mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-24 21:52:06 +00:00
refactor: do not nest asset namespaces in game namespaces
* Duplicated namespace names are kind of annoying
This commit is contained in:
@@ -48,7 +48,7 @@ namespace
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m_registration(registration),
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m_state_map_cache(context.GetZoneAssetCreationState<::techset::TechniqueStateMapCache>()),
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m_base_state_bits{},
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m_techset_creator(IW4::techset::CreateLoader(memory, searchPath))
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m_techset_creator(techset::CreateLoaderIW4(memory, searchPath))
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{
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}
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@@ -1325,7 +1325,7 @@ namespace
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std::vector<MaterialTextureDef> m_textures;
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std::vector<MaterialConstantDef> m_constants;
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std::unique_ptr<::IW4::techset::ICreator> m_techset_creator;
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std::unique_ptr<techset::ICreatorIW4> m_techset_creator;
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};
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class MaterialLoader final : public AssetCreator<AssetMaterial>
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@@ -1375,10 +1375,10 @@ namespace
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};
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} // namespace
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namespace IW4::material
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namespace material
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{
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std::unique_ptr<AssetCreator<AssetMaterial>> CreateCompiler(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt)
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std::unique_ptr<AssetCreator<AssetMaterial>> CreateCompilerIW4(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt)
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{
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return std::make_unique<MaterialLoader>(memory, searchPath, gdt);
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}
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} // namespace IW4::material
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} // namespace material
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@@ -6,7 +6,7 @@
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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namespace IW4::material
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namespace material
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{
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std::unique_ptr<AssetCreator<AssetMaterial>> CreateCompiler(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt);
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} // namespace IW4::material
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std::unique_ptr<AssetCreator<IW4::AssetMaterial>> CreateCompilerIW4(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt);
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} // namespace material
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@@ -17,10 +17,10 @@ namespace
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auto& memory = zone.Memory();
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#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
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collection.AddAssetCreator(material::CreateCompiler(memory, searchPath, gdt));
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collection.AddAssetCreator(IW4::techset::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(material::CreateCompilerIW4(memory, searchPath, gdt));
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collection.AddAssetCreator(techset::CreateLoaderIW4(memory, searchPath));
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#endif
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collection.AddAssetCreator(vertex_decl::CreateLoader(memory));
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collection.AddAssetCreator(vertex_decl::CreateLoaderIW4(memory));
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}
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void ConfigurePostProcessors(AssetCreatorCollection& collection,
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@@ -203,7 +203,7 @@ namespace
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ISearchPath& searchPath,
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MemoryManager& memory,
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AssetCreationContext& context,
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IW4::techset::ICreator* techsetCreator)
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techset::ICreatorIW4* techsetCreator)
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: m_technique_name(techniqueName),
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m_search_path(searchPath),
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m_memory(memory),
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@@ -1026,13 +1026,13 @@ namespace
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TechniqueZoneLoadingState& m_zone_state;
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TechniqueStateMapCache& m_state_map_cache;
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ShaderInfoFromFileSystemCacheState& m_shader_info_cache;
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IW4::techset::ICreator* m_techset_creator;
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techset::ICreatorIW4* m_techset_creator;
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};
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class TechniqueLoader
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{
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public:
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TechniqueLoader(ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context, IW4::techset::ICreator* techsetCreator)
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TechniqueLoader(ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context, techset::ICreatorIW4* techsetCreator)
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: m_search_path(searchPath),
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m_memory(memory),
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m_context(context),
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@@ -1260,10 +1260,10 @@ namespace
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MemoryManager& m_memory;
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AssetCreationContext& m_context;
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TechniqueZoneLoadingState& m_zone_state;
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IW4::techset::ICreator* m_techset_creator;
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techset::ICreatorIW4* m_techset_creator;
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};
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class TechsetLoader final : public IW4::techset::ICreator
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class TechsetLoader final : public techset::ICreatorIW4
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{
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public:
