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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-04-29 15:09:38 +00:00

refactor: do not nest asset namespaces in game namespaces

* Duplicated namespace names are kind of annoying
This commit is contained in:
Jan Laupetin
2025-08-06 00:50:35 +02:00
parent 33c09dfe61
commit 46fb919a52
336 changed files with 1430 additions and 1480 deletions
@@ -11,7 +11,6 @@
#include <iostream>
using namespace T6;
using namespace ::attachment_unique;
namespace
{
@@ -26,7 +25,7 @@ namespace
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = GetFileNameForAssetName(assetName);
const auto fileName = attachment_unique::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
@@ -43,14 +42,14 @@ namespace
private:
ISearchPath& m_search_path;
T6::attachment_unique::InfoStringLoader m_info_string_loader;
attachment_unique::InfoStringLoaderT6 m_info_string_loader;
};
} // namespace
namespace T6::attachment_unique
namespace attachment_unique
{
std::unique_ptr<AssetCreator<AssetAttachmentUnique>> CreateRawLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
std::unique_ptr<AssetCreator<AssetAttachmentUnique>> CreateRawLoaderT6(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoader>(memory, searchPath, zone);
}
} // namespace T6::attachment_unique
} // namespace attachment_unique