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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-01-11 11:11:50 +00:00

chore: generalize IAssetDumper interface

This commit is contained in:
Jan Laupetin
2025-10-15 20:06:01 +01:00
parent c6e9cbedda
commit 6a84d1ea68
152 changed files with 1051 additions and 586 deletions

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@@ -62,7 +62,8 @@ namespace
namespace image
{
DumperIW3::DumperIW3()
DumperIW3::DumperIW3(const AssetPool<AssetImage::Type>& pool)
: AbstractAssetDumper(pool)
{
switch (ObjWriting::Configuration.ImageOutputFormat)
{

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@@ -8,13 +8,13 @@
namespace image
{
class DumperIW3 final : public AbstractAssetDumper<IW3::GfxImage>
class DumperIW3 final : public AbstractAssetDumper<IW3::AssetImage>
{
public:
DumperIW3();
explicit DumperIW3(const AssetPool<IW3::AssetImage::Type>& pool);
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::GfxImage>& asset) override;
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::AssetImage::Type>& asset) override;
private:
std::unique_ptr<IImageWriter> m_writer;

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@@ -11,14 +11,19 @@ using namespace IW3;
namespace localize
{
size_t DumperIW3::GetProgressTotalCount(const AssetPool<IW3::LocalizeEntry>& pool) const
DumperIW3::DumperIW3(const AssetPool<IW3::AssetLocalize::Type>& pool)
: AbstractSingleProgressAssetDumper(pool)
{
return pool.m_asset_lookup.empty() ? 0uz : 1uz;
}
void DumperIW3::DumpPool(AssetDumpingContext& context, const AssetPool<LocalizeEntry>& pool)
size_t DumperIW3::GetProgressTotalCount() const
{
if (pool.m_asset_lookup.empty())
return m_pool.m_asset_lookup.empty() ? 0uz : 1uz;
}
void DumperIW3::Dump(AssetDumpingContext& context)
{
if (m_pool.m_asset_lookup.empty())
return;
const auto language = LocalizeCommon::GetNameOfLanguage(context.m_zone.m_language);
@@ -35,7 +40,7 @@ namespace localize
stringFileDumper.SetNotes("");
for (const auto* localizeEntry : pool)
for (const auto* localizeEntry : m_pool)
{
stringFileDumper.WriteLocalizeEntry(localizeEntry->m_name, localizeEntry->Asset()->value);
}

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@@ -2,13 +2,16 @@
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW3/IW3.h"
#include "Pool/AssetPool.h"
namespace localize
{
class DumperIW3 final : public IAssetDumper<IW3::LocalizeEntry>
class DumperIW3 final : public AbstractSingleProgressAssetDumper<IW3::AssetLocalize>
{
public:
[[nodiscard]] size_t GetProgressTotalCount(const AssetPool<IW3::LocalizeEntry>& pool) const override;
void DumpPool(AssetDumpingContext& context, const AssetPool<IW3::LocalizeEntry>& pool) override;
explicit DumperIW3(const AssetPool<IW3::AssetLocalize::Type>& pool);
[[nodiscard]] size_t GetProgressTotalCount() const override;
void Dump(AssetDumpingContext& context) override;
};
} // namespace localize

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@@ -4,6 +4,11 @@ using namespace IW3;
namespace map_ents
{
DumperIW3::DumperIW3(const AssetPool<IW3::AssetMapEnts::Type>& pool)
: AbstractAssetDumper(pool)
{
}
void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<MapEnts>& asset)
{
const auto* mapEnts = asset.Asset();

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@@ -5,8 +5,11 @@
namespace map_ents
{
class DumperIW3 final : public AbstractAssetDumper<IW3::MapEnts>
class DumperIW3 final : public AbstractAssetDumper<IW3::AssetMapEnts>
{
public:
explicit DumperIW3(const AssetPool<IW3::AssetMapEnts::Type>& pool);
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::MapEnts>& asset) override;
};

