mirror of
https://github.com/Laupetin/OpenAssetTools.git
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30
.github/workflows/ci.yaml
vendored
30
.github/workflows/ci.yaml
vendored
@ -8,20 +8,15 @@ on:
|
||||
branches:
|
||||
- "main"
|
||||
|
||||
env:
|
||||
PREMAKE_VERSION: "5.0.0-beta2"
|
||||
|
||||
jobs:
|
||||
build-test-linux:
|
||||
env:
|
||||
PREMAKE_CONFIG: gmake2
|
||||
runs-on: ubuntu-latest
|
||||
container: ubuntu:24.04
|
||||
steps:
|
||||
- name: Install g++ and multilib
|
||||
run: |
|
||||
apt-get update
|
||||
apt-get install -y git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib
|
||||
apt-get install -y wget tar git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib
|
||||
update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-13 13
|
||||
update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-13 13
|
||||
update-alternatives --set gcc /usr/bin/gcc-13
|
||||
@ -32,14 +27,11 @@ jobs:
|
||||
with:
|
||||
submodules: recursive
|
||||
|
||||
- name: Setup premake
|
||||
uses: abel0b/setup-premake@v2.4
|
||||
with:
|
||||
version: ${{ env.PREMAKE_VERSION }}
|
||||
|
||||
- name: Premake generate
|
||||
working-directory: ${{ github.workspace }}
|
||||
run: premake5 ${{ env.PREMAKE_CONFIG }}
|
||||
env:
|
||||
PREMAKE_NO_PROMPT: 1
|
||||
run: ./generate.sh
|
||||
|
||||
- name: Build
|
||||
working-directory: ${{ github.workspace }}
|
||||
@ -49,14 +41,13 @@ jobs:
|
||||
working-directory: ${{ github.workspace }}/build/lib/Release_x86/tests
|
||||
run: |
|
||||
./ObjCommonTests
|
||||
./ObjCompilingTests
|
||||
./ObjLoadingTests
|
||||
./ParserTests
|
||||
./ZoneCodeGeneratorLibTests
|
||||
./ZoneCommonTests
|
||||
|
||||
build-test-windows:
|
||||
env:
|
||||
PREMAKE_CONFIG: vs2022
|
||||
runs-on: windows-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
@ -67,14 +58,11 @@ jobs:
|
||||
- name: Add MSBuild to PATH
|
||||
uses: microsoft/setup-msbuild@v2.0.0
|
||||
|
||||
- name: Setup premake
|
||||
uses: abel0b/setup-premake@v2.4
|
||||
with:
|
||||
version: ${{ env.PREMAKE_VERSION }}
|
||||
|
||||
- name: Premake generate
|
||||
working-directory: ${{ github.workspace }}
|
||||
run: premake5 ${{ env.PREMAKE_CONFIG }}
|
||||
env:
|
||||
PREMAKE_NO_PROMPT: 1
|
||||
run: ./generate.bat
|
||||
|
||||
- name: Build
|
||||
working-directory: ${{ github.workspace }}
|
||||
@ -86,6 +74,8 @@ jobs:
|
||||
$combinedExitCode = 0
|
||||
./ObjCommonTests
|
||||
$combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE)
|
||||
./ObjCompilingTests
|
||||
$combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE)
|
||||
./ObjLoadingTests
|
||||
$combinedExitCode = [System.Math]::max($combinedExitCode, $LASTEXITCODE)
|
||||
./ParserTests
|
||||
|
35
.github/workflows/release.yaml
vendored
35
.github/workflows/release.yaml
vendored
@ -5,20 +5,15 @@ on:
|
||||
tags:
|
||||
- "v*.*.*"
|
||||
|
||||
env:
|
||||
PREMAKE_VERSION: "5.0.0-beta2"
|
||||
|
||||
jobs:
|
||||
build-release-linux:
|
||||
env:
|
||||
PREMAKE_CONFIG: gmake2
|
||||
runs-on: ubuntu-latest
|
||||
container: ubuntu:24.04
|
||||
steps:
|
||||
- name: Install g++ and multilib
|
||||
run: |
|
||||
apt-get update
|
||||
apt-get install -y git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib
|
||||
apt-get install -y wget tar git make gcc-13 g++-13 gcc-13-multilib g++-13-multilib
|
||||
update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-13 13
|
||||
update-alternatives --install /usr/bin/g++ g++ /usr/bin/g++-13 13
|
||||
update-alternatives --set gcc /usr/bin/gcc-13
|
||||
@ -29,14 +24,11 @@ jobs:
|
||||
with:
|
||||
submodules: recursive
|
||||
|
||||
- name: Setup premake
|
||||
uses: abel0b/setup-premake@v2.4
|
||||
with:
|
||||
version: ${{ env.PREMAKE_VERSION }}
|
||||
|
||||
- name: Premake generate
|
||||
working-directory: ${{ github.workspace }}
|
||||
run: premake5 ${{ env.PREMAKE_CONFIG }}
|
||||
env:
|
||||
PREMAKE_NO_PROMPT: 1
|
||||
run: ./generate.sh
|
||||
|
||||
- name: Build
|
||||
working-directory: ${{ github.workspace }}
|
||||
@ -50,8 +42,6 @@ jobs:
|
||||
${{ github.workspace }}/build/bin/Release_x86
|
||||
|
||||
build-release-windows:
|
||||
env:
|
||||
PREMAKE_CONFIG: vs2022
|
||||
runs-on: windows-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
@ -62,28 +52,25 @@ jobs:
|
||||
- name: Add MSBuild to PATH
|
||||
uses: microsoft/setup-msbuild@v2.0.0
|
||||
|
||||
- name: Setup premake
|
||||
uses: abel0b/setup-premake@v2.4
|
||||
with:
|
||||
version: ${{ env.PREMAKE_VERSION }}
|
||||
|
||||
- name: Premake generate
|
||||
working-directory: ${{ github.workspace }}
|
||||
run: premake5 ${{ env.PREMAKE_CONFIG }}
|
||||
env:
|
||||
PREMAKE_NO_PROMPT: 1
|
||||
run: ./generate.bat
|
||||
|
||||
- name: Build
|
||||
working-directory: ${{ github.workspace }}
|
||||
run: msbuild /m /p:Configuration=Release /p:Platform=Win32 build
|
||||
|
||||
|
||||
- name: Upload artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: oat-windows
|
||||
path: |
|
||||
${{ github.workspace }}/build/bin/Release_x86
|
||||
|
||||
|
||||
release:
|
||||
needs:
|
||||
needs:
|
||||
- build-release-linux
|
||||
- build-release-windows
|
||||
runs-on: ubuntu-latest
|
||||
@ -106,4 +93,4 @@ jobs:
|
||||
allowUpdates: true
|
||||
draft: true
|
||||
omitBodyDuringUpdate: true
|
||||
omitDraftDuringUpdate: true
|
||||
omitDraftDuringUpdate: true
|
||||
|
@ -93,7 +93,7 @@ Since you are most likely on a 64-bit machine you will also need multilib for co
|
||||
|
||||
Use `generate.sh` to generate make files.
|
||||
When this is done you will have a `build` folder with a `Makefile`.
|
||||
You now run `make` manually or use `./scripts/make_release.sh` or `./scripts/make_debug.sh` to build.
|
||||
You now run `make` manually or use `./scripts/make-release.sh` or `./scripts/make-debug.sh` to build.
|
||||
|
||||
The resulting binaries can be found in `build/bin/<Debug_x86|Release_x86>`.
|
||||
|
||||
|
@ -177,7 +177,7 @@ The following section specify which assets are supported to be dumped to disk (u
|
||||
| ComWorld | ❌ | ❌ | |
|
||||
| GameWorldSp | ❌ | ❌ | |
|
||||
| GameWorldMp | ❌ | ❌ | |
|
||||
| MapEnts | ❌ | ❌ | |
|
||||
| MapEnts | ✅ | ❌ | |
|
||||
| GfxWorld | ❌ | ❌ | |
|
||||
| GfxLightDef | ❌ | ❌ | |
|
||||
| Font_s | ❌ | ❌ | |
|
||||
|
81
generate.bat
81
generate.bat
@ -1,6 +1,85 @@
|
||||
@echo off
|
||||
|
||||
set PREMAKE_URL="https://github.com/premake/premake-core/releases/download/v5.0.0-beta4/premake-5.0.0-beta4-windows.zip"
|
||||
set PREMAKE_HASH="12d741d3b70445b025c03e26148e2d129801041fa5ddde61b4ac888a76017395"
|
||||
|
||||
@REM The following variables can be set:
|
||||
@REM PREMAKE_NO_GLOBAL - Ignore premake5 executable from path
|
||||
@REM PREMAKE_NO_PROMPT - Download premake5 without prompting
|
||||
|
||||
goto start
|
||||
|
||||
:downloadpremake
|
||||
|
||||
if not exist "build" mkdir "build"
|
||||
|
||||
where /q "pwsh"
|
||||
IF NOT ERRORLEVEL 1 (
|
||||
set POWERSHELL_BIN="pwsh"
|
||||
) else (
|
||||
set POWERSHELL_BIN="powershell"
|
||||
)
|
||||
|
||||
echo Downloading...
|
||||
%POWERSHELL_BIN% -NoProfile -NonInteractive -Command "Invoke-WebRequest %PREMAKE_URL% -OutFile build/premake.zip"
|
||||
IF ERRORLEVEL 1 (
|
||||
echo Download failed >&2
|
||||
exit 2
|
||||
)
|
||||
|
||||
echo Extracting...
|
||||
%POWERSHELL_BIN% -NoProfile -NonInteractive -Command "Expand-Archive -LiteralPath build/premake.zip -DestinationPath build"
|
||||
IF ERRORLEVEL 1 (
|
||||
echo Extraction failed >&2
|
||||
exit 2
|
||||
)
|
||||
|
||||
rm build/premake.zip
|
||||
|
||||
echo Verifying hash...
|
||||
%POWERSHELL_BIN% -NoProfile -NonInteractive -Command "if ((Get-FileHash -LiteralPath build/premake5.exe -Algorithm SHA256).Hash -eq \"%PREMAKE_HASH%\") { exit 0 } else { exit 1 }"
|
||||
IF ERRORLEVEL 1 (
|
||||
echo Hash verification failed >&2
|
||||
rm build/premake5.exe
|
||||
exit 2
|
||||
)
|
||||
|
||||
exit /B 0
|
||||
|
||||
cd %~dp0
|
||||
|
||||
:start
|
||||
|
||||
IF "%PREMAKE_NO_GLOBAL%" EQU "" (
|
||||
where /Q "premake5.exe"
|
||||
IF NOT ERRORLEVEL 1 (
|
||||
set PREMAKE_BIN="premake5.exe"
|
||||
goto runpremake
|
||||
)
|
||||
)
|
||||
|
||||
IF EXIST build/premake5.exe (
|
||||
set PREMAKE_BIN="build/premake5.exe"
|
||||
goto runpremake
|
||||
)
|
||||
|
||||
if "%PREMAKE_NO_PROMPT%" NEQ "" (
|
||||
call:downloadpremake
|
||||
set PREMAKE_BIN="build/premake5.exe"
|
||||
goto runpremake
|
||||
)
|
||||
|
||||
echo Could not find premake5. You can either install it yourself or this script download it for you.
|
||||
set /p choice="Do you wish to download it automatically? [y/N]> "
|
||||
if /i "%choice%" == "y" (
|
||||
call:downloadpremake
|
||||
set PREMAKE_BIN="build/premake5.exe"
|
||||
goto runpremake
|
||||
)
|
||||
|
||||
echo Please install premake5 and try again
|
||||
exit 1
|
||||
|
||||
:runpremake
|
||||
git submodule update --init --recursive
|
||||
tools\premake5.exe %* vs2022
|
||||
%PREMAKE_BIN% %* vs2022
|
||||
|
70
generate.sh
70
generate.sh
@ -1,7 +1,75 @@
|
||||
#!/bin/bash
|
||||
|
||||
PREMAKE_URL='https://github.com/premake/premake-core/releases/download/v5.0.0-beta4/premake-5.0.0-beta4-linux.tar.gz'
|
||||
PREMAKE_HASH='4356ab7cdec6085183d68fb240089376eacdc2fb751ffbd8063d797ae43abeb3'
|
||||
|
||||
# The following variables can be set:
|
||||
# PREMAKE_NO_GLOBAL - Ignore premake5 executable from path
|
||||
# PREMAKE_NO_PROMPT - Download premake5 without prompting
|
||||
|
||||
function install_premake {
|
||||
if [[ ! -x "$(command -v wget)" ]]; then
|
||||
echo "Failed: Installation requires wget" >&2
|
||||
exit 2
|
||||
fi
|
||||
if [[ ! -x "$(command -v tar)" ]]; then
|
||||
echo "Failed: Installation requires tar" >&2
|
||||
exit 2
|
||||
fi
|
||||
if [[ ! -x "$(command -v sha256sum)" ]]; then
|
||||
echo "Failed: Installation requires sha256sum" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
mkdir -p build
|
||||
wget -nd -O build/premake.tar.gz "$PREMAKE_URL"
|
||||
if [[ $? -ne 0 ]]; then
|
||||
echo "Download failed" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
tar -xf build/premake.tar.gz -C build
|
||||
if [[ $? -ne 0 ]]; then
|
||||
echo "Extraction failed" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
rm build/premake.tar.gz
|
||||
|
||||
echo "${PREMAKE_HASH} build/premake5" | sha256sum -c
|
||||
if [[ $? -ne 0 ]]; then
|
||||
echo "Hash verification failed" >&2
|
||||
rm build/premake5
|
||||
exit 2
|
||||
fi
|
||||
|
||||
chmod +x build/premake5
|
||||
}
|
||||
|
||||
# Go to repository root
|
||||
cd "$(dirname "$0")" || exit 2
|
||||
|
||||
if [[ ! -d ".git" ]]; then
|
||||
echo "You must clone the OpenAssetTools repository using 'git clone'. Please read README.md." >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
PREMAKE_BIN=''
|
||||
if [[ -z "$PREMAKE_NO_GLOBAL" ]] && [[ -x "$(command -v premake5)" ]]; then
|
||||
PREMAKE_BIN='premake5'
|
||||
elif [[ -x "$(command -v build/premake5)" ]]; then
|
||||
PREMAKE_BIN='build/premake5'
|
||||
else
|
||||
echo "Could not find premake5. You can either install it yourself or this script download it for you."
