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refactor: generate asset code once per asset/variant combination
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12 files changed
+380
-312
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@@ -5,11 +5,10 @@
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#include <algorithm>
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OncePerTemplateRenderingContext::OncePerTemplateRenderingContext(std::string game,
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const WordSize gameWordSize,
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const std::endian endianness,
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const GameVariant* variant,
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std::vector<const FastFileBlock*> fastFileBlocks,
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std::vector<StructureInformation*> assets)
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: BaseRenderingContext(std::move(game), gameWordSize, endianness, std::move(fastFileBlocks)),
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: BaseRenderingContext(std::move(game), variant, std::move(fastFileBlocks)),
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m_assets(std::move(assets))
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{
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for (const auto* block : m_blocks)
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@@ -35,6 +34,6 @@ std::unique_ptr<OncePerTemplateRenderingContext> OncePerTemplateRenderingContext
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assetInformation.emplace_back(info);
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}
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return std::make_unique<OncePerTemplateRenderingContext>(OncePerTemplateRenderingContext(
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repository->GetGameName(), variant->m_word_size, variant->m_endianness, repository->GetAllFastFileBlocks(), assetInformation));
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return std::make_unique<OncePerTemplateRenderingContext>(
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OncePerTemplateRenderingContext(repository->GetGameName(), variant, repository->GetAllFastFileBlocks(), assetInformation));
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}
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