2
0
mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-09-24 09:16:39 +00:00

chore: parse includes and assetlists while parsing zone definition

This commit is contained in:
Jan
2025-01-01 18:13:23 +01:00
parent 9852f52a15
commit aa212e0958
74 changed files with 530 additions and 437 deletions

View File

@@ -0,0 +1,35 @@
#include "SequenceZoneDefinitionAssetList.h"
#include "Zone/AssetList/AssetListReader.h"
#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
SequenceZoneDefinitionAssetList::SequenceZoneDefinitionAssetList()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Keyword("assetlist").Capture(CAPTURE_ASSET_LIST_KEYWORD),
create.Char(','),
create.Field().Capture(CAPTURE_ASSET_LIST_NAME),
});
}
void SequenceZoneDefinitionAssetList::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
if (state->m_definition->m_game == GameId::COUNT)
{
const auto& assetListKeywordToken = result.NextCapture(CAPTURE_ASSET_LIST_KEYWORD);
throw ParsingException(assetListKeywordToken.GetPos(), "Must define game before using assetlist");
}
const auto& assetListNameToken = result.NextCapture(CAPTURE_ASSET_LIST_NAME);
AssetListReader assetListReader(state->m_search_path, state->m_definition->m_game);
const auto maybeAssetList = assetListReader.ReadAssetList(assetListNameToken.FieldValue());
if (!maybeAssetList)
throw ParsingException(assetListNameToken.GetPos(), "Failed to read asset list");
for (auto& assetListEntry : maybeAssetList->m_entries)
state->m_definition->m_assets.emplace_back(assetListEntry.m_type, std::move(assetListEntry.m_name), assetListEntry.m_is_reference);
}