|
||||
if [[ ! -z "$PREMAKE_NO_PROMPT" ]] || [[ "$(read -e -p 'Do you wish to download it automatically? [y/N]> '; echo $REPLY)" == [Yy]* ]]; then
|
||||
echo "Installing premake"
|
||||
install_premake
|
||||
PREMAKE_BIN='build/premake5'
|
||||
else
|
||||
echo "Please install premake5 and try again"
|
||||
exit 1
|
||||
fi
|
||||
fi
|
||||
|
||||
git submodule update --init --recursive
|
||||
tools/premake5 $@ gmake2
|
||||
$PREMAKE_BIN $@ gmake2
|
||||
|
20
premake5.lua
20
premake5.lua
@ -1,3 +1,5 @@
|
||||
require("premake", ">=5.0.0-beta4")
|
||||
|
||||
include "tools/scripts/folders.lua"
|
||||
include "tools/scripts/including.lua"
|
||||
include "tools/scripts/linking.lua"
|
||||
@ -14,7 +16,7 @@ workspace "OpenAssetTools"
|
||||
objdir "%{wks.location}/obj"
|
||||
symbols "On"
|
||||
systemversion "latest"
|
||||
cppdialect "C++20"
|
||||
cppdialect "C++23"
|
||||
largeaddressaware "on"
|
||||
|
||||
flags {
|
||||
@ -52,13 +54,15 @@ workspace "OpenAssetTools"
|
||||
symbols "On"
|
||||
filter {}
|
||||
|
||||
filter {"system:windows", "configurations:Debug" }
|
||||
buildoptions { "/bigobj" }
|
||||
filter {}
|
||||
|
||||
filter "configurations:Release"
|
||||
defines "NDEBUG"
|
||||
optimize "Full"
|
||||
symbols "Off"
|
||||
flags {
|
||||
"FatalWarnings"
|
||||
}
|
||||
fatalwarnings { "All" }
|
||||
filter {}
|
||||
|
||||
defines {
|
||||
@ -126,6 +130,7 @@ include "src/ZoneLoading.lua"
|
||||
include "src/ZoneWriting.lua"
|
||||
include "src/ZoneCommon.lua"
|
||||
include "src/ObjCommon.lua"
|
||||
include "src/ObjCompiling.lua"
|
||||
include "src/ObjImage.lua"
|
||||
include "src/ObjLoading.lua"
|
||||
include "src/ObjWriting.lua"
|
||||
@ -143,6 +148,7 @@ group "Components"
|
||||
ZoneLoading:project()
|
||||
ZoneWriting:project()
|
||||
ObjCommon:project()
|
||||
ObjCompiling:project()
|
||||
ObjImage:project()
|
||||
ObjLoading:project()
|
||||
ObjWriting:project()
|
||||
@ -168,7 +174,10 @@ group ""
|
||||
-- ========================
|
||||
-- Tests
|
||||
-- ========================
|
||||
include "test/Catch2Common.lua"
|
||||
include "test/ObjCommonTestUtils.lua"
|
||||
include "test/ObjCommonTests.lua"
|
||||
include "test/ObjCompilingTests.lua"
|
||||
include "test/ObjLoadingTests.lua"
|
||||
include "test/ParserTestUtils.lua"
|
||||
include "test/ParserTests.lua"
|
||||
@ -177,7 +186,10 @@ include "test/ZoneCommonTests.lua"
|
||||
|
||||
-- Tests group: Unit test and other tests projects
|
||||
group "Tests"
|
||||
Catch2Common:project()
|
||||
ObjCommonTestUtils:project()
|
||||
ObjCommonTests:project()
|
||||
ObjCompilingTests:project()
|
||||
ObjLoadingTests:project()
|
||||
ParserTestUtils:project()
|
||||
ParserTests:project()
|
||||
|
6
scripts/check-format-docker.sh
Executable file
6
scripts/check-format-docker.sh
Executable file
@ -0,0 +1,6 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Go to repository root
|
||||
cd "$(dirname "$0")/.." || exit 2
|
||||
|
||||
docker run --rm -v ".:/code" --user "$(id -u):$(id -g)" silkeh/clang:17 /code/scripts/check-format.sh
|
@ -4,4 +4,6 @@
|
||||
cd "$(dirname "$0")/.." || exit 2
|
||||
|
||||
make -C build -j$(nproc) config=debug_x86 clean
|
||||
make -C build -j$(nproc) config=release_x86 clean
|
||||
make -C build -j$(nproc) config=release_x86 clean
|
||||
make -C build -j$(nproc) config=debug_x64 clean
|
||||
make -C build -j$(nproc) config=release_x64 clean
|
||||
|
6
scripts/make-debug-x64.sh
Executable file
6
scripts/make-debug-x64.sh
Executable file
@ -0,0 +1,6 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Go to repository root
|
||||
cd "$(dirname "$0")/.." || exit 2
|
||||
|
||||
make -C build -j$(nproc) config=debug_x64 all
|
@ -3,4 +3,4 @@
|
||||
# Go to repository root
|
||||
cd "$(dirname "$0")/.." || exit 2
|
||||
|
||||
make -C build -j$(nproc) config=debug_x86 all
|
||||
make -C build -j$(nproc) config=debug_x86 all
|
||||
|
7
scripts/make-release-x64.sh
Executable file
7
scripts/make-release-x64.sh
Executable file
@ -0,0 +1,7 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Go to repository root
|
||||
cd "$(dirname "$0")/.." || exit 2
|
||||
|
||||
echo "Start building with $(nproc) threads"
|
||||
make -C build -j$(nproc) config=release_x64 all
|
@ -4,4 +4,4 @@
|
||||
cd "$(dirname "$0")/.." || exit 2
|
||||
|
||||
echo "Start building with $(nproc) threads"
|
||||
make -C build -j$(nproc) config=release_x86 all
|
||||
make -C build -j$(nproc) config=release_x86 all
|
||||
|
6
scripts/reformat-all-docker.sh
Executable file
6
scripts/reformat-all-docker.sh
Executable file
@ -0,0 +1,6 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Go to repository root
|
||||
cd "$(dirname "$0")/.." || exit 2
|
||||
|
||||
docker run --rm -v ".:/code" --user "$(id -u):$(id -g)" silkeh/clang:17 /code/scripts/reformat-all.sh
|
@ -2,6 +2,9 @@
|
||||
|
||||
#include "Zone/ZoneTypes.h"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <type_traits>
|
||||
|
||||
struct IAssetBase
|
||||
{
|
||||
};
|
||||
@ -12,3 +15,42 @@ public:
|
||||
static constexpr auto EnumEntry = AssetTypeEnum;
|
||||
using Type = AssetType;
|
||||
};
|
||||
|
||||
template<typename AssetType> struct AssetNameAccessor
|
||||
{
|
||||
public:
|
||||
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
|
||||
// static constexpr bool IS_SINGLETON = false;
|
||||
|
||||
// const char*& operator()(AssetType::Type& asset)
|
||||
// {
|
||||
// throw std::runtime_error("Not implemented");
|
||||
// }
|
||||
};
|
||||
|
||||
#define DEFINE_ASSET_NAME_ACCESSOR(assetType, nameProperty) \
|
||||
template<> struct AssetNameAccessor<assetType> \
|
||||
{ \
|
||||
public: \
|
||||
static_assert(std::is_base_of_v<IAssetBase, assetType>); \
|
||||
static constexpr bool IS_SINGLETON = false; \
|
||||
\
|
||||
const char*& operator()(assetType::Type& asset) \
|
||||
{ \
|
||||
return asset.nameProperty; \
|
||||
} \
|
||||
}
|
||||
|
||||
#define DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(assetType, singletonName) \
|
||||
template<> struct AssetNameAccessor<assetType> \
|
||||
{ \
|
||||
public: \
|
||||
static_assert(std::is_base_of_v<IAssetBase, assetType>); \
|
||||
static constexpr bool IS_SINGLETON = true; \
|
||||
\
|
||||
const char* const& operator()(assetType::Type& asset) \
|
||||
{ \
|
||||
static const char* NAME = singletonName; \
|
||||
return NAME; \
|
||||
} \
|
||||
}
|
||||
|
26
src/Common/Game/IGame.cpp
Normal file
26
src/Common/Game/IGame.cpp
Normal file
@ -0,0 +1,26 @@
|
||||
#include "IGame.h"
|
||||
|
||||
#include "IW3/GameIW3.h"
|
||||
#include "IW4/GameIW4.h"
|
||||
#include "IW5/GameIW5.h"
|
||||
#include "T5/GameT5.h"
|
||||
#include "T6/GameT6.h"
|
||||
|
||||
#include <cassert>
|
||||
|
||||
IGame* IGame::GetGameById(GameId gameId)
|
||||
{
|
||||
static IGame* games[static_cast<unsigned>(GameId::COUNT)]{
|
||||
new IW3::Game(),
|
||||
new IW4::Game(),
|
||||
new IW5::Game(),
|
||||
new T5::Game(),
|
||||
new T6::Game(),
|
||||
};
|
||||
|
||||
assert(static_cast<unsigned>(gameId) < static_cast<unsigned>(GameId::COUNT));
|
||||
auto* result = games[static_cast<unsigned>(gameId)];
|
||||
assert(result);
|
||||
|
||||
return result;
|
||||
}
|
@ -36,10 +36,13 @@ public:
|
||||
IGame& operator=(const IGame& other) = default;
|
||||
IGame& operator=(IGame&& other) noexcept = default;
|
||||
|
||||
virtual std::string GetFullName() = 0;
|
||||
virtual std::string GetShortName() = 0;
|
||||
[[nodiscard]] virtual GameId GetId() const = 0;
|
||||
[[nodiscard]] virtual const std::string& GetFullName() const = 0;
|
||||
[[nodiscard]] virtual const std::string& GetShortName() const = 0;
|
||||
virtual void AddZone(Zone* zone) = 0;
|
||||
virtual void RemoveZone(Zone* zone) = 0;
|
||||
virtual std::vector<Zone*> GetZones() = 0;
|
||||
virtual std::vector<GameLanguagePrefix> GetLanguagePrefixes() = 0;
|
||||
[[nodiscard]] virtual const std::vector<Zone*>& GetZones() const = 0;
|
||||
[[nodiscard]] virtual const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const = 0;
|
||||
|
||||
static IGame* GetGameById(GameId gameId);
|
||||
};
|
||||
|
@ -1,29 +1,32 @@
|
||||
#include "GameIW3.h"
|
||||
|
||||
#include "IW3.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace IW3;
|
||||
|
||||
GameIW3 g_GameIW3;
|
||||
|
||||
std::string GameIW3::GetFullName()
|
||||
GameId Game::GetId() const
|
||||
{
|
||||
return "Call Of Duty 4: Modern Warfare";
|
||||
return GameId::IW3;
|
||||
}
|
||||
|
||||
std::string GameIW3::GetShortName()
|
||||
const std::string& Game::GetFullName() const
|
||||
{
|
||||
return "IW3";
|
||||
static std::string fullName = "Call Of Duty 4: Modern Warfare";
|
||||
return fullName;
|
||||
}
|
||||
|
||||
void GameIW3::AddZone(Zone* zone)
|
||||
const std::string& Game::GetShortName() const
|
||||
{
|
||||
static std::string shortName = "IW3";
|
||||
return shortName;
|
||||
}
|
||||
|
||||
void Game::AddZone(Zone* zone)
|
||||
{
|
||||
m_zones.push_back(zone);
|
||||
}
|
||||
|
||||
void GameIW3::RemoveZone(Zone* zone)
|
||||
void Game::RemoveZone(Zone* zone)
|
||||
{
|
||||
const auto foundEntry = std::ranges::find(m_zones, zone);
|
||||
|
||||
@ -31,13 +34,13 @@ void GameIW3::RemoveZone(Zone* zone)
|
||||
m_zones.erase(foundEntry);
|
||||
}
|
||||
|
||||
std::vector<Zone*> GameIW3::GetZones()
|
||||
const std::vector<Zone*>& Game::GetZones() const
|
||||
{
|
||||
return m_zones;
|
||||
}
|
||||
|
||||
std::vector<GameLanguagePrefix> GameIW3::GetLanguagePrefixes()
|
||||
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
|
||||
{
|
||||
std::vector<GameLanguagePrefix> prefixes;
|
||||
static std::vector<GameLanguagePrefix> prefixes;
|
||||
return prefixes;
|
||||
}
|
||||
|
@ -1,17 +1,20 @@
|
||||
#pragma once
|
||||
#include "Game/IGame.h"
|
||||
|
||||
class GameIW3 : public IGame
|
||||
namespace IW3
|
||||
{
|
||||
std::vector<Zone*> m_zones;
|
||||
class Game final : public IGame
|
||||
{
|
||||
public:
|
||||
[[nodiscard]] GameId GetId() const override;
|
||||
[[nodiscard]] const std::string& GetFullName() const override;
|
||||
[[nodiscard]] const std::string& GetShortName() const override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
|
||||
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
|
||||
|
||||
public:
|
||||
std::string GetFullName() override;
|
||||
std::string GetShortName() override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
std::vector<Zone*> GetZones() override;
|
||||
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
|
||||
};
|
||||
|
||||
extern GameIW3 g_GameIW3;
|
||||
private:
|
||||
std::vector<Zone*> m_zones;
|
||||
};
|
||||
} // namespace IW3
|
||||
|
@ -113,3 +113,32 @@ namespace IW3
|
||||
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
|
||||
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
|
||||
} // namespace IW3
|
||||
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXModelPieces, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetPhysPreset, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXAnim, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXModel, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMaterial, info.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetTechniqueSet, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetImage, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSound, aliasName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSoundCurve, filename);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLoadedSound, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetClipMap, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetClipMapPvs, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetComWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGameWorldSp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGameWorldMp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMapEnts, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGfxWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLightDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetFont, fontName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMenuList, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMenu, window.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLocalize, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetWeapon, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSoundDriverGlobals, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetImpactFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetRawFile, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetStringTable, name);
|
||||
|
@ -1,29 +1,32 @@
|
||||
#include "GameIW4.h"
|
||||
|
||||
#include "IW4.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
GameIW4 g_GameIW4;
|
||||
|
||||
std::string GameIW4::GetFullName()
|
||||
GameId Game::GetId() const
|
||||
{
|
||||
return "Call Of Duty: Modern Warfare 2";
|
||||
return GameId::IW4;
|
||||
}
|
||||
|
||||
std::string GameIW4::GetShortName()
|
||||
const std::string& Game::GetFullName() const
|
||||
{
|
||||
return "IW4";
|
||||
static std::string fullName = "Call Of Duty: Modern Warfare 2";
|
||||
return fullName;
|
||||
}
|
||||
|
||||
void GameIW4::AddZone(Zone* zone)
|
||||
const std::string& Game::GetShortName() const
|
||||
{
|
||||
static std::string shortName = "IW4";
|
||||
return shortName;
|
||||
}
|
||||
|
||||
void Game::AddZone(Zone* zone)
|
||||
{
|
||||
m_zones.push_back(zone);
|
||||
}
|
||||
|
||||
void GameIW4::RemoveZone(Zone* zone)
|
||||
void Game::RemoveZone(Zone* zone)
|
||||
{
|
||||
const auto foundEntry = std::ranges::find(m_zones, zone);
|
||||
|
||||
@ -31,13 +34,13 @@ void GameIW4::RemoveZone(Zone* zone)
|
||||
m_zones.erase(foundEntry);
|
||||
}
|
||||
|
||||
std::vector<Zone*> GameIW4::GetZones()
|
||||
const std::vector<Zone*>& Game::GetZones() const
|
||||
{
|
||||
return m_zones;
|
||||
}
|
||||
|
||||
std::vector<GameLanguagePrefix> GameIW4::GetLanguagePrefixes()
|
||||
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
|
||||
{
|
||||
std::vector<GameLanguagePrefix> prefixes;
|
||||
static std::vector<GameLanguagePrefix> prefixes;
|
||||
return prefixes;
|
||||
}
|
||||
|
@ -1,17 +1,20 @@
|
||||
#pragma once
|
||||
#include "Game/IGame.h"
|
||||
|
||||
class GameIW4 : public IGame
|
||||
namespace IW4
|
||||
{
|
||||
std::vector<Zone*> m_zones;
|
||||
class Game final : public IGame
|
||||
{
|
||||
public:
|
||||
[[nodiscard]] GameId GetId() const override;
|
||||
[[nodiscard]] const std::string& GetFullName() const override;
|
||||
[[nodiscard]] const std::string& GetShortName() const override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
|
||||
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
|
||||
|
||||
public:
|
||||
std::string GetFullName() override;
|
||||
std::string GetShortName() override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
std::vector<Zone*> GetZones() override;
|
||||
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
|
||||
};
|
||||
|
||||
extern GameIW4 g_GameIW4;
|
||||
private:
|
||||
std::vector<Zone*> m_zones;
|
||||
};
|
||||
} // namespace IW4
|
||||
|
@ -168,3 +168,41 @@ namespace IW4
|
||||
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
|
||||
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
|
||||
} // namespace IW4
|
||||
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPhysPreset, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPhysCollMap, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXAnim, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXModelSurfs, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetXModel, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMaterial, info.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetPixelShader, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVertexShader, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVertexDecl, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetTechniqueSet, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetImage, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetSound, aliasName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetSoundCurve, filename);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLoadedSound, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetClipMapSp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetClipMapMp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetComWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGameWorldSp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGameWorldMp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMapEnts, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFxWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetGfxWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLightDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFont, fontName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMenuList, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetMenu, window.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLocalize, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetWeapon, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetImpactFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetRawFile, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetStringTable, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetLeaderboard, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetStructuredDataDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetTracer, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetVehicle, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW4::AssetAddonMapEnts, name);
|
||||
|
@ -1,29 +1,32 @@
|
||||
#include "GameIW5.h"
|
||||
|
||||
#include "IW5.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace IW5;
|
||||
|
||||
GameIW5 g_GameIW5;
|
||||
|
||||
std::string GameIW5::GetFullName()
|
||||
GameId Game::GetId() const
|
||||
{
|
||||
return "Call Of Duty: Modern Warfare 3";
|
||||
return GameId::IW5;
|
||||
}
|
||||
|
||||
std::string GameIW5::GetShortName()
|
||||
const std::string& Game::GetFullName() const
|
||||
{
|
||||
return "IW5";
|
||||
static std::string fullName = "Call Of Duty: Modern Warfare 3";
|
||||
return fullName;
|
||||
}
|
||||
|
||||
void GameIW5::AddZone(Zone* zone)
|
||||
const std::string& Game::GetShortName() const
|
||||
{
|
||||
static std::string shortName = "IW5";
|
||||
return shortName;
|
||||
}
|
||||
|
||||
void Game::AddZone(Zone* zone)
|
||||
{
|
||||
m_zones.push_back(zone);
|
||||
}
|
||||
|
||||
void GameIW5::RemoveZone(Zone* zone)
|
||||
void Game::RemoveZone(Zone* zone)
|
||||
{
|
||||
const auto foundEntry = std::ranges::find(m_zones, zone);
|
||||
|
||||
@ -31,13 +34,13 @@ void GameIW5::RemoveZone(Zone* zone)
|
||||
m_zones.erase(foundEntry);
|
||||
}
|
||||
|
||||
std::vector<Zone*> GameIW5::GetZones()
|
||||
const std::vector<Zone*>& Game::GetZones() const
|
||||
{
|
||||
return m_zones;
|
||||
}
|
||||
|
||||
std::vector<GameLanguagePrefix> GameIW5::GetLanguagePrefixes()
|
||||
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
|
||||
{
|
||||
std::vector<GameLanguagePrefix> prefixes;
|
||||
static std::vector<GameLanguagePrefix> prefixes;
|
||||
return prefixes;
|
||||
}
|
||||
|
@ -1,17 +1,20 @@
|
||||
#pragma once
|
||||
#include "Game/IGame.h"
|
||||
|
