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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-05-17 07:21:43 +00:00

refactor: introduce subasset loading

This commit is contained in:
Jan Laupetin
2026-02-05 16:25:00 +00:00
parent 1be411b371
commit aa47ffa629
255 changed files with 1668 additions and 3132 deletions
+1 -1
View File
@@ -8,7 +8,7 @@ Zone::Zone(std::string name, const zone_priority_t priority, const GameId gameId
m_language(GameLanguage::LANGUAGE_NONE),
m_game_id(gameId),
m_platform(platform),
m_pools(ZoneAssetPools::CreateForGame(gameId, this, priority)),
m_pools(*this, priority),
m_memory(std::make_unique<ZoneMemory>()),
m_registered(false)
{
+4 -6
View File
@@ -2,7 +2,7 @@
#include "Game/GameLanguage.h"
#include "Game/IGame.h"
#include "Pool/ZoneAssetPools.h"
#include "Pool/AssetPool.h"
#include "Zone/ZoneTypes.h"
#include "ZoneMemory.h"
#include "ZoneScriptStrings.h"
@@ -10,17 +10,15 @@
#include <memory>
#include <string>
class ZoneAssetPools;
class Zone
{
public:
Zone(std::string name, zone_priority_t priority, GameId gameId, GamePlatform platform);
~Zone();
Zone(const Zone& other) = delete;
Zone(Zone&& other) noexcept = default;
Zone(Zone&& other) noexcept = delete;
Zone& operator=(const Zone& other) = delete;
Zone& operator=(Zone&& other) noexcept = default;
Zone& operator=(Zone&& other) noexcept = delete;
void Register();
@@ -32,7 +30,7 @@ public:
GameId m_game_id;
GamePlatform m_platform;
ZoneScriptStrings m_script_strings;
std::unique_ptr<ZoneAssetPools> m_pools;
ZoneAssetPools m_pools;
private:
std::unique_ptr<ZoneMemory> m_memory;