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chore: initialize KeyValuePairsCompiler for T6 as obj compiler
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@ -1,4 +1,4 @@
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#include "KeyValuePairsCreator.h"
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#include "KeyValuePairsCompiler.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/T6.h"
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@ -8,18 +8,23 @@
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using namespace T6;
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using namespace T6;
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KeyValuePairsCreator::KeyValuePairsCreator(const Zone& zone, const ZoneDefinition& zoneDefinition)
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KeyValuePairsCompiler::KeyValuePairsCompiler(const Zone& zone, const ZoneDefinition& zoneDefinition)
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: m_zone(zone),
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: m_zone(zone),
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m_zone_definition(zoneDefinition)
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m_zone_definition(zoneDefinition)
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{
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{
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}
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}
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AssetCreationResult KeyValuePairsCreator::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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std::optional<asset_type_t> KeyValuePairsCompiler::GetHandlingAssetType() const
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{
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return std::nullopt;
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}
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AssetCreationResult KeyValuePairsCompiler::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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{
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return AssetCreationResult::NoAction();
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return AssetCreationResult::NoAction();
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}
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}
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void KeyValuePairsCreator::FinalizeZone(AssetCreationContext& context)
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void KeyValuePairsCompiler::FinalizeZone(AssetCreationContext& context)
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{
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{
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std::vector<KeyValuePair> kvpList;
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std::vector<KeyValuePair> kvpList;
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auto& memory = *m_zone.GetMemory();
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auto& memory = *m_zone.GetMemory();
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@ -6,11 +6,12 @@
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namespace T6
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namespace T6
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{
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{
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class KeyValuePairsCreator : public AssetCreator<AssetKeyValuePairs>
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class KeyValuePairsCompiler final : public IAssetCreator
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{
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{
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public:
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public:
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KeyValuePairsCreator(const Zone& zone, const ZoneDefinition& zoneDefinition);
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KeyValuePairsCompiler(const Zone& zone, const ZoneDefinition& zoneDefinition);
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[[nodiscard]] std::optional<asset_type_t> GetHandlingAssetType() const override;
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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void FinalizeZone(AssetCreationContext& context) override;
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void FinalizeZone(AssetCreationContext& context) override;
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@ -3,6 +3,7 @@
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#include "Game/T6/T6.h"
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#include "Game/T6/T6.h"
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#include "Image/ImageIPakPostProcessor.h"
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#include "Image/ImageIPakPostProcessor.h"
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#include "Image/ImageIwdPostProcessor.h"
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#include "Image/ImageIwdPostProcessor.h"
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#include "KeyValuePairs/KeyValuePairsCompiler.h"
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#include <memory>
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#include <memory>
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@ -11,11 +12,11 @@ namespace fs = std::filesystem;
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namespace
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namespace
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{
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{
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void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
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void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinitionContext& zoneDefinition, ISearchPath& searchPath)
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{
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{
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auto& memory = *zone.GetMemory();
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auto& memory = *zone.GetMemory();
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// No compilers yet
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collection.AddAssetCreator(std::make_unique<KeyValuePairsCompiler>(zone, zoneDefinition.m_zone_definition));
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}
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}
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void ConfigurePostProcessors(
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void ConfigurePostProcessors(
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@ -39,5 +40,6 @@ void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
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const fs::path& outDir,
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const fs::path& outDir,
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const fs::path& cacheDir) const
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const fs::path& cacheDir) const
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{
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{
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ConfigureCompilers(collection, zone, zoneDefinition, searchPath);
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ConfigurePostProcessors(collection, zone, zoneDefinition, searchPath, outDir);
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ConfigurePostProcessors(collection, zone, zoneDefinition, searchPath, outDir);
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}
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}
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