||||
class GameIW5 : public IGame
|
||||
namespace IW5
|
||||
{
|
||||
std::vector<Zone*> m_zones;
|
||||
class Game final : public IGame
|
||||
{
|
||||
public:
|
||||
[[nodiscard]] GameId GetId() const override;
|
||||
[[nodiscard]] const std::string& GetFullName() const override;
|
||||
[[nodiscard]] const std::string& GetShortName() const override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
|
||||
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
|
||||
|
||||
public:
|
||||
std::string GetFullName() override;
|
||||
std::string GetShortName() override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
std::vector<Zone*> GetZones() override;
|
||||
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
|
||||
};
|
||||
|
||||
extern GameIW5 g_GameIW5;
|
||||
private:
|
||||
std::vector<Zone*> m_zones;
|
||||
};
|
||||
} // namespace IW5
|
||||
|
@ -179,3 +179,44 @@ namespace IW5
|
||||
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
|
||||
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
|
||||
} // namespace IW5
|
||||
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPhysPreset, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPhysCollMap, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXAnim, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXModelSurfs, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetXModel, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMaterial, info.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPixelShader, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVertexShader, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVertexDecl, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetTechniqueSet, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetImage, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSound, aliasName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSoundCurve, filename);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLoadedSound, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetClipMap, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetComWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetGlassWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetPathData, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVehicleTrack, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMapEnts, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFxWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetGfxWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLightDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFont, fontName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMenuList, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetMenu, window.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLocalize, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetAttachment, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetWeapon, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetImpactFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetSurfaceFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetRawFile, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetScript, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetStringTable, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetLeaderboard, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetStructuredDataDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetTracer, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetVehicle, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(IW5::AssetAddonMapEnts, name);
|
||||
|
@ -1,29 +1,32 @@
|
||||
#include "GameT5.h"
|
||||
|
||||
#include "T5.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace T5;
|
||||
|
||||
GameT5 g_GameT5;
|
||||
|
||||
std::string GameT5::GetFullName()
|
||||
GameId Game::GetId() const
|
||||
{
|
||||
return "Call Of Duty: Black Ops";
|
||||
return GameId::T5;
|
||||
}
|
||||
|
||||
std::string GameT5::GetShortName()
|
||||
const std::string& Game::GetFullName() const
|
||||
{
|
||||
return "T5";
|
||||
static std::string fullName = "Call Of Duty: Black Ops";
|
||||
return fullName;
|
||||
}
|
||||
|
||||
void GameT5::AddZone(Zone* zone)
|
||||
const std::string& Game::GetShortName() const
|
||||
{
|
||||
static std::string shortName = "T5";
|
||||
return shortName;
|
||||
}
|
||||
|
||||
void Game::AddZone(Zone* zone)
|
||||
{
|
||||
m_zones.push_back(zone);
|
||||
}
|
||||
|
||||
void GameT5::RemoveZone(Zone* zone)
|
||||
void Game::RemoveZone(Zone* zone)
|
||||
{
|
||||
const auto foundEntry = std::ranges::find(m_zones, zone);
|
||||
|
||||
@ -31,28 +34,28 @@ void GameT5::RemoveZone(Zone* zone)
|
||||
m_zones.erase(foundEntry);
|
||||
}
|
||||
|
||||
std::vector<Zone*> GameT5::GetZones()
|
||||
const std::vector<Zone*>& Game::GetZones() const
|
||||
{
|
||||
return m_zones;
|
||||
}
|
||||
|
||||
std::vector<GameLanguagePrefix> GameT5::GetLanguagePrefixes()
|
||||
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
|
||||
{
|
||||
std::vector<GameLanguagePrefix> prefixes;
|
||||
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_ENGLISH, "en_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH, "fr_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH_CAN, "fc_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_GERMAN, "ge_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_AUSTRIAN, "ge_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_ITALIAN, "it_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_SPANISH, "sp_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_BRITISH, "br_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_RUSSIAN, "ru_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_POLISH, "po_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_KOREAN, "ko_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_JAPANESE, "ja_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_CZECH, "cz_");
|
||||
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;
|
||||
}
|
||||
|
@ -1,17 +1,20 @@
|
||||
#pragma once
|
||||
#include "Game/IGame.h"
|
||||
|
||||
class GameT5 : public IGame
|
||||
namespace T5
|
||||
{
|
||||
std::vector<Zone*> m_zones;
|
||||
class Game final : public IGame
|
||||
{
|
||||
public:
|
||||
[[nodiscard]] GameId GetId() const override;
|
||||
[[nodiscard]] const std::string& GetFullName() const override;
|
||||
[[nodiscard]] const std::string& GetShortName() const override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
|
||||
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
|
||||
|
||||
public:
|
||||
std::string GetFullName() override;
|
||||
std::string GetShortName() override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
std::vector<Zone*> GetZones() override;
|
||||
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
|
||||
};
|
||||
|
||||
extern GameT5 g_GameT5;
|
||||
private:
|
||||
std::vector<Zone*> m_zones;
|
||||
};
|
||||
} // namespace T5
|
||||
|
@ -148,5 +148,38 @@ namespace T5
|
||||
using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
|
||||
using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
|
||||
using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
|
||||
|
||||
} // namespace T5
|
||||
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysPreset, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysConstraints, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDestructibleDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXAnim, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXModel, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMaterial, info.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetTechniqueSet, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetImage, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundBank, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundPatch, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMap, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMapPvs, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetComWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldSp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldMp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMapEnts, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGfxWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLightDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFont, fontName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenuList, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenu, window.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLocalize, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetWeapon, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundDriverGlobals, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetImpactFx, "ImpactFx");
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetRawFile, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetStringTable, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPackIndex, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXGlobals, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDDL, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGlasses, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetEmblemSet, "EmblemSet");
|
||||
|
@ -1311,7 +1311,7 @@ namespace T5
|
||||
|
||||
struct SndPatch
|
||||
{
|
||||
char* name;
|
||||
const char* name;
|
||||
unsigned int elementCount;
|
||||
unsigned int* elements;
|
||||
unsigned int fileCount;
|
||||
|
@ -1,29 +1,32 @@
|
||||
#include "GameT6.h"
|
||||
|
||||
#include "T6.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace T6;
|
||||
|
||||
GameT6 g_GameT6;
|
||||
|
||||
std::string GameT6::GetFullName()
|
||||
GameId Game::GetId() const
|
||||
{
|
||||
return "Call Of Duty: Black Ops II";
|
||||
return GameId::T6;
|
||||
}
|
||||
|
||||
std::string GameT6::GetShortName()
|
||||
const std::string& Game::GetFullName() const
|
||||
{
|
||||
return "T6";
|
||||
static std::string fullName = "Call Of Duty: Black Ops II";
|
||||
return fullName;
|
||||
}
|
||||
|
||||
void GameT6::AddZone(Zone* zone)
|
||||
const std::string& Game::GetShortName() const
|
||||
{
|
||||
static std::string shortName = "T6";
|
||||
return shortName;
|
||||
}
|
||||
|
||||
void Game::AddZone(Zone* zone)
|
||||
{
|
||||
m_zones.push_back(zone);
|
||||
}
|
||||
|
||||
void GameT6::RemoveZone(Zone* zone)
|
||||
void Game::RemoveZone(Zone* zone)
|
||||
{
|
||||
const auto foundEntry = std::ranges::find(m_zones, zone);
|
||||
|
||||
@ -31,31 +34,31 @@ void GameT6::RemoveZone(Zone* zone)
|
||||
m_zones.erase(foundEntry);
|
||||
}
|
||||
|
||||
std::vector<Zone*> GameT6::GetZones()
|
||||
const std::vector<Zone*>& Game::GetZones() const
|
||||
{
|
||||
return m_zones;
|
||||
}
|
||||
|
||||
std::vector<GameLanguagePrefix> GameT6::GetLanguagePrefixes()
|
||||
const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
|
||||
{
|
||||
std::vector<GameLanguagePrefix> prefixes;
|
||||
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_ENGLISH, "en_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH, "fr_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_FRENCH_CAN, "fc_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_GERMAN, "ge_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_AUSTRIAN, "as_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_ITALIAN, "it_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_SPANISH, "sp_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_BRITISH, "br_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_RUSSIAN, "ru_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_POLISH, "po_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_KOREAN, "ko_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_JAPANESE, "ja_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_CZECH, "cz_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_FULL_JAPANESE, "fj_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_PORTUGUESE, "bp_");
|
||||
prefixes.emplace_back(GameLanguage::LANGUAGE_MEXICAN_SPANISH, "ms_");
|
||||
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, "as_"},
|
||||
{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_"},
|
||||
{GameLanguage::LANGUAGE_FULL_JAPANESE, "fj_"},
|
||||
{GameLanguage::LANGUAGE_PORTUGUESE, "bp_"},
|
||||
{GameLanguage::LANGUAGE_MEXICAN_SPANISH, "ms_"},
|
||||
};
|
||||
|
||||
return prefixes;
|
||||
}
|
||||
|
@ -1,17 +1,20 @@
|
||||
#pragma once
|
||||
#include "Game/IGame.h"
|
||||
|
||||
class GameT6 : public IGame
|
||||
namespace T6
|
||||
{
|
||||
std::vector<Zone*> m_zones;
|
||||
class Game final : public IGame
|
||||
{
|
||||
public:
|
||||
[[nodiscard]] GameId GetId() const override;
|
||||
[[nodiscard]] const std::string& GetFullName() const override;
|
||||
[[nodiscard]] const std::string& GetShortName() const override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
[[nodiscard]] const std::vector<Zone*>& GetZones() const override;
|
||||
[[nodiscard]] const std::vector<GameLanguagePrefix>& GetLanguagePrefixes() const override;
|
||||
|
||||
public:
|
||||
std::string GetFullName() override;
|
||||
std::string GetShortName() override;
|
||||
void AddZone(Zone* zone) override;
|
||||
void RemoveZone(Zone* zone) override;
|
||||
std::vector<Zone*> GetZones() override;
|
||||
std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
|
||||
};
|
||||
|
||||
extern GameT6 g_GameT6;
|
||||
private:
|
||||
std::vector<Zone*> m_zones;
|
||||
};
|
||||
} // namespace T6
|
||||
|
@ -209,3 +209,53 @@ namespace T6
|
||||
using AssetFootstepFxTable = Asset<ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef>;
|
||||
using AssetZBarrier = Asset<ASSET_TYPE_ZBARRIER, ZBarrierDef>;
|
||||
} // namespace T6
|
||||
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysPreset, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysConstraints, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDestructibleDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXAnim, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXModel, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMaterial, info.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTechniqueSet, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetImage, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundBank, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundPatch, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMap, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMapPvs, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetComWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldSp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldMp, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMapEnts, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGfxWorld, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLightDef, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFont, fontName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFontIcon, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenuList, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenu, window.name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLocalize, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeapon, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachment, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachmentUnique, szInternalName);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeaponCamo, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundDriverGlobals, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFx, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetImpactFx, "ImpactFx");
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetRawFile, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetStringTable, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLeaderboard, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXGlobals, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDDL, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGlasses, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetEmblemSet, "EmblemSet");
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetScript, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetKeyValuePairs, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetVehicle, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMemoryBlock, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAddonMapEnts, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTracer, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSkinnedVerts, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetQdb, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSlug, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepTable, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepFxTable, name);
|
||||
DEFINE_ASSET_NAME_ACCESSOR(T6::AssetZBarrier, name);
|
||||
|
@ -2114,7 +2114,7 @@ namespace T6
|
||||
struct KeyValuePairs
|
||||
{
|
||||
const char* name;
|
||||
int numVariables;
|
||||
unsigned int numVariables;
|
||||
KeyValuePair* keyValuePairs;
|
||||
};
|
||||
|
||||
@ -3814,7 +3814,8 @@ namespace T6
|
||||
uint16_t dynEntId;
|
||||
};
|
||||
|
||||
union gcc_align(8) __m128
|
||||
// Usually __m128, but that is not portable
|
||||
union gcc_align(8) custom_m128
|
||||
{
|
||||
float m128_f32[4];
|
||||
uint64_t m128_u64[2];
|
||||
@ -3827,19 +3828,12 @@ namespace T6
|
||||
unsigned int m128_u32[4];
|
||||
};
|
||||
|
||||
struct vector3
|
||||
{
|
||||
__m128 x;
|
||||
__m128 y;
|
||||
__m128 z;
|
||||
};
|
||||
|
||||
struct vector4
|
||||
{
|
||||
__m128 x;
|
||||
__m128 y;
|
||||
__m128 z;
|
||||
__m128 w;
|
||||
custom_m128 x;
|
||||
custom_m128 y;
|
||||
custom_m128 z;
|
||||
custom_m128 w;
|
||||
};
|
||||
|
||||
struct type_align(16) SSkinInstance
|
||||
@ -5569,8 +5563,8 @@ namespace T6
|
||||
|
||||
struct KeyValuePair
|
||||
{
|
||||
int keyHash;
|
||||
int namespaceHash;
|
||||
unsigned int keyHash;
|
||||
unsigned int namespaceHash;
|
||||
const char* value;
|
||||
};
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
#include <cstdint>
|
||||
#include <limits>
|
||||
|
||||
struct ZoneHeader
|
||||
{
|
||||
@ -7,21 +8,11 @@ struct ZoneHeader
|
||||
uint32_t m_version;
|
||||
};
|
||||
|
||||
#ifdef ARCH_x64
|
||||
typedef uint32_t scr_string_t;
|
||||
typedef uint64_t xchunk_size_t;
|
||||
typedef uint64_t xblock_size_t;
|
||||
typedef uint64_t zone_pointer_t;
|
||||
|
||||
constexpr uint16_t SCR_STRING_MAX = UINT32_MAX;
|
||||
#elif ARCH_x86
|
||||
typedef uint16_t scr_string_t;
|
||||
typedef uint32_t xchunk_size_t;
|
||||
typedef uint32_t xblock_size_t;
|
||||
typedef uint32_t zone_pointer_t;
|
||||
|
||||
constexpr uint16_t SCR_STRING_MAX = UINT16_MAX;
|
||||
#endif
|
||||
constexpr uint16_t SCR_STRING_MAX = std::numeric_limits<scr_string_t>::max();
|
||||
|
||||
typedef int block_t;
|
||||
typedef int asset_type_t;
|
||||
|
@ -32,7 +32,8 @@ namespace base64
|
||||
|
||||
size_t DecodeBase64(const void* base64Data, const size_t inputLength, void* outputBuffer, const size_t outputBufferSize)
|
||||
{
|
||||
unsigned long outLength = GetBase64DecodeOutputLength(inputLength);
|
||||
unsigned long outLength = GetBase64DecodeOutputLength(base64Data, inputLength);
|
||||
assert(outLength <= outputBufferSize);
|
||||