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TechsetLoader(MemoryManager& memory, ISearchPath& searchPath)
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@@ -1369,10 +1369,10 @@ namespace
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};
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} // namespace
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namespace IW4::techset
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namespace techset
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{
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std::unique_ptr<ICreator> CreateLoader(MemoryManager& memory, ISearchPath& searchPath)
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std::unique_ptr<ICreatorIW4> CreateLoaderIW4(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<TechsetLoader>(memory, searchPath);
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}
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} // namespace IW4::techset
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} // namespace techset
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@@ -10,17 +10,17 @@
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#include <memory>
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#include <string>
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namespace IW4::techset
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namespace techset
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{
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class ICreator : public AssetCreator<AssetTechniqueSet>
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class ICreatorIW4 : public AssetCreator<IW4::AssetTechniqueSet>
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{
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public:
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ICreator() = default;
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virtual ~ICreator() = default;
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ICreatorIW4() = default;
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virtual ~ICreatorIW4() = default;
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virtual ::techset::TechsetDefinition* LoadTechsetDefinition(const std::string& assetName, AssetCreationContext& context, bool& failure) = 0;
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virtual TechsetDefinition* LoadTechsetDefinition(const std::string& assetName, AssetCreationContext& context, bool& failure) = 0;
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virtual const state_map::StateMapDefinition* LoadStateMapDefinition(const std::string& stateMapName, AssetCreationContext& context) = 0;
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};
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std::unique_ptr<ICreator> CreateLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace IW4::techset
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std::unique_ptr<ICreatorIW4> CreateLoaderIW4(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace techset
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@@ -92,10 +92,10 @@ namespace
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};
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} // namespace
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namespace IW4::vertex_decl
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namespace vertex_decl
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{
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std::unique_ptr<AssetCreator<AssetVertexDecl>> CreateLoader(MemoryManager& memory)
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std::unique_ptr<AssetCreator<AssetVertexDecl>> CreateLoaderIW4(MemoryManager& memory)
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{
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return std::make_unique<LoaderVertexDecl>(memory);
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}
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} // namespace IW4::vertex_decl
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} // namespace vertex_decl
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@@ -7,7 +7,7 @@
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#include <memory>
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namespace IW4::vertex_decl
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namespace vertex_decl
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{
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std::unique_ptr<AssetCreator<AssetVertexDecl>> CreateLoader(MemoryManager& memory);
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} // namespace IW4::vertex_decl
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std::unique_ptr<AssetCreator<IW4::AssetVertexDecl>> CreateLoaderIW4(MemoryManager& memory);
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} // namespace vertex_decl
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@@ -71,11 +71,11 @@ namespace
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};
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} // namespace
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namespace T6::key_value_pairs
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namespace key_value_pairs
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{
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std::unique_ptr<IAssetCreator>
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CreateCompiler(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates)
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CreateCompilerT6(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates)
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{
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return std::make_unique<KeyValuePairsCompiler>(memory, zone, zoneDefinition, zoneStates);
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}
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} // namespace T6::key_value_pairs
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} // namespace key_value_pairs
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@@ -9,8 +9,8 @@
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#include <memory>
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namespace T6::key_value_pairs
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namespace key_value_pairs
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{
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std::unique_ptr<IAssetCreator>
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CreateCompiler(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates);
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} // namespace T6::key_value_pairs
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CreateCompilerT6(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates);
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} // namespace key_value_pairs
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@@ -19,7 +19,7 @@ namespace
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{
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auto& memory = zone.Memory();
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collection.AddAssetCreator(T6::key_value_pairs::CreateCompiler(memory, zone, zoneDefinition.m_zone_definition, zoneStates));
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collection.AddAssetCreator(key_value_pairs::CreateCompilerT6(memory, zone, zoneDefinition.m_zone_definition, zoneStates));
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}
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void ConfigurePostProcessors(AssetCreatorCollection& collection,
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