chore: use IObjWriter directly instead of indirection of ObjWriting

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Jan 2024-10-19 12:41:20 +02:00
parent 4c9a84777f
commit bb845f68e9
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GPG Key ID: 44B581F78FF5C57C
21 changed files with 121 additions and 153 deletions

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@ -1,17 +0,0 @@
#pragma once
#include "AssetDumpingContext.h"
class IZoneDumper
{
public:
IZoneDumper() = default;
virtual ~IZoneDumper() = default;
IZoneDumper(const IZoneDumper& other) = default;
IZoneDumper(IZoneDumper&& other) noexcept = default;
IZoneDumper& operator=(const IZoneDumper& other) = default;
IZoneDumper& operator=(IZoneDumper&& other) noexcept = default;
virtual bool CanHandleZone(AssetDumpingContext& assetDumpingContext) const = 0;
virtual bool DumpZone(AssetDumpingContext& assetDumpingContext) const = 0;
};

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@ -1,4 +1,4 @@
#include "ZoneDumperIW3.h"
#include "ObjWriterIW3.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
#include "AssetDumpers/AssetDumperLoadedSound.h"
@ -10,17 +10,11 @@
#include "AssetDumpers/AssetDumperWeapon.h"
#include "AssetDumpers/AssetDumperXModel.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Game/IW3/GameIW3.h"
#include "ObjWriting.h"
using namespace IW3;
bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
{
return context.m_zone->m_game == &g_GameIW3;
}
bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
bool ObjWriter::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \

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@ -0,0 +1,11 @@
#pragma once
#include "IObjWriter.h"
namespace IW3
{
class ObjWriter final : public IObjWriter
{
public:
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace IW3

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@ -1,12 +0,0 @@
#pragma once
#include "Dumping/IZoneDumper.h"
namespace IW3
{
class ZoneDumper final : public IZoneDumper
{
public:
bool CanHandleZone(AssetDumpingContext& context) const override;
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace IW3

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@ -1,4 +1,4 @@
#include "ZoneDumperIW4.h"
#include "ObjWriterIW4.h"
#include "AssetDumpers/AssetDumperAddonMapEnts.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
@ -23,17 +23,11 @@
#include "AssetDumpers/AssetDumperWeapon.h"
#include "AssetDumpers/AssetDumperXModel.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/GameIW4.h"
#include "ObjWriting.h"
using namespace IW4;
bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
{
return context.m_zone->m_game == &g_GameIW4;
}
bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
bool ObjWriter::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \

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@ -0,0 +1,11 @@
#pragma once
#include "IObjWriter.h"
namespace IW4
{
class ObjWriter final : public IObjWriter
{
public:
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace IW4

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@ -1,12 +0,0 @@
#pragma once
#include "Dumping/IZoneDumper.h"
namespace IW4
{
class ZoneDumper final : public IZoneDumper
{
public:
bool CanHandleZone(AssetDumpingContext& context) const override;
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace IW4

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@ -1,4 +1,4 @@
#include "ZoneDumperIW5.h"
#include "ObjWriterIW5.h"
#include "AssetDumpers/AssetDumperAddonMapEnts.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
@ -15,17 +15,11 @@
#include "AssetDumpers/AssetDumperWeaponAttachment.h"
#include "AssetDumpers/AssetDumperXModel.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/GameIW5.h"
#include "ObjWriting.h"
using namespace IW5;
bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
{
return context.m_zone->m_game == &g_GameIW5;
}
bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
bool ObjWriter::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \

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@ -0,0 +1,11 @@
#pragma once
#include "IObjWriter.h"
namespace IW5
{
class ObjWriter final : public IObjWriter
{
public:
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace IW5

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@ -1,12 +0,0 @@
#pragma once
#include "Dumping/IZoneDumper.h"
namespace IW5
{
class ZoneDumper final : public IZoneDumper
{
public:
bool CanHandleZone(AssetDumpingContext& context) const override;
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace IW5

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@ -1,4 +1,4 @@
#include "ZoneDumperT5.h"
#include "ObjWriterT5.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
@ -10,17 +10,11 @@
#include "AssetDumpers/AssetDumperWeapon.h"
#include "AssetDumpers/AssetDumperXModel.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/GameT5.h"
#include "ObjWriting.h"
using namespace T5;
bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
{
return context.m_zone->m_game == &g_GameT5;
}
bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
bool ObjWriter::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \

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@ -0,0 +1,11 @@
#pragma once
#include "IObjWriter.h"
namespace T5
{
class ObjWriter final : public IObjWriter
{
public:
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace T5

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@ -1,12 +0,0 @@
#pragma once
#include "Dumping/IZoneDumper.h"
namespace T5
{
class ZoneDumper final : public IZoneDumper
{
public:
bool CanHandleZone(AssetDumpingContext& context) const override;
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace T5