if (outLength > outputBufferSize)
|
||||
return 0u;
|
||||
|
||||
@ -42,8 +43,28 @@ namespace base64
|
||||
return static_cast<size_t>(outLength);
|
||||
}
|
||||
|
||||
size_t GetBase64DecodeOutputLength(const void* base64Data, const size_t inputLength)
|
||||
{
|
||||
assert(base64Data);
|
||||
assert(inputLength);
|
||||
|
||||
if (!base64Data || inputLength == 0u)
|
||||
return 0u;
|
||||
|
||||
auto padding = 0u;
|
||||
if (inputLength >= 1 && static_cast<const char*>(base64Data)[inputLength - 1] == '=')
|
||||
{
|
||||
if (inputLength >= 2 && static_cast<const char*>(base64Data)[inputLength - 2] == '=')
|
||||
padding = 2u;
|
||||
else
|
||||
padding = 1u;
|
||||
}
|
||||
|
||||
return ((inputLength / 4u) * 3u) - padding;
|
||||
}
|
||||
|
||||
size_t GetBase64DecodeOutputLength(const size_t inputLength)
|
||||
{
|
||||
return inputLength / 4u;
|
||||
return (inputLength / 4u) * 3u;
|
||||
}
|
||||
} // namespace base64
|
||||
|
@ -8,5 +8,6 @@ namespace base64
|
||||
size_t GetBase64EncodeOutputLength(size_t inputLength);
|
||||
|
||||
size_t DecodeBase64(const void* base64Data, size_t inputLength, void* outputBuffer, size_t outputBufferSize);
|
||||
size_t GetBase64DecodeOutputLength(const void* base64Data, const size_t inputLength);
|
||||
size_t GetBase64DecodeOutputLength(size_t inputLength);
|
||||
} // namespace base64
|
||||
|
@ -39,6 +39,7 @@ function Linker:project()
|
||||
self:include(includes)
|
||||
Utils:include(includes)
|
||||
ZoneLoading:include(includes)
|
||||
ObjCompiling:include(includes)
|
||||
ObjLoading:include(includes)
|
||||
ObjWriting:include(includes)
|
||||
ZoneWriting:include(includes)
|
||||
@ -46,6 +47,7 @@ function Linker:project()
|
||||
Raw:use()
|
||||
|
||||
links:linkto(Utils)
|
||||
links:linkto(ObjCompiling)
|
||||
links:linkto(ZoneLoading)
|
||||
links:linkto(ZoneWriting)
|
||||
links:linkto(ObjLoading)
|
||||
|
@ -1,70 +0,0 @@
|
||||
#include "ZoneCreatorIW3.h"
|
||||
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Game/IW3/GameAssetPoolIW3.h"
|
||||
#include "Game/IW3/GameIW3.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "Utils/StringUtils.h"
|
||||
|
||||
using namespace IW3;
|
||||
|
||||
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
|
||||
{
|
||||
std::vector<Gdt*> gdtList;
|
||||
gdtList.reserve(context.m_gdt_files.size());
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
gdtList.push_back(gdt.get());
|
||||
|
||||
return gdtList;
|
||||
}
|
||||
|
||||
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
|
||||
{
|
||||
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
|
||||
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
|
||||
}
|
||||
|
||||
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
|
||||
{
|
||||
zone->m_pools = std::make_unique<GameAssetPoolIW3>(zone, zone->m_priority);
|
||||
|
||||
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
|
||||
zone->m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
GameId ZoneCreator::GetGameId() const
|
||||
{
|
||||
return GameId::IW3;
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
|
||||
{
|
||||
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW3);
|
||||
CreateZoneAssetPools(zone.get());
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
|
||||
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
|
||||
ApplyIgnoredAssets(context, *assetLoadingContext);
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjLoading::FinalizeAssetsForZone(*assetLoadingContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
||||
asset_type_t ZoneCreator::GetImageAssetType() const
|
||||
{
|
||||
return ASSET_TYPE_IMAGE;
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Zone/ZoneTypes.h"
|
||||
#include "ZoneCreation/ZoneCreator.h"
|
||||
|
||||
namespace IW3
|
||||
{
|
||||
class ZoneCreator final : public IZoneCreator
|
||||
{
|
||||
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
|
||||
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
|
||||
void CreateZoneAssetPools(Zone* zone) const;
|
||||
|
||||
public:
|
||||
[[nodiscard]] GameId GetGameId() const override;
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
|
||||
[[nodiscard]] asset_type_t GetImageAssetType() const override;
|
||||
};
|
||||
} // namespace IW3
|
@ -1,69 +0,0 @@
|
||||
#include "ZoneCreatorIW4.h"
|
||||
|
||||
#include "Game/IW4/GameAssetPoolIW4.h"
|
||||
#include "Game/IW4/GameIW4.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "Utils/StringUtils.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
|
||||
{
|
||||
std::vector<Gdt*> gdtList;
|
||||
gdtList.reserve(context.m_gdt_files.size());
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
gdtList.push_back(gdt.get());
|
||||
|
||||
return gdtList;
|
||||
}
|
||||
|
||||
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
|
||||
{
|
||||
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
|
||||
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
|
||||
}
|
||||
|
||||
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
|
||||
{
|
||||
zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone, zone->m_priority);
|
||||
|
||||
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
|
||||
zone->m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
GameId ZoneCreator::GetGameId() const
|
||||
{
|
||||
return GameId::IW4;
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
|
||||
{
|
||||
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW4);
|
||||
CreateZoneAssetPools(zone.get());
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
|
||||
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
|
||||
ApplyIgnoredAssets(context, *assetLoadingContext);
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjLoading::FinalizeAssetsForZone(*assetLoadingContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
||||
asset_type_t ZoneCreator::GetImageAssetType() const
|
||||
{
|
||||
return ASSET_TYPE_IMAGE;
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Zone/ZoneTypes.h"
|
||||
#include "ZoneCreation/ZoneCreator.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class ZoneCreator final : public IZoneCreator
|
||||
{
|
||||
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
|
||||
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
|
||||
void CreateZoneAssetPools(Zone* zone) const;
|
||||
|
||||
public:
|
||||
[[nodiscard]] GameId GetGameId() const override;
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
|
||||
[[nodiscard]] asset_type_t GetImageAssetType() const override;
|
||||
};
|
||||
} // namespace IW4
|
@ -1,69 +0,0 @@
|
||||
#include "ZoneCreatorIW5.h"
|
||||
|
||||
#include "Game/IW5/GameAssetPoolIW5.h"
|
||||
#include "Game/IW5/GameIW5.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "Utils/StringUtils.h"
|
||||
|
||||
using namespace IW5;
|
||||
|
||||
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
|
||||
{
|
||||
std::vector<Gdt*> gdtList;
|
||||
gdtList.reserve(context.m_gdt_files.size());
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
gdtList.push_back(gdt.get());
|
||||
|
||||
return gdtList;
|
||||
}
|
||||
|
||||
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
|
||||
{
|
||||
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
|
||||
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
|
||||
}
|
||||
|
||||
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
|
||||
{
|
||||
zone->m_pools = std::make_unique<GameAssetPoolIW5>(zone, zone->m_priority);
|
||||
|
||||
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
|
||||
zone->m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
GameId ZoneCreator::GetGameId() const
|
||||
{
|
||||
return GameId::IW5;
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
|
||||
{
|
||||
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW5);
|
||||
CreateZoneAssetPools(zone.get());
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
|
||||
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
|
||||
ApplyIgnoredAssets(context, *assetLoadingContext);
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjLoading::FinalizeAssetsForZone(*assetLoadingContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
||||
asset_type_t ZoneCreator::GetImageAssetType() const
|
||||
{
|
||||
return ASSET_TYPE_IMAGE;
|
||||
}
|
@ -1,19 +0,0 @@
|
||||
#pragma once
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Zone/ZoneTypes.h"
|
||||
#include "ZoneCreation/ZoneCreator.h"
|
||||
|
||||
namespace IW5
|
||||
{
|
||||
class ZoneCreator final : public IZoneCreator
|
||||
{
|
||||
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
|
||||
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
|
||||
void CreateZoneAssetPools(Zone* zone) const;
|
||||
|
||||
public:
|
||||
[[nodiscard]] GameId GetGameId() const override;
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
|
||||
[[nodiscard]] asset_type_t GetImageAssetType() const override;
|
||||
};
|
||||
} // namespace IW5
|
@ -1,70 +0,0 @@
|
||||
#include "ZoneCreatorT5.h"
|
||||
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Game/T5/GameAssetPoolT5.h"
|
||||
#include "Game/T5/GameT5.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "Utils/StringUtils.h"
|
||||
|
||||
using namespace T5;
|
||||
|
||||
std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
|
||||
{
|
||||
std::vector<Gdt*> gdtList;
|
||||
gdtList.reserve(context.m_gdt_files.size());
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
gdtList.push_back(gdt.get());
|
||||
|
||||
return gdtList;
|
||||
}
|
||||
|
||||
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
|
||||
{
|
||||
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
|
||||
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
|
||||
}
|
||||
|
||||
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
|
||||
{
|
||||
zone->m_pools = std::make_unique<GameAssetPoolT5>(zone, zone->m_priority);
|
||||
|
||||
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
|
||||
zone->m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
GameId ZoneCreator::GetGameId() const
|
||||
{
|
||||
return GameId::T5;
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
|
||||
{
|
||||
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameT5);
|
||||
CreateZoneAssetPools(zone.get());
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
|
||||
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
|
||||
ApplyIgnoredAssets(context, *assetLoadingContext);
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjLoading::FinalizeAssetsForZone(*assetLoadingContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
||||
asset_type_t ZoneCreator::GetImageAssetType() const
|
||||
{
|
||||
return ASSET_TYPE_IMAGE;
|
||||
}
|
@ -1,19 +0,0 @@
|
||||
#pragma once
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Zone/ZoneTypes.h"
|
||||
#include "ZoneCreation/ZoneCreator.h"
|
||||
|
||||
namespace T5
|
||||
{
|
||||
class ZoneCreator final : public IZoneCreator
|
||||
{
|
||||
static std::vector<Gdt*> CreateGdtList(ZoneCreationContext& context);
|
||||
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
|
||||
void CreateZoneAssetPools(Zone* zone) const;
|
||||
|
||||
public:
|
||||
[[nodiscard]] GameId GetGameId() const override;
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
|
||||
[[nodiscard]] asset_type_t GetImageAssetType() const override;
|
||||
};
|
||||
} // namespace T5
|
@ -1,123 +0,0 @@
|
||||
#include "ZoneCreatorT6.h"
|
||||
|
||||
#include "Game/T6/CommonT6.h"
|
||||
#include "Game/T6/GameAssetPoolT6.h"
|
||||
#include "Game/T6/GameT6.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "Utils/StringUtils.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using namespace T6;
|
||||
|
||||
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
|
||||
{
|
||||
std::vector<Gdt*> gdtList;
|
||||
gdtList.reserve(context.m_gdt_files.size());
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
gdtList.push_back(gdt.get());
|
||||
|
||||
return gdtList;
|
||||
}
|
||||
|
||||
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
|
||||
{
|
||||
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
|
||||
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
|
||||
}
|
||||
|
||||
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
|
||||
{
|
||||
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
|
||||
|
||||
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
|
||||
zone->m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context) const
|
||||
{
|
||||
std::vector<KeyValuePair> kvpList;
|
||||
|
||||
for (const auto& metaData : context.m_definition->m_properties.m_properties)
|
||||
{
|
||||
if (metaData.first.rfind("level.", 0) == 0)
|
||||
{
|
||||
const std::string strValue = metaData.first.substr(std::char_traits<char>::length("level."));
|
||||
if (strValue.empty())
|
||||
continue;
|
||||
|
||||
int keyHash;
|
||||
if (strValue[0] == '@')
|
||||
{
|
||||
char* endPtr;
|
||||
keyHash = strtol(&strValue[1], &endPtr, 16);
|
||||
|
||||
if (endPtr != &strValue[strValue.size()])
|
||||
{
|
||||
std::cout << "Could not parse metadata key \"" << metaData.first << "\" as hash\n";
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
keyHash = Common::Com_HashKey(strValue.c_str(), 64);
|
||||
}
|
||||
|
||||
KeyValuePair kvp{keyHash, Common::Com_HashKey(zone->m_name.c_str(), 64), zone->GetMemory()->Dup(metaData.second.c_str())};
|
||||
kvpList.push_back(kvp);
|
||||
}
|
||||
}
|
||||
|
||||
if (!kvpList.empty())
|
||||
{
|
||||
auto* kvps = zone->GetMemory()->Create<KeyValuePairs>();
|
||||
kvps->name = zone->GetMemory()->Dup(zone->m_name.c_str());
|
||||
kvps->numVariables = kvpList.size();
|
||||
kvps->keyValuePairs = zone->GetMemory()->Alloc<KeyValuePair>(kvpList.size());
|
||||
|
||||
for (auto i = 0u; i < kvpList.size(); i++)
|
||||
kvps->keyValuePairs[i] = kvpList[i];
|
||||
|
||||
zone->m_pools->AddAsset(std::make_unique<XAssetInfo<KeyValuePairs>>(ASSET_TYPE_KEYVALUEPAIRS, zone->m_name, kvps));
|
||||
}
|
||||
}
|
||||
|
||||
GameId ZoneCreator::GetGameId() const
|
||||
{
|
||||
return GameId::T6;
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
|
||||
{
|
||||
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameT6);
|
||||
CreateZoneAssetPools(zone.get());
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
|
||||
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
|
||||
ApplyIgnoredAssets(context, *assetLoadingContext);
|
||||
|
||||
HandleMetadata(zone.get(), context);
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjLoading::FinalizeAssetsForZone(*assetLoadingContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
||||
asset_type_t ZoneCreator::GetImageAssetType() const
|
||||
{
|
||||
return ASSET_TYPE_IMAGE;
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
#pragma once
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Zone/ZoneTypes.h"
|
||||
#include "ZoneCreation/ZoneCreator.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class ZoneCreator final : public IZoneCreator
|
||||
{
|
||||
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
|
||||
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
|
||||
void CreateZoneAssetPools(Zone* zone) const;
|
||||
void HandleMetadata(Zone* zone, const ZoneCreationContext& context) const;
|
||||
|
||||
public:
|
||||
[[nodiscard]] GameId GetGameId() const override;
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
|
||||
[[nodiscard]] asset_type_t GetImageAssetType() const override;
|
||||
};
|
||||
} // namespace T6
|
@ -1,16 +1,14 @@
|
||||
#include "Linker.h"
|
||||
|
||||
#include "LinkerArgs.h"
|
||||
#include "LinkerSearchPaths.h"
|
||||
#include "ObjContainer/IPak/IPakWriter.h"
|
||||
#include "ObjContainer/IWD/IWD.h"
|
||||
#include "LinkerPaths.h"
|
||||
#include "ObjContainer/SoundBank/SoundBankWriter.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "ObjWriting.h"
|
||||
#include "SearchPath/OutputPathFilesystem.h"
|
||||
#include "SearchPath/SearchPaths.h"
|
||||
#include "Utils/ObjFileStream.h"
|
||||
#include "Zone/AssetList/AssetList.h"
|
||||
#include "Zone/AssetList/AssetListStream.h"
|
||||
#include "Zone/AssetList/AssetListReader.h"
|
||||
#include "Zone/Definition/ZoneDefinitionStream.h"
|
||||
#include "ZoneCreation/ZoneCreationContext.h"
|
||||
#include "ZoneCreation/ZoneCreator.h"
|
||||
@ -21,133 +19,157 @@
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <fstream>
|
||||
#include <set>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
namespace
|
||||
{
|
||||
class LinkerSearchPathContext
|
||||
{
|
||||
public:
|
||||
explicit LinkerSearchPathContext(const ILinkerSearchPathBuilder& searchPathBuilder)
|
||||
: m_search_path_builder(searchPathBuilder)
|
||||
{
|
||||
m_independent_search_paths = m_search_path_builder.BuildIndependentSearchPaths();
|
||||
if (m_independent_search_paths)
|
||||
m_search_paths.IncludeSearchPath(m_independent_search_paths.get());
|
||||
}
|
||||
|
||||
[[nodiscard]] ISearchPath& GetSearchPaths()
|
||||
{
|
||||
return m_search_paths;
|
||||
}
|
||||
|
||||
void LoadProjectSpecific(const std::string& projectName)
|
||||
{
|
||||
m_project_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProject(projectName);
|
||||
if (m_project_specific_search_paths)
|
||||
m_search_paths.IncludeSearchPath(m_project_specific_search_paths.get());
|
||||
}
|
||||
|
||||
void UnloadProjectSpecific()
|
||||
{
|
||||
if (!m_project_specific_search_paths)
|
||||
return;
|
||||
|
||||
m_search_paths.RemoveSearchPath(m_project_specific_search_paths.get());
|
||||
m_project_specific_search_paths.reset();
|
||||
}
|
||||
|
||||
void LoadGameSpecific(const std::string& projectName, const GameId game)
|
||||
{
|
||||
m_game_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProjectAndGame(projectName, game);
|
||||
if (m_game_specific_search_paths)
|
||||
m_search_paths.IncludeSearchPath(m_game_specific_search_paths.get());
|
||||
}
|
||||
|
||||
void UnloadGameSpecific()
|
||||
{
|
||||
if (!m_game_specific_search_paths)
|
||||
return;
|
||||
|
||||
m_search_paths.RemoveSearchPath(m_game_specific_search_paths.get());
|
||||
m_game_specific_search_paths.reset();
|
||||
}
|
||||
|
||||
private:
|
||||
const ILinkerSearchPathBuilder& m_search_path_builder;
|
||||
std::unique_ptr<ISearchPath> m_independent_search_paths;
|
||||
std::unique_ptr<ISearchPath> m_project_specific_search_paths;
|
||||
std::unique_ptr<ISearchPath> m_game_specific_search_paths;
|
||||
SearchPaths m_search_paths;
|
||||
};
|
||||
|
||||
class LinkerPathManager
|
||||
{
|
||||
public:
|
||||
explicit LinkerPathManager(const LinkerArgs& args)
|
||||
: m_linker_paths(ILinkerPaths::FromArgs(args)),
|
||||
m_asset_paths(m_linker_paths->AssetSearchPaths()),
|
||||
m_gdt_paths(m_linker_paths->GdtSearchPaths()),
|
||||
m_source_paths(m_linker_paths->SourceSearchPaths())
|
||||
{
|
||||
}
|
||||
|
||||
std::unique_ptr<ILinkerPaths> m_linker_paths;
|
||||
LinkerSearchPathContext m_asset_paths;
|
||||
LinkerSearchPathContext m_gdt_paths;
|
||||
LinkerSearchPathContext m_source_paths;
|
||||
};
|
||||
|
||||
class PathProjectContext
|
||||
{
|
||||
public:
|
||||
PathProjectContext(LinkerPathManager& paths, const std::string& projectName)
|
||||
: m_paths(paths)
|
||||
{
|
||||
m_paths.m_asset_paths.LoadProjectSpecific(projectName);
