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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-06-07 17:22:34 +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
+47 -48
View File
@@ -13,62 +13,61 @@ using namespace T5;
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 GameAssetPoolT5* funcPools) \
{ \
dumperType dumper; \
dumper.DumpPool(funcContext, *funcPools->poolName); \
}); \
dumpers.emplace_back(std::make_unique<dumperType>(*assetPools->poolName)); \
}
const auto* assetPools = dynamic_cast<GameAssetPoolT5*>(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 GameAssetPoolT5*)>> dumpingFunctions;
// REGISTER_DUMPER(AssetDumperPhysPreset, m_phys_preset)
// REGISTER_DUMPER(AssetDumperPhysConstraints, m_phys_constraints)
// REGISTER_DUMPER(AssetDumperDestructibleDef, m_destructible_def)
// REGISTER_DUMPER(AssetDumperXAnimParts, m_xanim_parts)
REGISTER_DUMPER(xmodel::DumperT5, m_xmodel)
REGISTER_DUMPER(material::JsonDumperT5, m_material)
// REGISTER_DUMPER(AssetDumperTechniqueSet, m_technique_set)
REGISTER_DUMPER(image::DumperT5, m_image)
// REGISTER_DUMPER(AssetDumperSndBank, m_sound_bank)
// REGISTER_DUMPER(AssetDumperSndPatch, m_sound_patch)
// 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(AssetDumperMapEnts, m_map_ents)
// REGISTER_DUMPER(AssetDumperGfxWorld, m_gfx_world)
// REGISTER_DUMPER(AssetDumperGfxLightDef, m_gfx_light_def)
// REGISTER_DUMPER(AssetDumperFont, m_font)
// REGISTER_DUMPER(AssetDumperMenuList, m_menu_list)
// REGISTER_DUMPER(AssetDumperMenuDef, m_menu_def)
REGISTER_DUMPER(localize::DumperT5, 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::DumperT5, m_raw_file)
REGISTER_DUMPER(string_table::DumperT5, m_string_table)
// REGISTER_DUMPER(AssetDumperPackIndex, m_pack_index)
// REGISTER_DUMPER(AssetDumperXGlobals, m_xglobals)
// REGISTER_DUMPER(AssetDumperDDLRoot, m_ddl)
// REGISTER_DUMPER(AssetDumperGlasses, m_glasses)
// REGISTER_DUMPER(AssetDumperEmblemSet, m_emblem_set)
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
// DUMP_ASSET_POOL(AssetDumperPhysConstraints, m_phys_constraints, ASSET_TYPE_PHYSCONSTRAINTS)
// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def, ASSET_TYPE_DESTRUCTIBLEDEF)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(xmodel::DumperT5, m_xmodel, ASSET_TYPE_XMODEL)
DUMP_ASSET_POOL(material::JsonDumperT5, m_material, ASSET_TYPE_MATERIAL)
// DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
DUMP_ASSET_POOL(image::DumperT5, m_image, ASSET_TYPE_IMAGE)
// DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank, ASSET_TYPE_SOUND)
// DUMP_ASSET_POOL(AssetDumperSndPatch, m_sound_patch, ASSET_TYPE_SOUND_PATCH)
// 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(AssetDumperMapEnts, 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, m_font, ASSET_TYPE_FONT)
// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list, ASSET_TYPE_MENULIST)
// DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def, ASSET_TYPE_MENU)
DUMP_ASSET_POOL(localize::DumperT5, 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::DumperT5, m_raw_file, ASSET_TYPE_RAWFILE)
DUMP_ASSET_POOL(string_table::DumperT5, m_string_table, ASSET_TYPE_STRINGTABLE)
// DUMP_ASSET_POOL(AssetDumperPackIndex, m_pack_index, ASSET_TYPE_PACK_INDEX)
// DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals, ASSET_TYPE_XGLOBALS)
// DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl, ASSET_TYPE_DDL)
// DUMP_ASSET_POOL(AssetDumperGlasses, m_glasses, ASSET_TYPE_GLASSES)
// DUMP_ASSET_POOL(AssetDumperEmblemSet, m_emblem_set, ASSET_TYPE_EMBLEMSET)
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
}