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@ -1,4 +1,4 @@
#include "ZoneDumperT6.h"
#include "ObjWriterT6.h"
#include "AssetDumpers/AssetDumperFontIcon.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
@ -24,17 +24,11 @@
#include "AssetDumpers/AssetDumperXModel.h"
#include "AssetDumpers/AssetDumperZBarrier.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/GameT6.h"
#include "ObjWriting.h"
using namespace T6;
bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
{
return context.m_zone->m_game == &g_GameT6;
}
bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
bool ObjWriter::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \

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@ -0,0 +1,11 @@
#pragma once
#include "IObjWriter.h"
namespace T6
{
class ObjWriter final : public IObjWriter
{
public:
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace T6

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@ -1,12 +0,0 @@
#pragma once
#include "Dumping/IZoneDumper.h"
namespace T6
{
class ZoneDumper final : public IZoneDumper
{
public:
bool CanHandleZone(AssetDumpingContext& context) const override;
bool DumpZone(AssetDumpingContext& context) const override;
};
} // namespace T6

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@ -0,0 +1,27 @@
#include "IObjWriter.h"
#include "Game/IW3/ObjWriterIW3.h"
#include "Game/IW4/ObjWriterIW4.h"
#include "Game/IW5/ObjWriterIW5.h"
#include "Game/T5/ObjWriterT5.h"
#include "Game/T6/ObjWriterT6.h"
#include <cassert>
const IObjWriter* IObjWriter::GetObjWriterForGame(GameId game)
{
static const IObjWriter* zoneCreators[static_cast<unsigned>(GameId::COUNT)]{
new IW3::ObjWriter(),
new IW4::ObjWriter(),
new IW5::ObjWriter(),
new T5::ObjWriter(),
new T6::ObjWriter(),
};
static_assert(std::extent_v<decltype(zoneCreators)> == static_cast<unsigned>(GameId::COUNT));
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = zoneCreators[static_cast<unsigned>(game)];
assert(result);
return result;
}

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@ -0,0 +1,18 @@
#pragma once
#include "Dumping/AssetDumpingContext.h"
class IObjWriter
{
public:
IObjWriter() = default;
virtual ~IObjWriter() = default;
IObjWriter(const IObjWriter& other) = default;
IObjWriter(IObjWriter&& other) noexcept = default;
IObjWriter& operator=(const IObjWriter& other) = default;
IObjWriter& operator=(IObjWriter&& other) noexcept = default;
virtual bool DumpZone(AssetDumpingContext& assetDumpingContext) const = 0;
static const IObjWriter* GetObjWriterForGame(GameId game);
};

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@ -1,41 +1,7 @@
#include "ObjWriting.h"
#include "Dumping/IZoneDumper.h"
#include "Game/IW3/ZoneDumperIW3.h"
#include "Game/IW4/ZoneDumperIW4.h"
#include "Game/IW5/ZoneDumperIW5.h"
#include "Game/T5/ZoneDumperT5.h"
#include "Game/T6/ZoneDumperT6.h"
ObjWriting::Configuration_t ObjWriting::Configuration;
const IZoneDumper* const ZONE_DUMPER[]{
new IW3::ZoneDumper(),
new IW4::ZoneDumper(),
new IW5::ZoneDumper(),
new T5::ZoneDumper(),
new T6::ZoneDumper(),
};
bool ObjWriting::DumpZone(AssetDumpingContext& context)
{
for (const auto* dumper : ZONE_DUMPER)
{
if (dumper->CanHandleZone(context))
{
if (dumper->DumpZone(context))
{
return true;
}
printf("Dumper for zone '%s' failed!\n", context.m_zone->m_name.c_str());
return false;
}
}
return false;
}
bool ObjWriting::ShouldHandleAssetType(const asset_type_t assetType)
{
if (assetType < 0)

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@ -34,6 +34,5 @@ public:
} Configuration;
static bool DumpZone(AssetDumpingContext& context);
static bool ShouldHandleAssetType(asset_type_t assetType);
};

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@ -3,6 +3,7 @@
#include "ContentLister/ContentPrinter.h"
#include "ContentLister/ZoneDefWriter.h"
#include "IObjLoader.h"
#include "IObjWriter.h"
#include "ObjContainer/IWD/IWD.h"
#include "ObjLoading.h"
#include "ObjWriting.h"
@ -288,13 +289,22 @@ private:
}
UpdateAssetIncludesAndExcludes(context);
ObjWriting::DumpZone(context);
const auto* objWriter = IObjWriter::GetObjWriterForGame(zone.m_game->GetId());
auto result = objWriter->DumpZone(context);
if (m_args.m_use_gdt)
{
context.m_gdt->EndStream();
gdtStream.close();
}
if (!result)
{
std::cerr << "Dumping zone failed!\n";
return false;
}
}
return true;