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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-07-03 09:41:50 +00:00

Reformat code with clang format

This commit is contained in:
Clang Format
2023-11-19 15:28:38 +01:00
committed by Jan
parent 22e17272fd
commit 6b4f5d94a8
1099 changed files with 16763 additions and 18076 deletions

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@ -1,12 +1,12 @@
#include "AssetLoaderGfxImage.h"
#include <cstring>
#include <iostream>
#include "Game/IW3/IW3.h"
#include "Image/DdsLoader.h"
#include "Pool/GlobalAssetPool.h"
#include "Image/IwiTypes.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <iostream>
using namespace IW3;
@ -23,7 +23,8 @@ bool AssetLoaderGfxImage::CanLoadFromRaw() const
return true;
}
bool AssetLoaderGfxImage::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
bool AssetLoaderGfxImage::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
// Do not load any GfxImages from raw for now that are not loaded
// TODO: Load iwis and add streaming info to asset

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@ -1,7 +1,7 @@
#pragma once
#include "Game/IW3/IW3.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "Game/IW3/IW3.h"
#include "SearchPath/ISearchPath.h"
namespace IW3
@ -11,6 +11,7 @@ namespace IW3
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
bool
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}
} // namespace IW3

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@ -1,10 +1,10 @@
#include "AssetLoaderRawFile.h"
#include <cstring>
#include "Game/IW3/IW3.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
using namespace IW3;
void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
@ -20,7 +20,8 @@ bool AssetLoaderRawFile::CanLoadFromRaw() const
return true;
}
bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
bool AssetLoaderRawFile::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())

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@ -1,7 +1,7 @@
#pragma once
#include "Game/IW3/IW3.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "Game/IW3/IW3.h"
#include "SearchPath/ISearchPath.h"
namespace IW3
@ -11,6 +11,7 @@ namespace IW3
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
bool
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}
} // namespace IW3