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

refactor: use asset_type_t for ZoneDefinition

This commit is contained in:
Jan
2024-09-29 16:35:09 +02:00
parent d2b4b2dc38
commit b156c7348a
68 changed files with 725 additions and 632 deletions

View File

@@ -1,12 +1,13 @@
#include "AssetList.h"
AssetListEntry::AssetListEntry()
: m_is_reference(false)
: m_type(0u),
m_is_reference(false)
{
}
AssetListEntry::AssetListEntry(std::string type, std::string name, const bool isReference)
: m_type(std::move(type)),
AssetListEntry::AssetListEntry(const asset_type_t type, std::string name, const bool isReference)
: m_type(type),
m_name(std::move(name)),
m_is_reference(isReference)
{

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@@ -1,16 +1,19 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include <string>
#include <vector>
class AssetListEntry
{
public:
std::string m_type;
asset_type_t m_type;
std::string m_name;
bool m_is_reference;
AssetListEntry();
AssetListEntry(std::string type, std::string name, bool isReference);
AssetListEntry(asset_type_t type, std::string name, bool isReference);
};
class AssetList

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@@ -1,13 +1,18 @@
#include "AssetListStream.h"
AssetListInputStream::AssetListInputStream(std::istream& stream)
: m_stream(stream)
#include <format>
AssetListInputStream::AssetListInputStream(std::istream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
{
}
bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
bool AssetListInputStream::NextEntry(AssetListEntry& entry, bool* failure) const
{
std::vector<std::string> row;
if (failure)
*failure = false;
while (true)
{
@@ -17,7 +22,17 @@ bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
if (row.empty())
continue;
entry.m_type = row[0];
const auto& typeName = row[0];
const auto maybeType = m_asset_name_resolver->GetAssetTypeByName(typeName);
if (!maybeType)
{
std::cerr << std::format("Unknown asset type name \"{}\"\n", typeName);
if (failure)
*failure = true;
return false;
}
entry.m_type = *maybeType;
if (row.size() >= 3 && row[1].empty())
{
entry.m_name = row[2];
@@ -33,14 +48,15 @@ bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
}
}
AssetListOutputStream::AssetListOutputStream(std::ostream& stream)
: m_stream(stream)
AssetListOutputStream::AssetListOutputStream(std::ostream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
{
}
void AssetListOutputStream::WriteEntry(const AssetListEntry& entry)
{
m_stream.WriteColumn(entry.m_type);
m_stream.WriteColumn(*m_asset_name_resolver->GetAssetTypeName(entry.m_type));
m_stream.WriteColumn(entry.m_name);
m_stream.NextRow();
}

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@@ -1,25 +1,31 @@
#pragma once
#include "AssetList.h"
#include "Csv/CsvStream.h"
#include "Game/IGame.h"
#include <Zone/AssetNameResolver.h>
#include <iostream>
class AssetListInputStream
{
CsvInputStream m_stream;
public:
explicit AssetListInputStream(std::istream& stream);
AssetListInputStream(std::istream& stream, GameId game);
bool NextEntry(AssetListEntry& entry) const;
bool NextEntry(AssetListEntry& entry, bool* failure) const;
private:
CsvInputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
};
class AssetListOutputStream
{
CsvOutputStream m_stream;
public:
explicit AssetListOutputStream(std::ostream& stream);
AssetListOutputStream(std::ostream& stream, GameId game);
void WriteEntry(const AssetListEntry& entry);
private:
CsvOutputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
};