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@@ -15,56 +15,55 @@ using namespace IW3;
bool ObjWriter::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
#define REGISTER_DUMPER(dumperType, poolName) \
if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(dumperType::AssetType_t::EnumEntry)) \
{ \
dumperType dumper; \
totalProgress += dumper.GetProgressTotalCount(*assetPools->poolName); \
dumpingFunctions.emplace_back( \
[](AssetDumpingContext& funcContext, const GameAssetPoolIW3* funcPools) \
{ \
dumperType dumper; \
dumper.DumpPool(funcContext, *funcPools->poolName); \
}); \
dumpers.emplace_back(std::make_unique<dumperType>(*assetPools->poolName)); \
}
const auto* assetPools = dynamic_cast<GameAssetPoolIW3*>(context.m_zone.m_pools.get());
std::vector<std::unique_ptr<IAssetDumper>> dumpers;
size_t totalProgress = 0uz;
std::vector<std::function<void(AssetDumpingContext & context, const GameAssetPoolIW3*)>> dumpingFunctions;
// REGISTER_DUMPER(AssetDumperPhysPreset, m_phys_preset)
// REGISTER_DUMPER(AssetDumperXAnimParts, m_xanim_parts)
REGISTER_DUMPER(xmodel::DumperIW3, m_xmodel)
REGISTER_DUMPER(material::JsonDumperIW3, m_material)
// REGISTER_DUMPER(AssetDumperMaterialTechniqueSet, m_technique_set)
REGISTER_DUMPER(image::DumperIW3, m_image)
// REGISTER_DUMPER(AssetDumpersnd_alias_list_t, m_sound)
// REGISTER_DUMPER(AssetDumperSndCurve, m_sound_curve)
REGISTER_DUMPER(sound::LoadedSoundDumperIW3, m_loaded_sound)
// REGISTER_DUMPER(AssetDumperClipMap, m_clip_map)
// REGISTER_DUMPER(AssetDumperComWorld, m_com_world)
// REGISTER_DUMPER(AssetDumperGameWorldSp, m_game_world_sp)
// REGISTER_DUMPER(AssetDumperGameWorldMp, m_game_world_mp)
REGISTER_DUMPER(map_ents::DumperIW3, m_map_ents)
// REGISTER_DUMPER(AssetDumperGfxWorld, m_gfx_world)
// REGISTER_DUMPER(AssetDumperGfxLightDef, m_gfx_light_def)
// REGISTER_DUMPER(AssetDumperFont_s, m_font)
// REGISTER_DUMPER(AssetDumperMenuList, m_menu_list)
// REGISTER_DUMPER(AssetDumpermenuDef_t, m_menu_def)
REGISTER_DUMPER(localize::DumperIW3, m_localize)
// REGISTER_DUMPER(AssetDumperWeapon, m_weapon)
// REGISTER_DUMPER(AssetDumperSndDriverGlobals, m_snd_driver_globals)
// REGISTER_DUMPER(AssetDumperFxEffectDef, m_fx)
// REGISTER_DUMPER(AssetDumperFxImpactTable, m_fx_impact_table)
REGISTER_DUMPER(raw_file::DumperIW3, m_raw_file)
REGISTER_DUMPER(string_table::DumperIW3, m_string_table)
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(xmodel::DumperIW3, m_xmodel, ASSET_TYPE_XMODEL)
DUMP_ASSET_POOL(material::JsonDumperIW3, m_material, ASSET_TYPE_MATERIAL)
// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
DUMP_ASSET_POOL(image::DumperIW3, m_image, ASSET_TYPE_IMAGE)
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)
// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve, ASSET_TYPE_SOUND_CURVE)
DUMP_ASSET_POOL(sound::LoadedSoundDumperIW3, m_loaded_sound, ASSET_TYPE_LOADED_SOUND)
// DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map, ASSET_TYPE_CLIPMAP_PVS)
// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world, ASSET_TYPE_COMWORLD)
// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp, ASSET_TYPE_GAMEWORLD_SP)
// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp, ASSET_TYPE_GAMEWORLD_MP)
DUMP_ASSET_POOL(map_ents::DumperIW3, m_map_ents, ASSET_TYPE_MAP_ENTS)
// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world, ASSET_TYPE_GFXWORLD)
// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def, ASSET_TYPE_LIGHT_DEF)
// DUMP_ASSET_POOL(AssetDumperFont_s, m_font, ASSET_TYPE_FONT)
// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list, ASSET_TYPE_MENULIST)
// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def, ASSET_TYPE_MENU)
DUMP_ASSET_POOL(localize::DumperIW3, m_localize, ASSET_TYPE_LOCALIZE_ENTRY)
// DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon, ASSET_TYPE_WEAPON)
// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals, ASSET_TYPE_SNDDRIVER_GLOBALS)
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
DUMP_ASSET_POOL(raw_file::DumperIW3, m_raw_file, ASSET_TYPE_RAWFILE)
DUMP_ASSET_POOL(string_table::DumperIW3, m_string_table, ASSET_TYPE_STRINGTABLE)
if (context.ShouldTrackProgress())
{
size_t totalProgress = 0uz;
for (const auto& dumper : dumpers)
totalProgress += dumper->GetProgressTotalCount();
context.SetTotalProgress(totalProgress);
for (const auto& func : dumpingFunctions)
func(context, assetPools);
context.SetTotalProgress(totalProgress);
}
for (const auto& dumper : dumpers)
dumper->Dump(context);
return true;
#undef DUMP_ASSET_POOL
#undef REGISTER_DUMPER
}

