refactor: generate asset code once per asset/variant combination

This commit is contained in:
Jan Laupetin committed 2026-10-31 07:50:47 +01:00
1 parent aebd62cdc2
commit d4ab54541d
12 files changed
+380 -312

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@@ -5,11 +5,10 @@
#include <algorithm>
OncePerTemplateRenderingContext::OncePerTemplateRenderingContext(std::string game,
const WordSize gameWordSize,
const std::endian endianness,
const GameVariant* variant,
std::vector<const FastFileBlock*> fastFileBlocks,
std::vector<StructureInformation*> assets)
: BaseRenderingContext(std::move(game), gameWordSize, endianness, std::move(fastFileBlocks)),
: BaseRenderingContext(std::move(game), variant, std::move(fastFileBlocks)),
m_assets(std::move(assets))
{
for (const auto* block : m_blocks)
@@ -35,6 +34,6 @@ std::unique_ptr<OncePerTemplateRenderingContext> OncePerTemplateRenderingContext
assetInformation.emplace_back(info);
}
return std::make_unique<OncePerTemplateRenderingContext>(OncePerTemplateRenderingContext(
repository->GetGameName(), variant->m_word_size, variant->m_endianness, repository->GetAllFastFileBlocks(), assetInformation));
return std::make_unique<OncePerTemplateRenderingContext>(
OncePerTemplateRenderingContext(repository->GetGameName(), variant, repository->GetAllFastFileBlocks(), assetInformation));
}