|
||||
m_paths.m_gdt_paths.LoadProjectSpecific(projectName);
|
||||
m_paths.m_source_paths.LoadProjectSpecific(projectName);
|
||||
}
|
||||
|
||||
~PathProjectContext()
|
||||
{
|
||||
m_paths.m_asset_paths.UnloadProjectSpecific();
|
||||
m_paths.m_gdt_paths.UnloadProjectSpecific();
|
||||
m_paths.m_source_paths.UnloadProjectSpecific();
|
||||
}
|
||||
|
||||
PathProjectContext(const PathProjectContext& other) = delete;
|
||||
PathProjectContext(PathProjectContext&& other) noexcept = delete;
|
||||
PathProjectContext& operator=(const PathProjectContext& other) = delete;
|
||||
PathProjectContext& operator=(PathProjectContext&& other) noexcept = delete;
|
||||
|
||||
private:
|
||||
LinkerPathManager& m_paths;
|
||||
};
|
||||
|
||||
class PathGameContext
|
||||
{
|
||||
public:
|
||||
PathGameContext(LinkerPathManager& paths, const std::string& projectName, const GameId game)
|
||||
: m_paths(paths)
|
||||
{
|
||||
m_paths.m_asset_paths.LoadGameSpecific(projectName, game);
|
||||
m_paths.m_gdt_paths.LoadGameSpecific(projectName, game);
|
||||
m_paths.m_source_paths.LoadGameSpecific(projectName, game);
|
||||
}
|
||||
|
||||
~PathGameContext()
|
||||
{
|
||||
m_paths.m_asset_paths.UnloadGameSpecific();
|
||||
m_paths.m_gdt_paths.UnloadGameSpecific();
|
||||
m_paths.m_source_paths.UnloadGameSpecific();
|
||||
}
|
||||
|
||||
PathGameContext(const PathGameContext& other) = delete;
|
||||
PathGameContext(PathGameContext&& other) noexcept = delete;
|
||||
PathGameContext& operator=(const PathGameContext& other) = delete;
|
||||
PathGameContext& operator=(PathGameContext&& other) noexcept = delete;
|
||||
|
||||
private:
|
||||
LinkerPathManager& m_paths;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
class LinkerImpl final : public Linker
|
||||
{
|
||||
LinkerArgs m_args;
|
||||
LinkerSearchPaths m_search_paths;
|
||||
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
|
||||
|
||||
bool IncludeAdditionalZoneDefinitions(const std::string& initialFileName, ZoneDefinition& zoneDefinition, ISearchPath* sourceSearchPath) const
|
||||
{
|
||||
std::set<std::string> sourceNames;
|
||||
sourceNames.emplace(initialFileName);
|
||||
|
||||
std::deque<std::string> toIncludeQueue;
|
||||
for (const auto& include : zoneDefinition.m_includes)
|
||||
toIncludeQueue.emplace_back(include);
|
||||
|
||||
while (!toIncludeQueue.empty())
|
||||
{
|
||||
const auto& source = toIncludeQueue.front();
|
||||
|
||||
if (sourceNames.find(source) == sourceNames.end())
|
||||
{
|
||||
sourceNames.emplace(source);
|
||||
|
||||
std::unique_ptr<ZoneDefinition> includeDefinition;
|
||||
{
|
||||
const auto definitionFileName = std::format("{}.zone", source);
|
||||
const auto definitionStream = sourceSearchPath->Open(definitionFileName);
|
||||
if (!definitionStream.IsOpen())
|
||||
{
|
||||
std::cerr << std::format("Could not find zone definition file for project \"{}\".\n", source);
|
||||
return false;
|
||||
}
|
||||
|
||||
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, definitionFileName, m_args.m_verbose);
|
||||
zoneDefinitionInputStream.SetPreviouslySetGame(zoneDefinition.m_game);
|
||||
includeDefinition = zoneDefinitionInputStream.ReadDefinition();
|
||||
}
|
||||
|
||||
if (!includeDefinition)
|
||||
{
|
||||
std::cerr << std::format("Failed to read zone definition file for project \"{}\".\n", source);
|
||||
return false;
|
||||
}
|
||||
|
||||
for (const auto& include : includeDefinition->m_includes)
|
||||
toIncludeQueue.emplace_back(include);
|
||||
|
||||
zoneDefinition.Include(*includeDefinition);
|
||||
}
|
||||
|
||||
toIncludeQueue.pop_front();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ReadAssetList(const std::string& zoneName, const GameId game, AssetList& assetList, ISearchPath* sourceSearchPath) const
|
||||
{
|
||||
{
|
||||
const auto assetListFileName = std::format("assetlist/{}.csv", zoneName);
|
||||
const auto assetListStream = sourceSearchPath->Open(assetListFileName);
|
||||
|
||||
if (assetListStream.IsOpen())
|
||||
{
|
||||
const AssetListInputStream stream(*assetListStream.m_stream, game);
|
||||
AssetListEntry entry;
|
||||
|
||||
bool failure;
|
||||
while (stream.NextEntry(entry, &failure))
|
||||
{
|
||||
assetList.m_entries.emplace_back(std::move(entry));
|
||||
}
|
||||
|
||||
return !failure;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
const auto zoneDefinition = ReadZoneDefinition(zoneName, sourceSearchPath);
|
||||
|
||||
if (zoneDefinition)
|
||||
{
|
||||
for (const auto& entry : zoneDefinition->m_assets)
|
||||
{
|
||||
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IncludeAssetLists(ZoneDefinition& zoneDefinition, ISearchPath* sourceSearchPath) const
|
||||
{
|
||||
for (const auto& assetListName : zoneDefinition.m_asset_lists)
|
||||
{
|
||||
AssetList assetList;
|
||||
if (!ReadAssetList(assetListName, zoneDefinition.m_game, assetList, sourceSearchPath))
|
||||
{
|
||||
std::cerr << std::format("Failed to read asset list \"{}\"\n", assetListName);
|
||||
return false;
|
||||
}
|
||||
|
||||
zoneDefinition.Include(assetList);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(const std::string& targetName, ISearchPath* sourceSearchPath) const
|
||||
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(LinkerPathManager& paths, const std::string& targetName, bool logMissing = true) const
|
||||
{
|
||||
auto& sourceSearchPath = paths.m_source_paths.GetSearchPaths();
|
||||
std::unique_ptr<ZoneDefinition> zoneDefinition;
|
||||
{
|
||||
const auto definitionFileName = targetName + ".zone";
|
||||
const auto definitionStream = sourceSearchPath->Open(definitionFileName);
|
||||
const auto definitionFileName = std::format("{}.zone", targetName);
|
||||
const auto definitionStream = sourceSearchPath.Open(definitionFileName);
|
||||
if (!definitionStream.IsOpen())
|
||||
{
|
||||
std::cerr << std::format("Could not find zone definition file for target \"{}\".\n", targetName);
|
||||
if (logMissing)
|
||||
std::cerr << std::format("Could not find zone definition file for target \"{}\".\n", targetName);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, definitionFileName, m_args.m_verbose);
|
||||
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, targetName, definitionFileName, sourceSearchPath);
|
||||
zoneDefinition = zoneDefinitionInputStream.ReadDefinition();
|
||||
}
|
||||
|
||||
@ -157,20 +179,41 @@ class LinkerImpl final : public Linker
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// If no type was defined explicitly make it fastfile
|
||||
if (zoneDefinition->m_type == ProjectType::NONE)
|
||||
zoneDefinition->m_type = ProjectType::FASTFILE;
|
||||
|
||||
if (!IncludeAdditionalZoneDefinitions(targetName, *zoneDefinition, sourceSearchPath))
|
||||
return nullptr;
|
||||
|
||||
if (!IncludeAssetLists(*zoneDefinition, sourceSearchPath))
|
||||
return nullptr;
|
||||
|
||||
return zoneDefinition;
|
||||
}
|
||||
|
||||
bool ProcessZoneDefinitionIgnores(const std::string& targetName, ZoneCreationContext& context, ISearchPath* sourceSearchPath) const
|
||||
bool ReadIgnoreEntries(LinkerPathManager& paths, const std::string& zoneName, const GameId game, AssetList& assetList) const
|
||||
{
|
||||
{
|
||||
AssetListReader assetListReader(paths.m_source_paths.GetSearchPaths(), game);
|
||||
const auto maybeReadAssetList = assetListReader.ReadAssetList(zoneName, false);
|
||||
if (maybeReadAssetList)
|
||||
{
|
||||
assetList.m_entries.reserve(assetList.m_entries.size() + maybeReadAssetList->m_entries.size());
|
||||
for (auto& entry : maybeReadAssetList->m_entries)
|
||||
assetList.m_entries.emplace_back(std::move(entry));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
const auto zoneDefinition = ReadZoneDefinition(paths, zoneName, false);
|
||||
|
||||
if (zoneDefinition)
|
||||
{
|
||||
assetList.m_entries.reserve(assetList.m_entries.size() + zoneDefinition->m_assets.size());
|
||||
for (const auto& entry : zoneDefinition->m_assets)
|
||||
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ProcessZoneDefinitionIgnores(LinkerPathManager& paths, const std::string& targetName, ZoneCreationContext& context) const
|
||||
{
|
||||
if (context.m_definition->m_ignores.empty())
|
||||
return true;
|
||||
@ -180,8 +223,7 @@ class LinkerImpl final : public Linker
|
||||
if (ignore == targetName)
|
||||
continue;
|
||||
|
||||
std::vector<AssetListEntry> assetList;
|
||||
if (!ReadAssetList(ignore, context.m_definition->m_game, context.m_ignored_assets, sourceSearchPath))
|
||||
if (!ReadIgnoreEntries(paths, ignore, context.m_definition->m_game, context.m_ignored_assets))
|
||||
{
|
||||
std::cerr << std::format("Failed to read asset listing for ignoring assets of project \"{}\".\n", ignore);
|
||||
return false;
|
||||
@ -215,158 +257,95 @@ class LinkerImpl final : public Linker
|
||||
return true;
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> CreateZoneForDefinition(const std::string& targetName,
|
||||
ZoneDefinition& zoneDefinition,
|
||||
ISearchPath* assetSearchPath,
|
||||
ISearchPath* gdtSearchPath,
|
||||
ISearchPath* sourceSearchPath) const
|
||||
std::unique_ptr<Zone> CreateZoneForDefinition(
|
||||
LinkerPathManager& paths, const fs::path& outDir, const fs::path& cacheDir, const std::string& targetName, ZoneDefinition& zoneDefinition) const
|
||||
{
|
||||
const auto context = std::make_unique<ZoneCreationContext>(&zoneDefinition, assetSearchPath);
|
||||
if (!ProcessZoneDefinitionIgnores(targetName, *context, sourceSearchPath))
|
||||
ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths(), outDir, cacheDir);
|
||||
if (!ProcessZoneDefinitionIgnores(paths, targetName, context))
|
||||
return nullptr;
|
||||
if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneDefinition, gdtSearchPath))
|
||||
if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths()))
|
||||
return nullptr;
|
||||
|
||||
const auto* creator = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game);
|
||||
return creator->CreateZoneForDefinition(*context);
|
||||
return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context);
|
||||
}
|
||||
|
||||
bool WriteZoneToFile(const std::string& projectName, Zone* zone) const
|
||||
static bool WriteZoneToFile(IOutputPath& outPath, const Zone& zone)
|
||||
{
|
||||
const fs::path zoneFolderPath(m_args.GetOutputFolderPathForProject(projectName));
|
||||
auto zoneFilePath(zoneFolderPath);
|
||||
zoneFilePath.append(zone->m_name + ".ff");
|
||||
|
||||
fs::create_directories(zoneFolderPath);
|
||||
|
||||
std::ofstream stream(zoneFilePath, std::fstream::out | std::fstream::binary);
|
||||
if (!stream.is_open())
|
||||
return false;
|
||||
|
||||
if (m_args.m_verbose)
|
||||
const auto stream = outPath.Open(std::format("{}.ff", zone.m_name));
|
||||
if (!stream)
|
||||
{
|
||||
std::cout << std::format("Building zone \"{}\"\n", zoneFilePath.string());
|
||||
std::cerr << std::format("Failed to open file for zone: {}\n", zone.m_name);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ZoneWriting::WriteZone(stream, zone))
|
||||
std::cout << std::format("Building zone \"{}\"\n", zone.m_name);
|
||||
|
||||
if (!ZoneWriting::WriteZone(*stream, zone))
|
||||
{
|
||||
std::cerr << "Writing zone failed.\n";
|
||||
stream.close();
|
||||
return false;
|
||||
}
|
||||
|
||||
std::cout << std::format("Created zone \"{}\"\n", zoneFilePath.string());
|
||||
std::cout << std::format("Created zone \"{}\"\n", zone.m_name);
|
||||
|
||||
stream.close();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuildFastFile(const std::string& projectName,
|
||||
const std::string& targetName,
|
||||
ZoneDefinition& zoneDefinition,
|
||||
SearchPaths& assetSearchPaths,
|
||||
SearchPaths& gdtSearchPaths,
|
||||
SearchPaths& sourceSearchPaths) const
|
||||
bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const
|
||||
{
|
||||
SoundBankWriter::OutputPath = fs::path(m_args.GetOutputFolderPathForProject(projectName));
|
||||
const fs::path outDir(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game));
|
||||
|
||||
const auto zone = CreateZoneForDefinition(targetName, zoneDefinition, &assetSearchPaths, &gdtSearchPaths, &sourceSearchPaths);
|
||||
OutputPathFilesystem outputPath(outDir);
|
||||
|
||||
const fs::path cacheDir(paths.m_linker_paths->BuildCacheFolderPath(projectName, zoneDefinition.m_game));
|
||||
SoundBankWriter::OutputPath = outDir;
|
||||
|
||||
const auto zone = CreateZoneForDefinition(paths, outDir, cacheDir, targetName, zoneDefinition);
|
||||
auto result = zone != nullptr;
|
||||
if (zone)
|
||||
result = WriteZoneToFile(projectName, zone.get());
|
||||
result = WriteZoneToFile(outputPath, *zone);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool BuildIPak(const std::string& projectName, const ZoneDefinition& zoneDefinition, SearchPaths& assetSearchPaths) const
|
||||
bool BuildProject(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName) const
|
||||
{
|
||||
const fs::path ipakFolderPath(m_args.GetOutputFolderPathForProject(projectName));
|
||||
auto ipakFilePath(ipakFolderPath);
|
||||
ipakFilePath.append(std::format("{}.ipak", zoneDefinition.m_name));
|
||||
std::deque<std::string> targetsToBuild;
|
||||
std::unordered_set<std::string> alreadyBuiltTargets;
|
||||
|
||||
fs::create_directories(ipakFolderPath);
|
||||
targetsToBuild.emplace_back(targetName);
|
||||
|
||||
std::ofstream stream(ipakFilePath, std::fstream::out | std::fstream::binary);
|
||||
if (!stream.is_open())
|
||||
return false;
|
||||
|
||||
const auto ipakWriter = IPakWriter::Create(stream, &assetSearchPaths);
|
||||
const auto imageAssetType = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game)->GetImageAssetType();
|
||||
for (const auto& assetEntry : zoneDefinition.m_assets)
|
||||
while (!targetsToBuild.empty())
|
||||
{
|
||||
if (assetEntry.m_is_reference)
|
||||
continue;
|
||||
const auto currentTarget = std::move(targetsToBuild.front());
|
||||
targetsToBuild.pop_front();
|
||||
alreadyBuiltTargets.emplace(currentTarget);
|
||||
|
||||
if (assetEntry.m_asset_type == imageAssetType)
|
||||
ipakWriter->AddImage(assetEntry.m_asset_name);
|
||||
}
|
||||
PathProjectContext projectContext(paths, projectName);
|
||||
|
||||
if (!ipakWriter->Write())
|
||||
{
|
||||
std::cerr << "Writing ipak failed.\n";
|
||||
stream.close();
|
||||
return false;
|
||||
}
|
||||
const auto zoneDefinition = ReadZoneDefinition(paths, targetName);
|
||||
if (!zoneDefinition)
|
||||
return false;
|
||||
|
||||
std::cout << std::format("Created ipak \"{}\"\n", ipakFilePath.string());
|
||||
PathGameContext gameContext(paths, projectName, zoneDefinition->m_game);
|
||||
|
||||
stream.close();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuildReferencedTargets(const std::string& projectName, const std::string& targetName, const ZoneDefinition& zoneDefinition)
|
||||
{
|
||||
return std::ranges::all_of(zoneDefinition.m_targets_to_build,
|
||||
[this, &projectName, &targetName](const std::string& buildTargetName)
|
||||
{
|
||||
if (buildTargetName == targetName)
|
||||
{
|
||||
std::cerr << std::format("Cannot build target with same name: \"{}\"\n", targetName);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::cout << std::format("Building referenced target \"{}\"\n", buildTargetName);
|
||||
return BuildProject(projectName, buildTargetName);
|
||||
});
|
||||
}
|
||||
|
||||
bool BuildProject(const std::string& projectName, const std::string& targetName)
|
||||
{
|
||||
auto sourceSearchPaths = m_search_paths.GetSourceSearchPathsForProject(projectName);
|
||||
|
||||
const auto zoneDefinition = ReadZoneDefinition(targetName, &sourceSearchPaths);
|
||||
if (!zoneDefinition)
|
||||
return false;
|
||||
|
||||
auto result = true;
|
||||
if (zoneDefinition->m_type != ProjectType::NONE)
|
||||
{
|
||||
const auto& gameName = GameId_Names[static_cast<unsigned>(zoneDefinition->m_game)];
|
||||
auto assetSearchPaths = m_search_paths.GetAssetSearchPathsForProject(gameName, projectName);
|
||||
auto gdtSearchPaths = m_search_paths.GetGdtSearchPathsForProject(gameName, projectName);
|
||||
|
||||
switch (zoneDefinition->m_type)
|
||||
if (!zoneDefinition->m_assets.empty())
|
||||
{
|
||||
case ProjectType::FASTFILE:
|
||||
result = BuildFastFile(projectName, targetName, *zoneDefinition, assetSearchPaths, gdtSearchPaths, sourceSearchPaths);
|
||||
break;
|
||||
if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition))
|
||||
return false;
|
||||
|
||||
case ProjectType::IPAK:
|
||||
result = BuildIPak(projectName, *zoneDefinition, assetSearchPaths);
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
result = false;
|
||||
break;
|
||||
for (const auto& referencedTarget : zoneDefinition->m_targets_to_build)
|
||||
{
|
||||
if (alreadyBuiltTargets.find(referencedTarget) == alreadyBuiltTargets.end())
|
||||
{
|
||||
targetsToBuild.emplace_back(referencedTarget);
|
||||
std::cout << std::format("Building referenced target \"{}\"\n", referencedTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_search_paths.UnloadProjectSpecificSearchPaths();
|
||||
|
||||
result = result && BuildReferencedTargets(projectName, targetName, *zoneDefinition);
|
||||
|
||||
return result;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LoadZones()
|
||||
@ -384,8 +363,8 @@ class LinkerImpl final : public Linker
|
||||
zoneDirectory = fs::current_path();
|
||||
auto absoluteZoneDirectory = absolute(zoneDirectory).string();
|
||||
|
||||
auto zone = std::unique_ptr<Zone>(ZoneLoading::LoadZone(zonePath));
|
||||
if (zone == nullptr)
|
||||
auto zone = ZoneLoading::LoadZone(zonePath);
|
||||
if (!zone)
|
||||
{
|
||||
std::cerr << std::format("Failed to load zone \"{}\".\n", zonePath);
|
||||
return false;
|
||||
@ -452,11 +431,6 @@ class LinkerImpl final : public Linker
|
||||
}
|
||||
|
||||
public:
|
||||
LinkerImpl()
|
||||
: m_search_paths(m_args)
|
||||
{
|
||||
}
|
||||
|
||||
bool Start(const int argc, const char** argv) override
|
||||
{
|
||||
auto shouldContinue = true;
|
||||
@ -466,8 +440,7 @@ public:
|
||||
if (!shouldContinue)
|
||||
return true;
|
||||
|
||||
if (!m_search_paths.BuildProjectIndependentSearchPaths())
|
||||
return false;
|
||||
LinkerPathManager paths(m_args);
|
||||
|
||||
if (!LoadZones())
|
||||
return false;
|
||||
@ -483,7 +456,7 @@ public:
|
||||
break;
|
||||
}
|
||||
|
||||
if (!BuildProject(projectName, targetName))
|
||||
if (!BuildProject(paths, projectName, targetName))
|
||||
{
|
||||
result = false;
|
||||
break;
|
||||
@ -494,6 +467,10 @@ public:
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private:
|
||||
LinkerArgs m_args;
|
||||
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
|
||||
};
|
||||
|
||||
std::unique_ptr<Linker> Linker::Create()
|
||||
|
@ -9,7 +9,6 @@
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
#include <regex>
|
||||
#include <type_traits>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
@ -46,7 +45,7 @@ const CommandLineOption* const OPTION_BASE_FOLDER =
|
||||
const CommandLineOption* const OPTION_OUTPUT_FOLDER =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("output-folder")
|
||||
.WithDescription("Specifies the output folder containing the build artifacts. Defaults to \"" + std::string(LinkerArgs::DEFAULT_OUTPUT_FOLDER) + "\".")
