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https://github.com/Laupetin/OpenAssetTools.git
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chore: adjust asset creation process to use separated AssetCreators
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85
src/ObjLoading/Asset/AssetCreationContext.h
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85
src/ObjLoading/Asset/AssetCreationContext.h
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#pragma once
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#include "AssetCreatorCollection.h"
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#include "AssetLoading/IZoneAssetLoaderState.h"
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#include "AssetRegistration.h"
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#include "Game/IAsset.h"
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#include "Pool/XAssetInfo.h"
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#include "Zone/AssetList/AssetList.h"
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#include "Zone/ZoneTypes.h"
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#include <memory>
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#include <string>
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#include <type_traits>
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#include <typeindex>
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#include <unordered_map>
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#include <unordered_set>
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class AssetCreatorCollection;
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class IgnoredAssetLookup
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{
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public:
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explicit IgnoredAssetLookup(const AssetList& assetList);
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[[nodiscard]] bool IsAssetIgnored(asset_type_t assetType, const std::string& name) const;
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std::unordered_multimap<std::string, asset_type_t> m_ignored_asset_lookup;
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};
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class AssetCreationContext
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{
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public:
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AssetCreationContext(Zone* zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup);
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* AddAsset(AssetRegistration<AssetType> registration)
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{
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static_assert(std::is_base_of_v<IAssetBase, AssetType>);
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return static_cast<XAssetInfo<typename AssetType::Type>*>(AddAssetGeneric(std::move(registration)));
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}
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XAssetInfoGeneric* AddAssetGeneric(GenericAssetRegistration registration) const;
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* LoadDependency(const std::string& assetName)
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{
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static_assert(std::is_base_of_v<IAssetBase, AssetType>);
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return static_cast<XAssetInfo<typename AssetType::Type>*>(LoadDependencyInternal(AssetType::EnumEntry, assetName));
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}
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XAssetInfoGeneric* LoadDependencyGeneric(asset_type_t assetType, const std::string& assetName);
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template<typename AssetType> IndirectAssetReference LoadIndirectAssetReference(const std::string& assetName)
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{
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static_assert(std::is_base_of_v<IAssetBase, AssetType>);
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return LoadIndirectAssetReferenceInternal(AssetType::EnumEntry, assetName);
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}
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IndirectAssetReference LoadIndirectAssetReferenceGeneric(asset_type_t assetType, const std::string& assetName);
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template<typename T> T* GetZoneAssetLoaderState()
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{
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static_assert(std::is_base_of_v<IZoneAssetLoaderState, T>, "T must inherit IZoneAssetLoaderState");
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// T must also have a public default constructor
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const auto foundEntry = m_zone_asset_loader_states.find(typeid(T));
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if (foundEntry != m_zone_asset_loader_states.end())
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return dynamic_cast<T*>(foundEntry->second.get());
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auto newState = std::make_unique<T>();
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newState->SetZone(&m_zone);
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auto* newStatePtr = newState.get();
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m_zone_asset_loader_states.emplace(std::make_pair<std::type_index, std::unique_ptr<IZoneAssetLoaderState>>(typeid(T), std::move(newState)));
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return newStatePtr;
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}
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private:
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[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName) const;
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Zone* m_zone;
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const AssetCreatorCollection* m_creators;
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const IgnoredAssetLookup* m_ignored_asset_lookup;
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std::unordered_map<std::type_index, std::unique_ptr<IZoneAssetLoaderState>> m_zone_asset_loader_states;
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};
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