mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
chore: get rid of now unused AssetLoading classes
This commit is contained in:
parent
e11e8a361e
commit
9852f52a15
@ -1,6 +1,5 @@
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#include "ZoneCreator.h"
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#include "ZoneCreator.h"
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Gdt/GdtLookup.h"
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#include "Gdt/GdtLookup.h"
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#include "IObjCompiler.h"
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#include "IObjCompiler.h"
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#include "IObjLoader.h"
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#include "IObjLoader.h"
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@ -1,7 +1,6 @@
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#pragma once
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#pragma once
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#include "Asset/AssetCreatorCollection.h"
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#include "Asset/AssetCreatorCollection.h"
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#include "AssetLoading/AssetLoadingContext.h"
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#include "SearchPath/ISearchPath.h"
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#include "SearchPath/ISearchPath.h"
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#include "Zone/Definition/ZoneDefinition.h"
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#include "Zone/Definition/ZoneDefinition.h"
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#include "Zone/Zone.h"
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#include "Zone/Zone.h"
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include "AssetLoading/IZoneAssetLoaderState.h"
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#include "Asset/IZoneAssetLoaderState.h"
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#include "AssetRegistration.h"
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#include "AssetRegistration.h"
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#include "Game/IAsset.h"
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#include "Game/IAsset.h"
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#include "Pool/XAssetInfo.h"
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#include "Pool/XAssetInfo.h"
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@ -1,7 +0,0 @@
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#include "AssetLoadingContext.h"
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AssetLoadingContext::AssetLoadingContext(Zone& zone, ISearchPath& rawSearchPath, std::vector<Gdt*> gdtFiles)
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: m_zone(zone),
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m_raw_search_path(rawSearchPath)
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{
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}
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@ -1,41 +0,0 @@
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#pragma once
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#include "Gdt/IGdtQueryable.h"
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#include "IZoneAssetLoaderState.h"
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#include "Obj/Gdt/Gdt.h"
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#include "SearchPath/ISearchPath.h"
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#include "Zone/Zone.h"
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#include <type_traits>
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#include <typeindex>
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#include <unordered_map>
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class AssetLoadingContext final : public IGdtQueryable
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{
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public:
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AssetLoadingContext(Zone& zone, ISearchPath& rawSearchPath, std::vector<Gdt*> gdtFiles);
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GdtEntry* GetGdtEntryByGdfAndName(const std::string& gdfName, const std::string& entryName) override;
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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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public:
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Zone& m_zone;
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ISearchPath& m_raw_search_path;
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std::unordered_map<std::string, asset_type_t> m_ignored_asset_map;
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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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@ -1,23 +0,0 @@
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#pragma once
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#include "IAssetLoader.h"
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#include "Pool/GlobalAssetPool.h"
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template<typename T> class BasicAssetLoaderWithoutType : public IAssetLoader
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override
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{
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return GlobalAssetPool<T>::GetAssetByName(assetName);
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}
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};
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template<typename AssetType> class BasicAssetLoader : public BasicAssetLoaderWithoutType<typename AssetType::Type>
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{
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public:
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static_assert(std::is_base_of_v<IAssetBase, AssetType>);
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_NODISCARD asset_type_t GetHandlingAssetType() const override
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{
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return AssetType::EnumEntry;
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}
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};
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@ -1,54 +0,0 @@
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#pragma once
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#include "Gdt/IGdtQueryable.h"
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#include "IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/ClassUtils.h"
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#include "Zone/ZoneTypes.h"
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#include <string>
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class IAssetLoader
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{
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public:
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IAssetLoader() = default;
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virtual ~IAssetLoader() = default;
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IAssetLoader(const IAssetLoader& other) = default;
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IAssetLoader(IAssetLoader&& other) noexcept = default;
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IAssetLoader& operator=(const IAssetLoader& other) = default;
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IAssetLoader& operator=(IAssetLoader&& other) noexcept = default;
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_NODISCARD virtual asset_type_t GetHandlingAssetType() const = 0;
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_NODISCARD virtual XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const = 0;