|
||||
.WithDescription(std::format("Specifies the output folder containing the build artifacts. Defaults to \"{}\".", LinkerArgs::DEFAULT_OUTPUT_FOLDER))
|
||||
.WithParameter("outputFolderPath")
|
||||
.Build();
|
||||
|
||||
@ -61,14 +60,14 @@ const CommandLineOption* const OPTION_ADD_ASSET_SEARCH_PATH =
|
||||
const CommandLineOption* const OPTION_ASSET_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("asset-search-path")
|
||||
.WithDescription("Specifies the search paths used for assets. Defaults to \"" + std::string(LinkerArgs::DEFAULT_ASSET_SEARCH_PATH) + "\".")
|
||||
.WithDescription(std::format("Specifies the search paths used for assets. Defaults to \"{}\".", LinkerArgs::DEFAULT_ASSET_SEARCH_PATH))
|
||||
.WithParameter("assetSearchPathString")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_GDT_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("gdt-search-path")
|
||||
.WithDescription("Specifies the search paths used for gdt files. Defaults to \"" + std::string(LinkerArgs::DEFAULT_GDT_SEARCH_PATH) + "\".")
|
||||
.WithDescription(std::format("Specifies the search paths used for gdt files. Defaults to \"{}\".", LinkerArgs::DEFAULT_GDT_SEARCH_PATH))
|
||||
.WithParameter("gdtSearchPathString")
|
||||
.Build();
|
||||
|
||||
@ -83,7 +82,7 @@ const CommandLineOption* const OPTION_ADD_SOURCE_SEARCH_PATH =
|
||||
const CommandLineOption* const OPTION_SOURCE_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("source-search-path")
|
||||
.WithDescription("Specifies the search paths used for source files. Defaults to \"" + std::string(LinkerArgs::DEFAULT_SOURCE_SEARCH_PATH) + "\".")
|
||||
.WithDescription(std::format("Specifies the search paths used for source files. Defaults to \"{}\".", LinkerArgs::DEFAULT_SOURCE_SEARCH_PATH))
|
||||
.WithParameter("sourceSearchPathString")
|
||||
.Build();
|
||||
|
||||
@ -129,13 +128,7 @@ const CommandLineOption* const COMMAND_LINE_OPTIONS[]{
|
||||
|
||||
LinkerArgs::LinkerArgs()
|
||||
: m_verbose(false),
|
||||
m_base_folder_depends_on_project(false),
|
||||
m_out_folder_depends_on_project(false),
|
||||
m_argument_parser(COMMAND_LINE_OPTIONS, std::extent_v<decltype(COMMAND_LINE_OPTIONS)>),
|
||||
m_bin_pattern(R"(\?bin\?)"),
|
||||
m_base_pattern(R"(\?base\?)"),
|
||||
m_game_pattern(R"(\?game\?)"),
|
||||
m_project_pattern(R"(\?project\?)")
|
||||
m_argument_parser(COMMAND_LINE_OPTIONS, std::extent_v<decltype(COMMAND_LINE_OPTIONS)>)
|
||||
{
|
||||
}
|
||||
|
||||
@ -172,76 +165,6 @@ void LinkerArgs::SetVerbose(const bool isVerbose)
|
||||
ObjWriting::Configuration.Verbose = isVerbose;
|
||||
}
|
||||
|
||||
std::string LinkerArgs::GetBasePathForProject(const std::string& projectName) const
|
||||
{
|
||||
return std::regex_replace(m_base_folder, m_project_pattern, projectName);
|
||||
}
|
||||
|
||||
void LinkerArgs::SetDefaultBasePath()
|
||||
{
|
||||
const auto currentDir = fs::absolute(fs::current_path());
|
||||
|
||||
if (currentDir.filename() == "bin")
|
||||
{
|
||||
m_base_folder = currentDir.parent_path().string();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_base_folder = currentDir.string();
|
||||
}
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetProjectIndependentSearchPaths(const std::set<std::string>& set) const
|
||||
{
|
||||
std::set<std::string> out;
|
||||
|
||||
for (const auto& path : set)
|
||||
{
|
||||
if (path.find(PATTERN_GAME) != std::string::npos)
|
||||
continue;
|
||||
if (path.find(PATTERN_PROJECT) != std::string::npos)
|
||||
continue;
|
||||
|
||||
if (path.find(PATTERN_BASE) != std::string::npos)
|
||||
{
|
||||
if (m_base_folder_depends_on_project)
|
||||
continue;
|
||||
|
||||
out.emplace(std::regex_replace(path, m_base_pattern, m_base_folder));
|
||||
}
|
||||
else
|
||||
{
|
||||
out.emplace(path);
|
||||
}
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetSearchPathsForProject(const std::set<std::string>& set, const std::string& gameName, const std::string& projectName) const
|
||||
{
|
||||
std::set<std::string> out;
|
||||
const auto basePath = GetBasePathForProject(projectName);
|
||||
|
||||
for (const auto& path : set)
|
||||
{
|
||||
if (path.find(PATTERN_GAME) == std::string::npos && path.find(PATTERN_PROJECT) == std::string::npos
|
||||
&& (!m_base_folder_depends_on_project || path.find(PATTERN_BASE) == std::string::npos))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
fs::path p(std::regex_replace(std::regex_replace(std::regex_replace(std::regex_replace(path, m_project_pattern, projectName), m_game_pattern, gameName),
|
||||
m_base_pattern,
|
||||
basePath),
|
||||
m_bin_pattern,
|
||||
m_bin_folder));
|
||||
out.emplace(p.make_preferred().string());
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContinue)
|
||||
{
|
||||
shouldContinue = true;
|
||||
@ -284,15 +207,13 @@ bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContin
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_BASE_FOLDER))
|
||||
m_base_folder = m_argument_parser.GetValueForOption(OPTION_BASE_FOLDER);
|
||||
else
|
||||
SetDefaultBasePath();
|
||||
m_base_folder_depends_on_project = m_base_folder.find(PATTERN_GAME) != std::string::npos || m_base_folder.find(PATTERN_PROJECT) != std::string::npos;
|
||||
m_base_folder = DEFAULT_BASE_FOLDER;
|
||||
|
||||
// --output-folder
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_OUTPUT_FOLDER))
|
||||
m_out_folder = m_argument_parser.GetValueForOption(OPTION_OUTPUT_FOLDER);
|
||||
else
|
||||
m_out_folder = DEFAULT_OUTPUT_FOLDER;
|
||||
m_out_folder_depends_on_project = m_out_folder.find(PATTERN_PROJECT) != std::string::npos;
|
||||
|
||||
// --asset-search-path
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_ASSET_SEARCH_PATH))
|
||||
@ -358,38 +279,3 @@ bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContin
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string LinkerArgs::GetOutputFolderPathForProject(const std::string& projectName) const
|
||||
{
|
||||
return std::regex_replace(std::regex_replace(m_out_folder, m_project_pattern, projectName), m_base_pattern, GetBasePathForProject(projectName));
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetProjectIndependentAssetSearchPaths() const
|
||||
{
|
||||
return GetProjectIndependentSearchPaths(m_asset_search_paths);
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetProjectIndependentGdtSearchPaths() const
|
||||
{
|
||||
return GetProjectIndependentSearchPaths(m_gdt_search_paths);
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetProjectIndependentSourceSearchPaths() const
|
||||
{
|
||||
return GetProjectIndependentSearchPaths(m_source_search_paths);
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName) const
|
||||
{
|
||||
return GetSearchPathsForProject(m_asset_search_paths, gameName, projectName);
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName) const
|
||||
{
|
||||
return GetSearchPathsForProject(m_gdt_search_paths, gameName, projectName);
|
||||
}
|
||||
|
||||
std::set<std::string> LinkerArgs::GetSourceSearchPathsForProject(const std::string& projectName) const
|
||||
{
|
||||
return GetSearchPathsForProject(m_source_search_paths, "", projectName);
|
||||
}
|
||||
|
@ -1,22 +1,14 @@
|
||||
#pragma once
|
||||
#include "Utils/Arguments/ArgumentParser.h"
|
||||
#include "Utils/ClassUtils.h"
|
||||
#include "Zone/Zone.h"
|
||||
|
||||
#include <regex>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
class LinkerArgs
|
||||
{
|
||||
public:
|
||||
static constexpr auto PATTERN_BIN = "?bin?";
|
||||
static constexpr auto PATTERN_BASE = "?base?";
|
||||
static constexpr auto PATTERN_GAME = "?game?";
|
||||
static constexpr auto PATTERN_PROJECT = "?project?";
|
||||
|
||||
static constexpr auto DEFAULT_BASE_FOLDER = ".";
|
||||
static constexpr auto DEFAULT_BASE_FOLDER_MOD_TOOLS = "..";
|
||||
static constexpr auto DEFAULT_CACHE_FOLDER = "?base?/.oat/cache/?project?";
|
||||
static constexpr auto DEFAULT_OUTPUT_FOLDER = "?base?/zone_out/?project?";
|
||||
static constexpr auto DEFAULT_ASSET_SEARCH_PATH = "?bin?/raw/?game?;?base?/raw;?base?/raw/?game?;?base?/zone_raw/?project?";
|
||||
static constexpr auto DEFAULT_GDT_SEARCH_PATH = "?base?/source_data;?base?/zone_raw/?project?/source_data";
|
||||
@ -25,21 +17,6 @@ public:
|
||||
LinkerArgs();
|
||||
bool ParseArgs(int argc, const char** argv, bool& shouldContinue);
|
||||
|
||||
/**
|
||||
* \brief Converts the output path specified by command line arguments to a path applies for the specified project.
|
||||
* \param projectName The name of the project to resolve the path input for.
|
||||
* \return An output path for the project based on the user input.
|
||||
*/
|
||||
_NODISCARD std::string GetOutputFolderPathForProject(const std::string& projectName) const;
|
||||
|
||||
_NODISCARD std::set<std::string> GetProjectIndependentAssetSearchPaths() const;
|
||||
_NODISCARD std::set<std::string> GetProjectIndependentGdtSearchPaths() const;
|
||||
_NODISCARD std::set<std::string> GetProjectIndependentSourceSearchPaths() const;
|
||||
|
||||
_NODISCARD std::set<std::string> GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName) const;
|
||||
_NODISCARD std::set<std::string> GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName) const;
|
||||
_NODISCARD std::set<std::string> GetSourceSearchPathsForProject(const std::string& projectName) const;
|
||||
|
||||
bool m_verbose;
|
||||
|
||||
std::vector<std::string> m_zones_to_load;
|
||||
@ -48,8 +25,6 @@ public:
|
||||
std::string m_bin_folder;
|
||||
std::string m_base_folder;
|
||||
std::string m_out_folder;
|
||||
bool m_base_folder_depends_on_project;
|
||||
bool m_out_folder_depends_on_project;
|
||||
|
||||
std::set<std::string> m_asset_search_paths;
|
||||
std::set<std::string> m_gdt_search_paths;
|
||||
@ -63,18 +38,7 @@ private:
|
||||
static void PrintVersion();
|
||||
|
||||
void SetBinFolder(const char* argv0);
|
||||
|
||||
void SetVerbose(bool isVerbose);
|
||||
|
||||
_NODISCARD std::string GetBasePathForProject(const std::string& projectName) const;
|
||||
void SetDefaultBasePath();
|
||||
_NODISCARD std::set<std::string> GetProjectIndependentSearchPaths(const std::set<std::string>& set) const;
|
||||
_NODISCARD std::set<std::string>
|
||||
GetSearchPathsForProject(const std::set<std::string>& set, const std::string& gameName, const std::string& projectName) const;
|
||||
|
||||
ArgumentParser m_argument_parser;
|
||||
std::regex m_bin_pattern;
|
||||
std::regex m_base_pattern;
|
||||
std::regex m_game_pattern;
|
||||
std::regex m_project_pattern;
|
||||
};
|
||||
|
342
src/Linker/LinkerPaths.cpp
Normal file
342
src/Linker/LinkerPaths.cpp
Normal file
@ -0,0 +1,342 @@
|
||||
#include "LinkerPaths.h"
|
||||
|
||||
#include "SearchPath/IWD.h"
|
||||
#include "SearchPath/SearchPathFilesystem.h"
|
||||
#include "SearchPath/SearchPaths.h"
|
||||
#include "Utils/StringUtils.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <type_traits>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
namespace
|
||||
{
|
||||
enum class PathTemplateParameterType : std::uint8_t
|
||||
{
|
||||
BIN = 1 << 0,
|
||||
BASE = 1 << 1,
|
||||
PROJECT = 1 << 2,
|
||||
GAME = 1 << 3,
|
||||
};
|
||||
|
||||
class LinkerPathTemplate
|
||||
{
|
||||
static constexpr auto PATTERN_BIN = "?bin?";
|
||||
static constexpr auto PATTERN_BASE = "?base?";
|
||||
static constexpr auto PATTERN_GAME = "?game?";
|
||||
static constexpr auto PATTERN_PROJECT = "?project?";
|
||||
|
||||
struct Pattern
|
||||
{
|
||||
const char* m_str;
|
||||
PathTemplateParameterType m_type;
|
||||
};
|
||||
|
||||
static constexpr Pattern PATTERNS[]{
|
||||
{PATTERN_BIN, PathTemplateParameterType::BIN },
|
||||
{PATTERN_BASE, PathTemplateParameterType::BASE },
|
||||
{PATTERN_GAME, PathTemplateParameterType::GAME },
|
||||
{PATTERN_PROJECT, PathTemplateParameterType::PROJECT},
|
||||
};
|
||||
|
||||
public:
|
||||
LinkerPathTemplate()
|
||||
: m_parameter_type_flags(0u)
|
||||
{
|
||||
}
|
||||
|
||||
void CreateFromString(const std::string& templateString)
|
||||
{
|
||||
const auto templateStringLength = templateString.size();
|
||||
auto partStart = 0u;
|
||||
for (auto i = 0u; i < templateStringLength; i++)
|
||||
{
|
||||
if (templateString[i] != '?')
