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refactor: introduce subasset loading
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@@ -0,0 +1,29 @@
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#pragma once
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#include "Dumping/AssetDumpingContext.h"
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#include "Dumping/IAssetDumper.h"
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#include <memory>
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#include <vector>
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class IObjWriter
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{
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public:
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IObjWriter() = default;
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virtual ~IObjWriter() = default;
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IObjWriter(const IObjWriter& other) = default;
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IObjWriter(IObjWriter&& other) noexcept = default;
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IObjWriter& operator=(const IObjWriter& other) = default;
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IObjWriter& operator=(IObjWriter&& other) noexcept = default;
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bool DumpZone(AssetDumpingContext& context);
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static IObjWriter* GetObjWriterForGame(GameId game);
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protected:
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virtual void RegisterAssetDumpers(AssetDumpingContext& context) = 0;
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void RegisterAssetDumper(std::unique_ptr<IAssetDumper> dumper);
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private:
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std::vector<std::unique_ptr<IAssetDumper>> m_asset_dumpers;
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};
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