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_NODISCARD virtual void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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// TODO: Make this pure virtual
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return nullptr;
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}
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_NODISCARD virtual bool CanLoadFromGdt() const
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{
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return false;
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}
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_NODISCARD virtual bool CanLoadFromRaw() const
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{
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return false;
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}
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virtual bool LoadFromGdt(const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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return false;
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}
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virtual bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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return false;
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}
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virtual void FinalizeAssetsForZone(AssetLoadingContext& context) const
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{
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// Do nothing by default
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}
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};
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@ -1,89 +0,0 @@
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#pragma once
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#include "AssetLoadingContext.h"
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#include "Game/IAsset.h"
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#include "Pool/XAssetInfo.h"
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#include "Utils/ClassUtils.h"
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#include "Zone/ZoneTypes.h"
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#include <string>
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class IAssetLoadingManager
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{
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public:
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IAssetLoadingManager() = default;
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virtual ~IAssetLoadingManager() = default;
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IAssetLoadingManager(const IAssetLoadingManager& other) = default;
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IAssetLoadingManager(IAssetLoadingManager&& other) noexcept = default;
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IAssetLoadingManager& operator=(const IAssetLoadingManager& other) = default;
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IAssetLoadingManager& operator=(IAssetLoadingManager&& other) noexcept = default;
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_NODISCARD virtual AssetLoadingContext* GetAssetLoadingContext() const = 0;
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* AddAsset(const std::string& assetName, typename AssetType::Type* asset)
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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>*>(AddAsset(std::make_unique<XAssetInfoGeneric>(
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AssetType::EnumEntry, assetName, asset, std::vector<XAssetInfoGeneric*>(), std::vector<scr_string_t>(), std::vector<IndirectAssetReference>())));
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}
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template<typename AssetType>
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XAssetInfo<typename AssetType::Type>* AddAsset(const std::string& assetName, typename AssetType::Type* asset, std::vector<XAssetInfoGeneric*> dependencies)
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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>*>(AddAsset(std::make_unique<XAssetInfoGeneric>(
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AssetType::EnumEntry, assetName, asset, std::move(dependencies), std::vector<scr_string_t>(), std::vector<IndirectAssetReference>())));
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}
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template<typename AssetType>
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XAssetInfo<typename AssetType::Type>* AddAsset(const std::string& assetName,
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typename AssetType::Type* asset,
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std::vector<XAssetInfoGeneric*> dependencies,
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std::vector<scr_string_t> usedScriptStrings)
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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>*>(AddAsset(std::make_unique<XAssetInfoGeneric>(
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AssetType::EnumEntry, assetName, asset, std::move(dependencies), std::move(usedScriptStrings), std::vector<IndirectAssetReference>())));
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}
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template<typename AssetType>
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XAssetInfo<typename AssetType::Type>* AddAsset(const std::string& assetName,
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typename AssetType::Type* asset,
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std::vector<XAssetInfoGeneric*> dependencies,
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std::vector<scr_string_t> usedScriptStrings,
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std::vector<IndirectAssetReference> indirectAssetReferences)
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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>*>(AddAsset(std::make_unique<XAssetInfoGeneric>(
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AssetType::EnumEntry, assetName, asset, std::move(dependencies), std::move(usedScriptStrings), std::move(indirectAssetReferences))));
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}
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* AddAsset(std::unique_ptr<XAssetInfo<typename AssetType::Type>> xAssetInfo)
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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>*>(AddAsset(std::unique_ptr<XAssetInfoGeneric>(xAssetInfo.release())));
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}
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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>*>(LoadDependency(AssetType::EnumEntry, assetName));
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}
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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 LoadIndirectAssetReference(AssetType::EnumEntry, assetName);
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}
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protected:
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virtual XAssetInfoGeneric* AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) = 0;
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virtual XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) = 0;
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virtual IndirectAssetReference LoadIndirectAssetReference(asset_type_t assetType, const std::string& assetName) = 0;
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};
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#pragma once
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#pragma once