|
||||
continue;
|
||||
|
||||
for (const auto& pattern : PATTERNS)
|
||||
{
|
||||
const auto patternLength = std::strlen(pattern.m_str);
|
||||
if (templateString.compare(i, patternLength, pattern.m_str) == 0)
|
||||
{
|
||||
m_parts.emplace_back(templateString.substr(partStart, i - partStart));
|
||||
m_parameters.emplace_back(pattern.m_type);
|
||||
m_parameter_type_flags |= static_cast<std::underlying_type_t<PathTemplateParameterType>>(pattern.m_type);
|
||||
i += patternLength;
|
||||
|
||||
partStart = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (partStart < templateStringLength)
|
||||
m_parts.emplace_back(templateString.substr(partStart, templateStringLength - partStart));
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string
|
||||
Render(const std::string& binDir, const std::string& baseDir, const std::string& projectName, const std::string& gameName) const
|
||||
{
|
||||
if (m_parts.empty())
|
||||
return "";
|
||||
|
||||
if (m_parameters.empty())
|
||||
return m_parts[0];
|
||||
|
||||
std::ostringstream ss;
|
||||
ss << m_parts[0];
|
||||
|
||||
const auto partsCount = m_parts.size();
|
||||
const auto parameterCount = m_parameters.size();
|
||||
for (auto parameterIndex = 0u; parameterIndex < parameterCount; parameterIndex++)
|
||||
{
|
||||
switch (m_parameters[parameterIndex])
|
||||
{
|
||||
case PathTemplateParameterType::BIN:
|
||||
ss << binDir;
|
||||
break;
|
||||
case PathTemplateParameterType::BASE:
|
||||
ss << baseDir;
|
||||
break;
|
||||
case PathTemplateParameterType::PROJECT:
|
||||
ss << projectName;
|
||||
break;
|
||||
case PathTemplateParameterType::GAME:
|
||||
ss << gameName;
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
if (parameterIndex + 1 < partsCount)
|
||||
ss << m_parts[parameterIndex + 1];
|
||||
}
|
||||
|
||||
return fs::path(ss.str()).make_preferred().string();
|
||||
}
|
||||
|
||||
[[nodiscard]] bool CanRender(const std::underlying_type_t<PathTemplateParameterType> availableParameters) const
|
||||
{
|
||||
return (m_parameter_type_flags & ~availableParameters) == 0;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<std::string> m_parts;
|
||||
std::vector<PathTemplateParameterType> m_parameters;
|
||||
std::underlying_type_t<PathTemplateParameterType> m_parameter_type_flags;
|
||||
};
|
||||
|
||||
class LinkerSearchPathBuilder final : public ILinkerSearchPathBuilder
|
||||
{
|
||||
static constexpr auto INDEPENDENT_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE);
|
||||
static constexpr auto PROJECT_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE)
|
||||
| static_cast<unsigned>(PathTemplateParameterType::PROJECT);
|
||||
static constexpr auto GAME_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE)
|
||||
| static_cast<unsigned>(PathTemplateParameterType::PROJECT) | static_cast<unsigned>(PathTemplateParameterType::GAME);
|
||||
|
||||
public:
|
||||
LinkerSearchPathBuilder(const char* typeName, std::string binDir, std::string baseDir)
|
||||
: m_type_name(typeName),
|
||||
m_bin_dir(std::move(binDir)),
|
||||
m_base_dir(std::move(baseDir))
|
||||
{
|
||||
}
|
||||
|
||||
void BuildFromArgs(const std::set<std::string>& templates)
|
||||
{
|
||||
m_templates.reserve(templates.size());
|
||||
for (const auto& templateString : templates)
|
||||
{
|
||||
LinkerPathTemplate templateStruct;
|
||||
templateStruct.CreateFromString(templateString);
|
||||
m_templates.emplace_back(std::move(templateStruct));
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]] std::unique_ptr<ISearchPath> BuildIndependentSearchPaths() const override
|
||||
{
|
||||
SearchPaths searchPaths;
|
||||
std::unordered_set<std::string> addedSearchPaths;
|
||||
auto hasSearchPath = false;
|
||||
|
||||
for (const auto& curTemplate : m_templates)
|
||||
{
|
||||
if (curTemplate.CanRender(INDEPENDENT_MASK))
|
||||
{
|
||||
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, std::string(), std::string());
|
||||
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
|
||||
hasSearchPath = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSearchPath)
|
||||
return std::make_unique<SearchPaths>(std::move(searchPaths));
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
[[nodiscard]] std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProject(const std::string& projectName) const override
|
||||
{
|
||||
SearchPaths searchPaths;
|
||||
std::unordered_set<std::string> addedSearchPaths;
|
||||
auto hasSearchPath = false;
|
||||
|
||||
for (const auto& curTemplate : m_templates)
|
||||
{
|
||||
if (!curTemplate.CanRender(INDEPENDENT_MASK) && curTemplate.CanRender(PROJECT_MASK))
|
||||
{
|
||||
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, projectName, std::string());
|
||||
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
|
||||
hasSearchPath = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSearchPath)
|
||||
return std::make_unique<SearchPaths>(std::move(searchPaths));
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
[[nodiscard]] std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProjectAndGame(const std::string& projectName, GameId game) const override
|
||||
{
|
||||
SearchPaths searchPaths;
|
||||
std::unordered_set<std::string> addedSearchPaths;
|
||||
auto hasSearchPath = false;
|
||||
|
||||
for (const auto& curTemplate : m_templates)
|
||||
{
|
||||
if (!curTemplate.CanRender(PROJECT_MASK) && curTemplate.CanRender(GAME_MASK))
|
||||
{
|
||||
std::string gameName(GameId_Names[static_cast<unsigned>(game)]);
|
||||
utils::MakeStringLowerCase(gameName);
|
||||
|
||||
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, projectName, gameName);
|
||||
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
|
||||
hasSearchPath = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSearchPath)
|
||||
return std::make_unique<SearchPaths>(std::move(searchPaths));
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
private:
|
||||
bool AddSearchPath(std::unordered_set<std::string>& existingSearchPaths, SearchPaths& searchPaths, const std::string& path) const
|
||||
{
|
||||
const auto existingSearchPath = existingSearchPaths.find(path);
|
||||
if (existingSearchPath != existingSearchPaths.end())
|
||||
return false;
|
||||
existingSearchPaths.emplace(path);
|
||||
|
||||
if (!fs::is_directory(path))
|
||||
{
|
||||
std::cout << std::format("Adding {} search path (Not found): {}\n", m_type_name, path);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::cout << std::format("Adding {} search path: {}\n", m_type_name, path);
|
||||
searchPaths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(path));
|
||||
return true;
|
||||
}
|
||||
|
||||
const char* m_type_name;
|
||||
std::vector<LinkerPathTemplate> m_templates;
|
||||
std::string m_bin_dir;
|
||||
std::string m_base_dir;
|
||||
};
|
||||
|
||||
class LinkerPaths final : public ILinkerPaths
|
||||
{
|
||||
public:
|
||||
LinkerPaths(std::string binDir,
|
||||
std::string baseDir,
|
||||
LinkerSearchPathBuilder assetSearchPaths,
|
||||
LinkerSearchPathBuilder gdtSearchPaths,
|
||||
LinkerSearchPathBuilder sourceSearchPaths,
|
||||
LinkerPathTemplate cacheTemplate,
|
||||
LinkerPathTemplate outTemplate)
|
||||
: m_bin_dir(std::move(binDir)),
|
||||
m_base_dir(std::move(baseDir)),
|
||||
m_asset_search_paths(std::move(assetSearchPaths)),
|
||||
m_gdt_search_paths(std::move(gdtSearchPaths)),
|
||||
m_source_search_paths(std::move(sourceSearchPaths)),
|
||||
m_cache_template(std::move(cacheTemplate)),
|
||||
m_out_template(std::move(outTemplate))
|
||||
{
|
||||
}
|
||||
|
||||
[[nodiscard]] const ILinkerSearchPathBuilder& AssetSearchPaths() const override
|
||||
{
|
||||
return m_asset_search_paths;
|
||||
}
|
||||
|
||||
[[nodiscard]] const ILinkerSearchPathBuilder& GdtSearchPaths() const override
|
||||
{
|
||||
return m_gdt_search_paths;
|
||||
}
|
||||
|
||||
[[nodiscard]] const ILinkerSearchPathBuilder& SourceSearchPaths() const override
|
||||
{
|
||||
return m_source_search_paths;
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string BuildCacheFolderPath(const std::string& projectName, GameId game) const override
|
||||
{
|
||||
return m_cache_template.Render(m_bin_dir, m_base_dir, projectName, GameId_Names[static_cast<unsigned>(game)]);
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string BuildOutputFolderPath(const std::string& projectName, GameId game) const override
|
||||
{
|
||||
return m_out_template.Render(m_bin_dir, m_base_dir, projectName, GameId_Names[static_cast<unsigned>(game)]);
|
||||
}
|
||||
|
||||
private:
|
||||
std::string m_bin_dir;
|
||||
std::string m_base_dir;
|
||||
LinkerSearchPathBuilder m_asset_search_paths;
|
||||
LinkerSearchPathBuilder m_gdt_search_paths;
|
||||
LinkerSearchPathBuilder m_source_search_paths;
|
||||
LinkerPathTemplate m_cache_template;
|
||||
LinkerPathTemplate m_out_template;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
std::unique_ptr<ILinkerPaths> ILinkerPaths::FromArgs(const LinkerArgs& args)
|
||||
{
|
||||
std::string normalizedBinPath = fs::canonical(args.m_bin_folder).make_preferred().string();
|
||||
std::string normalizedBasePath = fs::canonical(args.m_base_folder).make_preferred().string();
|
||||
|
||||
LinkerSearchPathBuilder assetSearchPaths("asset", normalizedBinPath, normalizedBasePath);
|
||||
assetSearchPaths.BuildFromArgs(args.m_asset_search_paths);
|
||||
|
||||
LinkerSearchPathBuilder gdtSearchPaths("gdt", normalizedBinPath, normalizedBasePath);
|
||||
gdtSearchPaths.BuildFromArgs(args.m_gdt_search_paths);
|
||||
|
||||
LinkerSearchPathBuilder sourceSearchPaths("source", normalizedBinPath, normalizedBasePath);
|
||||
sourceSearchPaths.BuildFromArgs(args.m_source_search_paths);
|
||||
|
||||
LinkerPathTemplate cacheTemplate;
|
||||
cacheTemplate.CreateFromString(LinkerArgs::DEFAULT_CACHE_FOLDER);
|
||||
|
||||
LinkerPathTemplate outTemplate;
|
||||
outTemplate.CreateFromString(args.m_out_folder);
|
||||
|
||||
return std::make_unique<LinkerPaths>(std::move(normalizedBinPath),
|
||||
std::move(normalizedBasePath),
|
||||
std::move(assetSearchPaths),
|
||||
std::move(gdtSearchPaths),
|
||||
std::move(sourceSearchPaths),
|
||||
std::move(cacheTemplate),
|
||||
std::move(outTemplate));
|
||||
}
|
74
src/Linker/LinkerPaths.h
Normal file
74
src/Linker/LinkerPaths.h
Normal file
@ -0,0 +1,74 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IGame.h"
|
||||
#include "LinkerArgs.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
class ILinkerSearchPathBuilder
|
||||
{
|
||||
public:
|
||||
ILinkerSearchPathBuilder() = default;
|
||||
virtual ~ILinkerSearchPathBuilder() = default;
|
||||
ILinkerSearchPathBuilder(const ILinkerSearchPathBuilder& other) = default;
|
||||
ILinkerSearchPathBuilder(ILinkerSearchPathBuilder&& other) noexcept = default;
|
||||
ILinkerSearchPathBuilder& operator=(const ILinkerSearchPathBuilder& other) = default;
|
||||
ILinkerSearchPathBuilder& operator=(ILinkerSearchPathBuilder&& other) noexcept = default;
|
||||
|
||||
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildIndependentSearchPaths() const = 0;
|
||||
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProject(const std::string& projectName) const = 0;
|
||||
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProjectAndGame(const std::string& projectName, GameId game) const = 0;
|
||||
};
|
||||
|
||||
class ILinkerPaths
|
||||
{
|
||||
public:
|
||||
ILinkerPaths() = default;
|
||||
virtual ~ILinkerPaths() = default;
|
||||
ILinkerPaths(const ILinkerPaths& other) = default;
|
||||
ILinkerPaths(ILinkerPaths&& other) noexcept = default;
|
||||
ILinkerPaths& operator=(const ILinkerPaths& other) = default;
|
||||
ILinkerPaths& operator=(ILinkerPaths&& other) noexcept = default;
|
||||
|
||||
/**
|
||||
* \brief Creates linker search paths based on templates from user specified args.
|
||||
* \param args The user specified args.
|
||||
* \return Linker search paths based on user specified templates.
|
||||
*/
|
||||
static std::unique_ptr<ILinkerPaths> FromArgs(const LinkerArgs& args);
|
||||
|
||||
/**
|
||||
* \brief Grants access to the builder for asset search paths.
|
||||
* \return A builder instance for building asset search paths.
|
||||
*/
|
||||
[[nodiscard]] virtual const ILinkerSearchPathBuilder& AssetSearchPaths() const = 0;
|
||||
|
||||
/**
|
||||
* \brief Grants access to the builder for gdt search paths.
|
||||
* \return A builder instance for building gdt search paths.
|
||||
*/
|
||||
[[nodiscard]] virtual const ILinkerSearchPathBuilder& GdtSearchPaths() const = 0;
|
||||
|
||||
/**
|
||||
* \brief Grants access to the builder for source search paths.
|
||||
* \return A builder instance for building source search paths.
|
||||
*/
|
||||
[[nodiscard]] virtual const ILinkerSearchPathBuilder& SourceSearchPaths() const = 0;
|
||||
|
||||
/**
|
||||
* \brief Builds the cache path based on the specified information.
|
||||
* \param projectName The name of the project to resolve the path input for.
|
||||
* \param game The game to resolve the path input for.
|
||||
* \return A cache path based on the input and preconfigured template.
|
||||
*/
|
||||
[[nodiscard]] virtual std::string BuildCacheFolderPath(const std::string& projectName, GameId game) const = 0;
|
||||
|
||||
/**
|
||||
* \brief Builds the output path based on the specified information.
|
||||
* \param projectName The name of the project to resolve the path input for.
|
||||
* \param game The game to resolve the path input for.
|
||||
* \return An output path based on the input and preconfigured template.
|
||||
*/
|
||||
[[nodiscard]] virtual std::string BuildOutputFolderPath(const std::string& projectName, GameId game) const = 0;
|
||||
};
|
@ -1,190 +0,0 @@
|
||||
#include "LinkerSearchPaths.h"
|
||||
|
||||
#include "ObjContainer/IWD/IWD.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "SearchPath/SearchPathFilesystem.h"
|
||||
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
LinkerSearchPaths::LinkerSearchPaths(const LinkerArgs& args)
|
||||
: m_args(args)
|
||||
{
|
||||
}
|
||||
|
||||
void LinkerSearchPaths::LoadSearchPath(ISearchPath& searchPath) const
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
{
|
||||
std::cout << std::format("Loading search path: \"{}\"\n", searchPath.GetPath());
|
||||
}
|
||||
|
||||
ObjLoading::LoadIWDsInSearchPath(searchPath);
|
||||
}
|
||||
|
||||
void LinkerSearchPaths::UnloadSearchPath(ISearchPath& searchPath) const
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
{
|
||||
std::cout << std::format("Unloading search path: \"{}\"\n", searchPath.GetPath());
|
||||
}
|
||||
|
||||
ObjLoading::UnloadIWDsInSearchPath(searchPath);
|
||||
}
|
||||
|
||||
SearchPaths LinkerSearchPaths::GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName)
|
||||
{
|
||||
SearchPaths searchPathsForProject;
|
||||
|
||||
for (const auto& searchPathStr : m_args.GetAssetSearchPathsForProject(gameName, projectName))
|
||||
{
|
||||
auto absolutePath = fs::absolute(searchPathStr);
|
||||
|
||||
if (!fs::is_directory(absolutePath))
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding asset search path (Not found): {}\n", absolutePath.string());
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding asset search path: {}\n", absolutePath.string());
|
||||
|
||||
auto searchPath = std::make_unique<SearchPathFilesystem>(searchPathStr);
|
||||
LoadSearchPath(*searchPath);
|
||||
searchPathsForProject.IncludeSearchPath(searchPath.get());
|
||||
m_loaded_project_search_paths.emplace_back(std::move(searchPath));
|
||||
}
|
||||
|
||||
searchPathsForProject.IncludeSearchPath(&m_asset_search_paths);
|
||||
|
||||
for (auto* iwd : IWD::Repository)
|
||||
{
|
||||
searchPathsForProject.IncludeSearchPath(iwd);
|
||||
}
|
||||
|
||||
return searchPathsForProject;
|
||||
}
|
||||
|
||||
SearchPaths LinkerSearchPaths::GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName)
|
||||
{
|
||||
SearchPaths searchPathsForProject;
|
||||
|
||||
for (const auto& searchPathStr : m_args.GetGdtSearchPathsForProject(gameName, projectName))
|
||||
{
|
||||
auto absolutePath = fs::absolute(searchPathStr);
|
||||
|
||||
if (!fs::is_directory(absolutePath))
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding gdt search path (Not found): {}\n", absolutePath.string());
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding gdt search path: {}\n", absolutePath.string());
|
||||
|
||||
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
|
||||
}
|
||||
|
||||
searchPathsForProject.IncludeSearchPath(&m_gdt_search_paths);
|
||||
|
||||
return searchPathsForProject;
|
||||
}
|
||||
|
||||
SearchPaths LinkerSearchPaths::GetSourceSearchPathsForProject(const std::string& projectName)
|
||||
{
|
||||
SearchPaths searchPathsForProject;
|
||||
|
||||
for (const auto& searchPathStr : m_args.GetSourceSearchPathsForProject(projectName))
|
||||
{
|
||||
auto absolutePath = fs::absolute(searchPathStr);
|
||||
|
||||
if (!fs::is_directory(absolutePath))
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding source search path (Not found): {}\n", absolutePath.string());
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding source search path: {}\n", absolutePath.string());
|
||||
|
||||
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
|
||||
}
|
||||
|
||||
searchPathsForProject.IncludeSearchPath(&m_source_search_paths);
|
||||
|
||||
return searchPathsForProject;
|
||||
}
|
||||
|
||||
bool LinkerSearchPaths::BuildProjectIndependentSearchPaths()
|
||||
{
|
||||
for (const auto& path : m_args.GetProjectIndependentAssetSearchPaths())
|
||||
{
|
||||
auto absolutePath = fs::absolute(path);
|
||||
|
||||
if (!fs::is_directory(absolutePath))
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding asset search path (Not found): {}\n", absolutePath.string());
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding asset search path: {}\n", absolutePath.string());
|
||||
|
||||
auto searchPath = std::make_unique<SearchPathFilesystem>(absolutePath.string());
|
||||
LoadSearchPath(*searchPath);
|
||||
m_asset_search_paths.CommitSearchPath(std::move(searchPath));
|
||||
}
|
||||
|
||||
for (const auto& path : m_args.GetProjectIndependentGdtSearchPaths())
|
||||
{
|
||||
auto absolutePath = fs::absolute(path);
|
||||
|
||||
if (!fs::is_directory(absolutePath))
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Loading gdt search path (Not found): {}\n", absolutePath.string());
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding gdt search path: {}\n", absolutePath.string());
|
||||
|
||||
m_gdt_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
|
||||
}
|
||||
|
||||
for (const auto& path : m_args.GetProjectIndependentSourceSearchPaths())
|
||||
{
|
||||
auto absolutePath = fs::absolute(path);
|
||||
|
||||
if (!fs::is_directory(absolutePath))
|
||||
{
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Loading source search path (Not found): {}\n", absolutePath.string());
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_args.m_verbose)
|
||||
std::cout << std::format("Adding source search path: {}\n", absolutePath.string());
|
||||
|
||||
m_source_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void LinkerSearchPaths::UnloadProjectSpecificSearchPaths()
|
||||
{
|
||||
for (const auto& loadedSearchPath : m_loaded_project_search_paths)
|
||||
{
|
||||
UnloadSearchPath(*loadedSearchPath);
|
||||
}
|
||||
|
||||
m_loaded_project_search_paths.clear();
|
||||
}
|
@ -1,45 +0,0 @@
|
||||
#pragma once
|
||||
#include "LinkerArgs.h"
|
||||
#include "SearchPath/SearchPaths.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
class LinkerSearchPaths
|
||||
{
|
||||
public:
|
||||
explicit LinkerSearchPaths(const LinkerArgs& args);
|
||||
|
||||
/**
|
||||
* \brief Loads a search path.
