mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-09-05 16:27:27 +00:00
chore: implement obj loading skeleton with localize asset
This commit is contained in:
@@ -1,36 +0,0 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace T5;
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XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
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{
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return nullptr;
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}
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void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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return nullptr;
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}
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bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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manager->AddAsset<AssetLocalize>(entry.m_key, localizeEntry);
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});
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@@ -1,19 +0,0 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T5/T5.h"
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#include "SearchPath/ISearchPath.h"
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namespace T5
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{
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace T5
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23
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.cpp
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23
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.cpp
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@@ -0,0 +1,23 @@
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#include "AssetLoaderLocalizeT5.h"
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using namespace T5;
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AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: CommonLocalizeLoader(searchPath, zone),
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m_memory(memory)
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{
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}
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AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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return CreateLocalizeAsset(assetName, context);
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}
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AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
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{
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auto* asset = m_memory.Alloc<LocalizeEntry>();
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asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
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asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
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return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
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}
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25
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.h
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25
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.h
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@@ -0,0 +1,25 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/IAssetCreator.h"
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#include "Game/T5/T5.h"
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#include "Localize/CommonLocalizeLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include "Zone/Zone.h"
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namespace T5
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{
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class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
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{
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public:
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AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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protected:
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AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
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private:
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MemoryManager& m_memory;
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};
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} // namespace T5
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@@ -1,85 +1,137 @@
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#include "ObjLoaderT5.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderStringTable.h"
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#include "AssetLoaders/AssetLoaderXModel.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Asset/GlobalAssetPoolsLoader.h"
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#include "Game/T5/GameT5.h"
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#include "Image/IwiLoader.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "Game/T5/T5.h"
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#include "Localize/AssetLoaderLocalizeT5.h"
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#include "ObjLoading.h"
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#include <memory>
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using namespace T5;
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ObjLoader::ObjLoader()
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{
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#define REGISTER_ASSET_LOADER(t) \
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{ \
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auto l = std::make_unique<t>(); \
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m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
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}
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetPhysPreset>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetPhysConstraints>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetDestructibleDef>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXAnim>)
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REGISTER_ASSET_LOADER(AssetLoaderXModel)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMaterial>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetTechniqueSet>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetImage>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundBank>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundPatch>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMap>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMapPvs>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetComWorld>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldSp>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldMp>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMapEnts>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGfxWorld>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetLightDef>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFont>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenuList>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenu>)
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REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetWeapon>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundDriverGlobals>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFx>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetImpactFx>)
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(AssetLoaderStringTable)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetPackIndex>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXGlobals>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetDDL>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGlasses>)
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REGISTER_ASSET_LOADER(BasicAssetLoader<AssetEmblemSet>)
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#undef REGISTER_ASSET_LOADER
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}
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bool ObjLoader::IsMpZone(const Zone& zone)
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{
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return zone.m_name.compare(0, 3, "mp_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(const Zone& zone)
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{
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return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
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void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
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bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
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namespace
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
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{
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auto& memory = *zone.GetMemory();
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysConstraints>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDestructibleDef>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundBank>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundPatch>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapPvs>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundDriverGlobals>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPackIndex>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXGlobals>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDDL>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlasses>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorEmblemSet>(memory));
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
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void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
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{
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysConstraints>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDestructibleDef>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundBank>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundPatch>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMap>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapPvs>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundDriverGlobals>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPackIndex>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXGlobals>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDDL>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGlasses>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetEmblemSet>>(zone));
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}
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void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
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{
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auto& memory = *zone.GetMemory();
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundBank>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundPatch>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMap>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapPvs>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldSp>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPackIndex>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXGlobals>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderDDL>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGlasses>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderEmblemSet>(memory));
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}
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} // namespace
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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ConfigureDefaultCreators(collection, zone, searchPath);
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ConfigureGlobalAssetPoolsLoaders(collection, zone);
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}
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@@ -4,28 +4,14 @@
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#include "IObjLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include <memory>
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#include <unordered_map>
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namespace T5
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{
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class ObjLoader final : public IObjLoader
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{
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public:
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ObjLoader();
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void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
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void UnloadContainersOfZone(Zone& zone) const override;
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void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override;
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bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
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void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
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private:
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static bool IsMpZone(const Zone& zone);
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static bool IsZmZone(const Zone& zone);
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
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};
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} // namespace T5
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