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refactor: retrieve asset names from IGame

This commit is contained in:
Jan Laupetin
2026-02-04 23:00:10 +01:00
parent 1540b69ac1
commit e5784d09ed
11 changed files with 389 additions and 122 deletions

View File

@@ -1,28 +1,56 @@
#include "GameIW3.h"
#include "IW3.h"
#include <algorithm>
using namespace IW3;
GameId Game::GetId() const
namespace
{
return GameId::IW3;
}
constexpr const char* ASSET_TYPE_NAMES[ASSET_TYPE_COUNT]{
"xmodelpieces", "physpreset", "xanim", "xmodel", "material", "techniqueset", "image", "sound", "soundcurve", "loadedsound",
"clipmap_unused", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font",
"menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character",
"xmodelalias", "rawfile", "stringtable",
};
} // namespace
const std::string& Game::GetFullName() const
namespace IW3
{
static std::string fullName = "Call Of Duty 4: Modern Warfare";
return fullName;
}
GameId Game::GetId() const
{
return GameId::IW3;
}
const std::string& Game::GetShortName() const
{
static std::string shortName = "IW3";
return shortName;
}
const std::string& Game::GetFullName() const
{
static std::string fullName = "Call Of Duty 4: Modern Warfare";
return fullName;
}
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
{
static std::vector<GameLanguagePrefix> prefixes;
return prefixes;
}
const std::string& Game::GetShortName() const
{
static std::string shortName = "IW3";
return shortName;
}
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
{
static std::vector<GameLanguagePrefix> prefixes;
return prefixes;
}
asset_type_t Game::GetAssetTypeCount() const
{
return ASSET_TYPE_COUNT;
}
std::optional<const char*> Game::GetAssetTypeName(const asset_type_t assetType) const
{
if (assetType < std::extent_v<decltype(ASSET_TYPE_NAMES)>)
return ASSET_TYPE_NAMES[assetType];
return std::nullopt;
}
} // namespace IW3