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@@ -4,6 +4,11 @@ using namespace IW3;
namespace raw_file
{
DumperIW3::DumperIW3(const AssetPool<AssetRawFile::Type>& pool)
: AbstractAssetDumper(pool)
{
}
void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<RawFile>& asset)
{
const auto* rawFile = asset.Asset();

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@@ -5,8 +5,11 @@
namespace raw_file
{
class DumperIW3 final : public AbstractAssetDumper<IW3::RawFile>
class DumperIW3 final : public AbstractAssetDumper<IW3::AssetRawFile>
{
public:
explicit DumperIW3(const AssetPool<IW3::AssetRawFile::Type>& pool);
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::RawFile>& asset) override;
};

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@@ -25,6 +25,11 @@ namespace
namespace sound
{
LoadedSoundDumperIW3::LoadedSoundDumperIW3(const AssetPool<AssetLoadedSound::Type>& pool)
: AbstractAssetDumper(pool)
{
}
void LoadedSoundDumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<LoadedSound>& asset)
{
const auto* loadedSound = asset.Asset();

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@@ -5,9 +5,12 @@
namespace sound
{
class LoadedSoundDumperIW3 final : public AbstractAssetDumper<IW3::LoadedSound>
class LoadedSoundDumperIW3 final : public AbstractAssetDumper<IW3::AssetLoadedSound>
{
public:
explicit LoadedSoundDumperIW3(const AssetPool<IW3::AssetLoadedSound::Type>& pool);
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::LoadedSound>& asset) override;
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::AssetLoadedSound::Type>& asset) override;
};
} // namespace sound

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@@ -6,6 +6,11 @@ using namespace IW3;
namespace string_table
{
DumperIW3::DumperIW3(const AssetPool<AssetStringTable::Type>& pool)
: AbstractAssetDumper(pool)
{
}
void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<StringTable>& asset)
{
const auto* stringTable = asset.Asset();

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@@ -5,8 +5,11 @@
namespace string_table
{
class DumperIW3 final : public AbstractAssetDumper<IW3::StringTable>
class DumperIW3 final : public AbstractAssetDumper<IW3::AssetStringTable>
{
public:
explicit DumperIW3(const AssetPool<IW3::AssetStringTable::Type>& pool);
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::StringTable>& asset) override;
};