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chore: adjust asset creation process to use separated AssetCreators

This commit is contained in:
Jan
2024-12-13 23:28:28 +00:00
parent 63046f5681
commit 4f0a405bdc
46 changed files with 638 additions and 278 deletions

View File

@@ -1,19 +1,14 @@
#pragma once
#include "Asset/AssetCreatorCollection.h"
#include "AssetLoading/AssetLoadingContext.h"
#include "SearchPath/ISearchPath.h"
#include "Zone/Definition/ZoneDefinition.h"
#include "Zone/Zone.h"
#include <cstdint>
#include <string>
enum class ObjCompilerResult : std::uint8_t
{
COMPILED,
NO_COMPILATION_DONE,
FAILURE
};
class IObjCompiler
{
public:
@@ -24,7 +19,7 @@ public:
IObjCompiler& operator=(const IObjCompiler& other) = default;
IObjCompiler& operator=(IObjCompiler&& other) noexcept = default;
virtual ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const = 0;
virtual void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const = 0;
static const IObjCompiler* GetObjCompilerForGame(GameId game);
};