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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-06-05 16:07:43 +00:00

Rename AssetLoading from Linker to ZoneCreation

This commit is contained in:
Jan 2021-03-12 11:20:02 +01:00
parent 43966e8e00
commit a57201d78d
10 changed files with 102 additions and 67 deletions

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@ -1,20 +0,0 @@
#pragma once
#include <string>
#include "Utils/ClassUtils.h"
#include "AssetLoadingContext.h"
#include "Zone/Zone.h"
class IAssetLoader
{
public:
IAssetLoader() = default;
virtual ~IAssetLoader() = default;
IAssetLoader(const IAssetLoader& other) = default;
IAssetLoader(IAssetLoader&& other) noexcept = default;
IAssetLoader& operator=(const IAssetLoader& other) = default;
IAssetLoader& operator=(IAssetLoader&& other) noexcept = default;
_NODISCARD virtual bool SupportsGame(const std::string& gameName) const = 0;
_NODISCARD virtual std::unique_ptr<Zone> CreateZoneForDefinition(AssetLoadingContext& context) const = 0;
};

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@ -1,16 +1,16 @@
#include "AssetLoaderIW4.h"
#include "ZoneCreatorIW4.h"
#include "Game/IW4/GameIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
using namespace IW4;
bool AssetLoader::SupportsGame(const std::string& gameName) const
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
return gameName == g_GameIW4.GetShortName();
}
std::unique_ptr<Zone> AssetLoader::CreateZoneForDefinition(AssetLoadingContext& context) const
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameIW4);
zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone.get(), zone->m_priority);

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@ -1,12 +1,12 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
#include "ZoneCreation/IZoneCreator.h"
namespace IW4
{
class AssetLoader final : public IAssetLoader
class ZoneCreator final : public IZoneCreator
{
public:
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(AssetLoadingContext& context) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
}

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@ -1,23 +0,0 @@
#include "AssetLoaderT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/GameAssetPoolT6.h"
using namespace T6;
bool AssetLoader::SupportsGame(const std::string& gameName) const
{
return gameName == g_GameT6.GetShortName();
}
std::unique_ptr<Zone> AssetLoader::CreateZoneForDefinition(AssetLoadingContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT6);
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone.get(), zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
return zone;
}

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@ -0,0 +1,58 @@
#include "ZoneCreatorT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/GameAssetPoolT6.h"
using namespace T6;
namespace T6
{
class SpecifiedAsset
{
public:
XAssetType m_type;
std::string m_name;
bool m_reference;
};
class AssetLoaderImpl
{
ZoneCreationContext& m_context;
void CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
public:
explicit AssetLoaderImpl(ZoneCreationContext& context)
: m_context(context)
{
}
std::unique_ptr<Zone> CreateZoneForDefinition()
{
auto zone = std::make_unique<Zone>(m_context.m_zone_name, 0, &g_GameT6);
CreateZoneAssetPools(zone.get());
std::vector<SpecifiedAsset> specifiedAssets;
return zone;
}
};
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
return gameName == g_GameT6.GetShortName();
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
AssetLoaderImpl impl(context);
return impl.CreateZoneForDefinition();
}

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@ -1,12 +1,12 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
#include "ZoneCreation/IZoneCreator.h"
namespace T6
{
class AssetLoader final : public IAssetLoader
class ZoneCreator final : public IZoneCreator
{
public:
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(AssetLoadingContext& context) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
}

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@ -15,10 +15,10 @@
#include "SearchPath/SearchPathFilesystem.h"
#include "ObjContainer/IWD/IWD.h"
#include "LinkerArgs.h"
#include "AssetLoading/AssetLoadingContext.h"
#include "AssetLoading/IAssetLoader.h"
#include "Game/IW4/AssetLoaderIW4.h"
#include "Game/T6/AssetLoaderT6.h"
#include "ZoneCreation/ZoneCreationContext.h"
#include "ZoneCreation/IZoneCreator.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/T6/ZoneCreatorT6.h"
#include "Utils/ObjFileStream.h"
#include "Zone/AssetList/AssetList.h"
@ -27,10 +27,10 @@
namespace fs = std::filesystem;
const IAssetLoader* const ASSET_LOADERS[]
const IZoneCreator* const ZONE_CREATORS[]
{
new IW4::AssetLoader(),
new T6::AssetLoader()
new IW4::ZoneCreator(),
new T6::ZoneCreator()
};
class Linker::Impl
@ -427,13 +427,13 @@ class Linker::Impl
std::unique_ptr<Zone> CreateZoneForDefinition(const std::string& zoneName, ZoneDefinition& zoneDefinition, ISearchPath* assetSearchPath, ISearchPath* gdtSearchPath) const
{
auto context = std::make_unique<AssetLoadingContext>(zoneName, assetSearchPath);
auto context = std::make_unique<ZoneCreationContext>(zoneName, assetSearchPath);
if (!GetGameNameFromZoneDefinition(context->m_game_name, zoneName, zoneDefinition))
return nullptr;
if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneName, zoneDefinition, gdtSearchPath))
return nullptr;
for(const auto* assetLoader : ASSET_LOADERS)
for(const auto* assetLoader : ZONE_CREATORS)
{
if(assetLoader->SupportsGame(context->m_game_name))
return assetLoader->CreateZoneForDefinition(*context);

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@ -0,0 +1,20 @@
#pragma once
#include <string>
#include "Utils/ClassUtils.h"
#include "ZoneCreationContext.h"
#include "Zone/Zone.h"
class IZoneCreator
{
public:
IZoneCreator() = default;
virtual ~IZoneCreator() = default;
IZoneCreator(const IZoneCreator& other) = default;
IZoneCreator(IZoneCreator&& other) noexcept = default;
IZoneCreator& operator=(const IZoneCreator& other) = default;
IZoneCreator& operator=(IZoneCreator&& other) noexcept = default;
_NODISCARD virtual bool SupportsGame(const std::string& gameName) const = 0;
_NODISCARD virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
};

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@ -1,11 +1,11 @@
#include "AssetLoadingContext.h"
#include "ZoneCreationContext.h"
AssetLoadingContext::AssetLoadingContext()
ZoneCreationContext::ZoneCreationContext()
: m_asset_search_path(nullptr)
{
}
AssetLoadingContext::AssetLoadingContext(std::string zoneName, ISearchPath* assetSearchPath)
ZoneCreationContext::ZoneCreationContext(std::string zoneName, ISearchPath* assetSearchPath)
: m_asset_search_path(assetSearchPath),
m_zone_name(std::move(zoneName))
{

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@ -6,7 +6,7 @@
#include "SearchPath/ISearchPath.h"
#include "Obj/Gdt/Gdt.h"
class AssetLoadingContext
class ZoneCreationContext
{
public:
ISearchPath* m_asset_search_path;
@ -14,6 +14,6 @@ public:
std::string m_game_name;
std::vector<std::unique_ptr<Gdt>> m_gdt_files;
AssetLoadingContext();
AssetLoadingContext(std::string zoneName, ISearchPath* assetSearchPath);
ZoneCreationContext();
ZoneCreationContext(std::string zoneName, ISearchPath* assetSearchPath);
};