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/IW4.h"
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#include "InfoString/InfoStringToStructConverterBase.h"
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#include "InfoString/InfoStringToStructConverterBase.h"
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#include "LoaderMaterialIW4.h"
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#include "LoaderMaterialIW4.h"
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#include "AssetLoading/AbstractGdtEntryReader.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/MaterialConstantsIW4.h"
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#include "Game/IW4/MaterialConstantsIW4.h"
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "Game/IW4/Techset/LoaderTechsetIW4.h"
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#include "Game/IW4/Techset/LoaderTechsetIW4.h"
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#include "Game/IW4/TechsetConstantsIW4.h"
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#include "Game/IW4/TechsetConstantsIW4.h"
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#include "Gdt/AbstractGdtEntryReader.h"
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#include "ObjLoading.h"
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StateMap/StateMapFromTechniqueExtractor.h"
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#include "StateMap/StateMapFromTechniqueExtractor.h"
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#pragma once
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#pragma once
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#include "AssetLoading/IZoneAssetLoaderState.h"
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#include "Asset/IZoneAssetLoaderState.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/IW4.h"
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#include <map>
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#include <map>
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#pragma once
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#pragma once
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#include "AssetLoading/IAssetLoader.h"
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#include "IObjLoader.h"
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#include "IObjLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "SearchPath/ISearchPath.h"
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#include "Zone/Zone.h"
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#include "Zone/Zone.h"
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#pragma once
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#pragma once
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/IW5.h"
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#include "InfoString/InfoStringToStructConverterBase.h"
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#include "InfoString/InfoStringToStructConverterBase.h"
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#pragma once
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#pragma once
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#include "AssetLoading/IZoneAssetLoaderState.h"
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#include "Asset/IZoneAssetLoaderState.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/IW5.h"
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#include <map>
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#include <map>
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#pragma once
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#pragma once
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#include "AssetLoading/IAssetLoader.h"
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#include "IObjLoader.h"
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#include "IObjLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "SearchPath/ISearchPath.h"
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#pragma once
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#pragma once
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#include "AssetLoading/IAssetLoader.h"
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#include "IObjLoader.h"
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#include "IObjLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "SearchPath/ISearchPath.h"
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#pragma once
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#pragma once
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoStringToStructConverterBase.h"
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#include "InfoString/InfoStringToStructConverterBase.h"
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#pragma once
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#pragma once
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#include "AssetLoading/IAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/T6.h"
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#include "IObjLoader.h"
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#include "IObjLoader.h"
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#include "ObjContainer/SoundBank/SoundBank.h"
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#include "ObjContainer/SoundBank/SoundBank.h"
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#pragma once
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#pragma once
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#include "Asset/AssetCreatorCollection.h"
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#include "Asset/AssetCreatorCollection.h"
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Gdt/IGdtQueryable.h"
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#include "Gdt/IGdtQueryable.h"
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#include "SearchPath/ISearchPath.h"
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#include "SearchPath/ISearchPath.h"
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#include "Zone/Zone.h"
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#include "Zone/Zone.h"
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#pragma once
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Asset/IAssetCreator.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Localize/CommonLocalizeEntry.h"
|
#include "Localize/CommonLocalizeEntry.h"
|
||||||
#include "Localize/Parsing/ILocalizeFileDuplicationChecker.h"
|
#include "Localize/Parsing/ILocalizeFileDuplicationChecker.h"
|
||||||
#include "SearchPath/ISearchPath.h"
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "AssetLoading/IZoneAssetLoaderState.h"
|
#include "Asset/IZoneAssetLoaderState.h"
|
||||||
#include "Domain/CommonFunctionDef.h"
|
#include "Domain/CommonFunctionDef.h"
|
||||||
#include "Domain/CommonMenuDef.h"
|
#include "Domain/CommonMenuDef.h"
|
||||||
|
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "AssetLoading/IZoneAssetLoaderState.h"
|
#include "Asset/IZoneAssetLoaderState.h"
|
||||||
#include "StateMap/StateMapDefinition.h"
|
#include "StateMap/StateMapDefinition.h"
|
||||||
#include "Utils/ClassUtils.h"
|
#include "Utils/ClassUtils.h"
|
||||||
|
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "AssetLoading/IZoneAssetLoaderState.h"
|
#include "Asset/IZoneAssetLoaderState.h"
|
||||||
#include "TechsetDefinition.h"
|
#include "TechsetDefinition.h"
|
||||||
#include "Utils/ClassUtils.h"
|
#include "Utils/ClassUtils.h"
|
||||||
|
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "AssetLoading/IZoneAssetLoaderState.h"
|
#include "Asset/IZoneAssetLoaderState.h"
|
||||||
#include "Parsing/GenericGraph2D.h"
|
#include "Parsing/GenericGraph2D.h"
|
||||||
#include "SearchPath/ISearchPath.h"
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
|
||||||
|
Loading…
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Reference in New Issue
Block a user