoneAssetCreationState<MenuConversionZoneState>();
std::deque<std::string> menuLoadQueue;
const auto alreadyLoadedMenuListFileMenus = conversionState.m_menus_by_filename.find(assetName);
@ -74,7 +74,7 @@ namespace
void FinalizeZone(AssetCreationContext& context) override
{
context.GetZoneAssetLoaderState<MenuConversionZoneState>().FinalizeSupportingData();
context.GetZoneAssetCreationState<MenuConversionZoneState>().FinalizeSupportingData();
}
private:

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@ -1,13 +1,13 @@
#pragma once
#include "Asset/IZoneAssetLoaderState.h"
#include "Asset/IZoneAssetCreationState.h"
#include "Game/IW5/IW5.h"
#include <map>
namespace IW5
{
class MenuConversionZoneState final : public IZoneAssetLoaderState
class MenuConversionZoneState final : public IZoneAssetCreationState
{
Zone* m_zone;
std::vector<Statement_s*> m_functions;

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@ -1120,8 +1120,8 @@ namespace
public:
MenuConverter(const bool disableOptimizations, ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context)
: AbstractMenuConverter(disableOptimizations, searchPath, memory, context),
m_conversion_zone_state(context.GetZoneAssetLoaderState<MenuConversionZoneState>()),
m_parsing_zone_state(context.GetZoneAssetLoaderState<MenuAssetZoneState>())
m_conversion_zone_state(context.GetZoneAssetCreationState<MenuConversionZoneState>()),
m_parsing_zone_state(context.GetZoneAssetCreationState<MenuAssetZoneState>())
{
}

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@ -822,7 +822,7 @@ namespace
bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
{
auto& accuracyGraphLoader = context.GetZoneAssetLoaderState<AccuracyGraphLoader>();
auto& accuracyGraphLoader = context.GetZoneAssetCreationState<AccuracyGraphLoader>();
if (weaponFullDef.weapDef.aiVsAiAccuracyGraphName && weaponFullDef.weapDef.aiVsAiAccuracyGraphName[0])
{

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@ -409,7 +409,7 @@ namespace
bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
{
auto& accuracyGraphLoader = context.GetZoneAssetLoaderState<AccuracyGraphLoader>();
auto& accuracyGraphLoader = context.GetZoneAssetCreationState<AccuracyGraphLoader>();
if (weaponFullDef.weapDef.aiVsAiAccuracyGraphName && weaponFullDef.weapDef.aiVsAiAccuracyGraphName[0])
{