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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-06-27 03:18:17 +00:00

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
+65 -34
View File
@@ -1,43 +1,74 @@
#include "GameT5.h"
#include "T5.h"
#include <algorithm>
using namespace T5;
GameId Game::GetId() const
namespace
{
return GameId::T5;
}
const std::string& Game::GetFullName() const
{
static std::string fullName = "Call Of Duty: Black Ops";
return fullName;
}
const std::string& Game::GetShortName() const
{
static std::string shortName = "T5";
return shortName;
}
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
{
static std::vector<GameLanguagePrefix> prefixes{
{GameLanguage::LANGUAGE_ENGLISH, "en_"},
{GameLanguage::LANGUAGE_FRENCH, "fr_"},
{GameLanguage::LANGUAGE_FRENCH_CAN, "fc_"},
{GameLanguage::LANGUAGE_GERMAN, "ge_"},
{GameLanguage::LANGUAGE_AUSTRIAN, "ge_"},
{GameLanguage::LANGUAGE_ITALIAN, "it_"},
{GameLanguage::LANGUAGE_SPANISH, "sp_"},
{GameLanguage::LANGUAGE_BRITISH, "br_"},
{GameLanguage::LANGUAGE_RUSSIAN, "ru_"},
{GameLanguage::LANGUAGE_POLISH, "po_"},
{GameLanguage::LANGUAGE_KOREAN, "ko_"},
{GameLanguage::LANGUAGE_JAPANESE, "ja_"},
{GameLanguage::LANGUAGE_CZECH, "cz_"},
constexpr const char* ASSET_TYPE_NAMES[ASSET_TYPE_COUNT]{
"xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material",
"techniqueset", "image", "soundbank", "soundpatch", "clipmap_unused", "clipmap", "comworld",
"gameworldsp", "gameworldmp", "mapents", "gfxworld", "gfxlightdef", "uimap", "font",
"menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "snddriverglobals",
"fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character",
"xmodelalias", "rawfile", "stringtable", "packindex", "xglobals", "ddl", "glasses",
"emblemset",
};
} // namespace
return prefixes;
}
namespace T5
{
GameId Game::GetId() const
{
return GameId::T5;
}
const std::string& Game::GetFullName() const
{
static std::string fullName = "Call Of Duty: Black Ops";
return fullName;
}
const std::string& Game::GetShortName() const
{
static std::string shortName = "T5";
return shortName;
}
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
{
static std::vector<GameLanguagePrefix> prefixes{
{GameLanguage::LANGUAGE_ENGLISH, "en_"},
{GameLanguage::LANGUAGE_FRENCH, "fr_"},
{GameLanguage::LANGUAGE_FRENCH_CAN, "fc_"},
{GameLanguage::LANGUAGE_GERMAN, "ge_"},
{GameLanguage::LANGUAGE_AUSTRIAN, "ge_"},
{GameLanguage::LANGUAGE_ITALIAN, "it_"},
{GameLanguage::LANGUAGE_SPANISH, "sp_"},
{GameLanguage::LANGUAGE_BRITISH, "br_"},
{GameLanguage::LANGUAGE_RUSSIAN, "ru_"},
{GameLanguage::LANGUAGE_POLISH, "po_"},
{GameLanguage::LANGUAGE_KOREAN, "ko_"},
{GameLanguage::LANGUAGE_JAPANESE, "ja_"},
{GameLanguage::LANGUAGE_CZECH, "cz_"},
};
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 T5