|
||||
* \param searchPath The search path to load.
|
||||
*/
|
||||
void LoadSearchPath(ISearchPath& searchPath) const;
|
||||
|
||||
/**
|
||||
* \brief Unloads a search path.
|
||||
* \param searchPath The search path to unload.
|
||||
*/
|
||||
void UnloadSearchPath(ISearchPath& searchPath) const;
|
||||
|
||||
SearchPaths GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName);
|
||||
|
||||
SearchPaths GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName);
|
||||
|
||||
SearchPaths GetSourceSearchPathsForProject(const std::string& projectName);
|
||||
|
||||
/**
|
||||
* \brief Initializes the Linker object's search paths based on the user's input.
|
||||
* \return \c true if building the search paths was successful, otherwise \c false.
|
||||
*/
|
||||
bool BuildProjectIndependentSearchPaths();
|
||||
|
||||
void UnloadProjectSpecificSearchPaths();
|
||||
|
||||
private:
|
||||
const LinkerArgs& m_args;
|
||||
std::vector<std::unique_ptr<ISearchPath>> m_loaded_project_search_paths;
|
||||
SearchPaths m_asset_search_paths;
|
||||
SearchPaths m_gdt_search_paths;
|
||||
SearchPaths m_source_search_paths;
|
||||
};
|
@ -1,13 +1,17 @@
|
||||
#include "ZoneCreationContext.h"
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
ZoneCreationContext::ZoneCreationContext()
|
||||
: m_definition(nullptr),
|
||||
m_asset_search_path(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath)
|
||||
ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, fs::path outDir, fs::path cacheDir)
|
||||
: m_definition(definition),
|
||||
m_asset_search_path(assetSearchPath)
|
||||
m_asset_search_path(assetSearchPath),
|
||||
m_out_dir(std::move(outDir)),
|
||||
m_cache_dir(std::move(cacheDir))
|
||||
{
|
||||
}
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include "Zone/AssetList/AssetList.h"
|
||||
#include "Zone/Definition/ZoneDefinition.h"
|
||||
|
||||
#include <filesystem>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
@ -12,9 +13,11 @@ class ZoneCreationContext
|
||||
public:
|
||||
ZoneDefinition* m_definition;
|
||||
ISearchPath* m_asset_search_path;
|
||||
std::filesystem::path m_out_dir;
|
||||
std::filesystem::path m_cache_dir;
|
||||
std::vector<std::unique_ptr<Gdt>> m_gdt_files;
|
||||
AssetList m_ignored_assets;
|
||||
|
||||
ZoneCreationContext();
|
||||
ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath);
|
||||
ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, std::filesystem::path outDir, std::filesystem::path cacheDir);
|
||||
};
|
||||
|
@ -1,26 +1,91 @@
|
||||
#include "ZoneCreator.h"
|
||||
|
||||
#include "Game/IW3/ZoneCreatorIW3.h"
|
||||
#include "Game/IW4/ZoneCreatorIW4.h"
|
||||
#include "Game/IW5/ZoneCreatorIW5.h"
|
||||
#include "Game/T5/ZoneCreatorT5.h"
|
||||
#include "Game/T6/ZoneCreatorT6.h"
|
||||
#include "Gdt/GdtLookup.h"
|
||||
#include "IObjCompiler.h"
|
||||
#include "IObjLoader.h"
|
||||
#include "SearchPath/OutputPathFilesystem.h"
|
||||
|
||||
#include <cassert>
|
||||
|
||||
const IZoneCreator* IZoneCreator::GetCreatorForGame(GameId game)
|
||||
namespace
|
||||
{
|
||||
static const IZoneCreator* zoneCreators[static_cast<unsigned>(GameId::COUNT)]{
|
||||
new IW3::ZoneCreator(),
|
||||
new IW4::ZoneCreator(),
|
||||
new IW5::ZoneCreator(),
|
||||
new T5::ZoneCreator(),
|
||||
new T6::ZoneCreator(),
|
||||
};
|
||||
std::unique_ptr<Zone> CreateZone(const ZoneCreationContext& context, const GameId gameId)
|
||||
{
|
||||
return std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(gameId));
|
||||
}
|
||||
|
||||
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
|
||||
const auto* result = zoneCreators[static_cast<unsigned>(game)];
|
||||
assert(result);
|
||||
std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context)
|
||||
{
|
||||
std::vector<Gdt*> gdtList;
|
||||
gdtList.reserve(context.m_gdt_files.size());
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
gdtList.push_back(gdt.get());
|
||||
|
||||
return result;
|
||||
}
|
||||
return gdtList;
|
||||
}
|
||||
|
||||
void IgnoreReferencesFromAssets(ZoneCreationContext& context)
|
||||
{
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace zone_creator
|
||||
{
|
||||
void InitLookup(const ZoneCreationContext& context, GdtLookup& lookup)
|
||||
{
|
||||
std::vector<const Gdt*> gdtFiles;
|
||||
gdtFiles.reserve(context.m_gdt_files.size());
|
||||
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
{
|
||||
gdtFiles.emplace_back(gdt.get());
|
||||
}
|
||||
|
||||
lookup.Initialize(gdtFiles);
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> CreateZoneForDefinition(GameId gameId, ZoneCreationContext& context)
|
||||
{
|
||||
auto zone = CreateZone(context, gameId);
|
||||
|
||||
IgnoreReferencesFromAssets(context);
|
||||
IgnoredAssetLookup ignoredAssetLookup(context.m_ignored_assets);
|
||||
|
||||
GdtLookup lookup;
|
||||
InitLookup(context, lookup);
|
||||
|
||||
const auto* objCompiler = IObjCompiler::GetObjCompilerForGame(gameId);
|
||||
const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
|
||||
|
||||
AssetCreatorCollection creatorCollection(*zone);
|
||||
ZoneDefinitionContext zoneDefinitionContext(*context.m_definition);
|
||||
AssetCreationContext creationContext(*zone, &creatorCollection, &ignoredAssetLookup);
|
||||
|
||||
OutputPathFilesystem outDir(context.m_out_dir);
|
||||
OutputPathFilesystem cacheDir(context.m_cache_dir);
|
||||
objCompiler->ConfigureCreatorCollection(
|
||||
creatorCollection, *zone, zoneDefinitionContext, *context.m_asset_search_path, lookup, creationContext, outDir, cacheDir);
|
||||
objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup);
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
const auto* createdAsset = creationContext.LoadDependencyGeneric(assetEntry.m_asset_type, assetEntry.m_asset_name);
|
||||
|
||||
if (!createdAsset)
|
||||
return nullptr;
|
||||
|
||||
++zoneDefinitionContext.m_asset_index_in_definition;
|
||||
}
|
||||
|
||||
creatorCollection.FinalizeZone(creationContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
} // namespace zone_creator
|
||||
|
@ -3,19 +3,7 @@
|
||||
#include "Zone/Zone.h"
|
||||
#include "ZoneCreationContext.h"
|
||||
|
||||
class IZoneCreator
|
||||
namespace zone_creator
|
||||
{
|
||||
public:
|
||||
IZoneCreator() = default;
|
||||
virtual ~IZoneCreator() = default;
|
||||
IZoneCreator(const IZoneCreator& other) = default;
|
||||
IZoneCreator(IZoneCreator&& other) noexcept = default;
|
||||
IZoneCreator& operator=(const IZoneCreator& other) = default;
|
||||
IZoneCreator& operator=(IZoneCreator&& other) noexcept = default;
|
||||
|
||||
[[nodiscard]] virtual GameId GetGameId() const = 0;
|
||||
[[nodiscard]] virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
|
||||
[[nodiscard]] virtual asset_type_t GetImageAssetType() const = 0;
|
||||
|
||||
static const IZoneCreator* GetCreatorForGame(GameId game);
|
||||
};
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(GameId game, ZoneCreationContext& context);
|
||||
}
|
||||
|
@ -5,6 +5,7 @@ function ObjCommon:include(includes)
|
||||
Common:include(includes)
|
||||
json:include(includes)
|
||||
minizip:include(includes)
|
||||
Parser:include(includes)
|
||||
includedirs {
|
||||
path.join(ProjectFolder(), "ObjCommon")
|
||||
}
|
||||
@ -16,6 +17,7 @@ function ObjCommon:link(links)
|
||||
links:linkto(Utils)
|
||||
links:linkto(Common)
|
||||
links:linkto(minizip)
|
||||
links:linkto(Parser)
|
||||
end
|
||||
|
||||
function ObjCommon:use()
|
||||
|
@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
|
||||
namespace IW4
|
@ -81,4 +81,17 @@ namespace T6
|
||||
{"c4_yaw", offsetof(PhysConstraints, data[3].scale.y), CSPFT_FLOAT },
|
||||
{"c4_pitch", offsetof(PhysConstraints, data[3].scale.x), CSPFT_FLOAT },
|
||||
};
|
||||
}
|
||||
|
||||
inline const char* s_constraintTypeNames[]{
|
||||
"none",
|
||||
"point",
|
||||
"distance",
|
||||
"hinge",
|
||||
"joint",
|
||||
"actuator",
|
||||
"fake_shake",
|
||||
"launch",
|
||||
"rope",
|
||||
"light",
|
||||
};
|
||||
} // namespace T6
|
@ -36,4 +36,9 @@ namespace T6
|
||||
{"colorB4", offsetof(TracerDef, colors[4].b), CSPFT_FLOAT },
|
||||
{"colorA4", offsetof(TracerDef, colors[4].a), CSPFT_FLOAT },
|
||||
};
|
||||
}
|
||||
|
||||
inline const char* tracerTypeNames[]{
|
||||
"Laser",
|
||||
"Smoke",
|
||||
};
|
||||
} // namespace T6
|
@ -561,4 +561,31 @@ namespace T6
|
||||
{"customBool1", offsetof(VehicleDef, customBool1), CSPFT_BOOL },
|
||||
{"customBool2", offsetof(VehicleDef, customBool2), CSPFT_BOOL },
|
||||
};
|
||||
}
|
||||
|
||||
inline const char* s_vehicleClassNames[]{
|
||||
"4 wheel",
|
||||
"motorcycle",
|
||||
"tank",
|
||||
"plane",
|
||||
"boat",
|
||||
"artillery",
|
||||
"helicopter",
|
||||
};
|
||||
|
||||
inline const char* s_vehicleCameraModes[]{
|
||||
"first",
|
||||
"chase",
|
||||
"view",
|
||||
"strafe",
|
||||
"horse",
|
||||
"oldtank",
|
||||
"hover",
|
||||
"vtol",
|
||||
};
|
||||
|
||||
inline const char* s_tractionTypeNames[]{
|
||||
"TRACTION_TYPE_FRONT",
|
||||
"TRACTION_TYPE_BACK",
|
||||
"TRACTION_TYPE_ALL_WD",
|
||||
};
|
||||
} // namespace T6
|
@ -81,4 +81,4 @@ namespace T6
|
||||
{"customBool1", offsetof(WeaponAttachment, customBool1), CSPFT_BOOL },
|
||||
{"customBool2", offsetof(WeaponAttachment, customBool2), CSPFT_BOOL },
|
||||
};
|
||||
}
|
||||
} // namespace T6
|
@ -206,4 +206,4 @@ namespace T6
|
||||
{"customBool1", offsetof(WeaponAttachmentUniqueFull, attachment.customBool1), CSPFT_BOOL },
|
||||
{"customBool2", offsetof(WeaponAttachmentUniqueFull, attachment.customBool2), CSPFT_BOOL },
|
||||
};
|
||||
}
|
||||
} // namespace T6
|
@ -36,31 +36,11 @@ namespace T6
|
||||
"crosshair",
|
||||
};
|
||||
|
||||
inline const char* szWeapInventoryTypeNames[]{
|
||||
"primary",
|
||||
"offhand",
|
||||
"item",
|
||||
"altmode",
|
||||
"melee",
|
||||
"dwlefthand",
|
||||
};
|
||||
|
||||
inline const char* szWeapClipTypeNames[]{
|
||||
"bottom",
|
||||
"top",
|
||||
"left",
|
||||
"dp28",
|
||||
"ptrs",
|
||||
"lmg",
|
||||
};
|
||||
|
||||
inline const char* barrelTypeNames[]{
|
||||
"Single",
|
||||
"Dual Barrel",
|
||||
"Dual Barrel Alternate",
|
||||
"Quad Barrel",
|
||||
"Quad Barrel Alternate",
|
||||
"Quad Barrel Double Alternate",
|
||||
inline const char* penetrateTypeNames[]{
|
||||
"none",
|
||||
"small",
|
||||
"medium",
|
||||
"large",
|
||||
};
|
||||
|
||||
inline const char* impactTypeNames[]{
|
||||
@ -165,6 +145,37 @@ namespace T6
|
||||
"Turret Scope",
|
||||
};
|
||||
|
||||
inline const char* szWeapInventoryTypeNames[]{
|
||||
"primary",
|
||||
"offhand",
|
||||
"item",
|
||||
"altmode",
|
||||
"melee",
|
||||
"dwlefthand",
|
||||
};
|
||||
|
||||
inline const char* szWeapFireTypeNames[]{
|
||||
"Full Auto",
|
||||
"Single Shot",
|
||||
"2-Round Burst",
|
||||
"3-Round Burst",
|
||||
"4-Round Burst",
|
||||
"5-Round Burst",
|
||||
"Stacked Fire",
|
||||
"Minigun",
|
||||
"Charge Shot",
|
||||
"Jetgun",
|
||||
};
|
||||
|
||||
inline const char* szWeapClipTypeNames[]{
|
||||
"bottom",
|
||||
"top",
|
||||
"left",
|
||||
"dp28",
|
||||
"ptrs",
|
||||
"lmg",
|
||||
};
|
||||
|
||||
inline const char* ammoCounterClipNames[]{
|
||||
"None",
|
||||
"Magazine",
|
||||
@ -181,75 +192,13 @@ namespace T6
|
||||
"4:1",
|
||||
};
|
||||
|
||||
inline const char* szAttachmentTypeNames[]{
|
||||
"none", "acog", "dualclip", "dualoptic", "dw", "extbarrel", "extclip", "extramags", "fastads", "fastreload",
|
||||
"fmj", "gl", "grip", "holo", "ir", "is", "longbreath", "mk", "mms", "rangefinder",
|
||||
"reflex", "rf", "sf", "silencer", "stackfire", "stalker", "steadyaim", "swayreduc", "tacknife", "vzoom",
|
||||
};
|
||||
|
||||
inline const char* szWeapFireTypeNames[]{
|
||||
"Full Auto",
|
||||
"Single Shot",
|
||||
"2-Round Burst",
|
||||
"3-Round Burst",
|
||||
"4-Round Burst",
|
||||
"5-Round Burst",
|
||||
"Stacked Fire",
|
||||
"Minigun",
|
||||
"Charge Shot",
|
||||
"Jetgun",
|
||||
};
|
||||
|
||||
inline const char* penetrateTypeNames[]{
|
||||
"none",
|
||||
"small",
|
||||
"medium",
|
||||
"large",
|
||||
};
|
||||
|
||||
inline const char* s_constraintTypeNames[]{
|
||||
"none",
|
||||
"point",
|
||||
"distance",
|
||||
"hinge",
|
||||
"joint",
|
||||
"actuator",
|
||||
"fake_shake",
|
||||
"launch",
|
||||
"rope",
|
||||
"light",
|
||||
};
|
||||
|
||||
inline const char* s_vehicleClassNames[]{
|
||||
"4 wheel",
|
||||
"motorcycle",
|
||||
"tank",
|
||||
"plane",
|
||||
"boat",
|
||||
"artillery",
|
||||
"helicopter",
|
||||
};
|
||||
|
||||
inline const char* s_vehicleCameraModes[]{
|
||||
"first",
|
||||
"chase",
|
||||
"view",
|
||||
"strafe",
|
||||
"horse",
|
||||
"oldtank",
|
||||
"hover",
|
||||
"vtol",
|
||||
};
|
||||
|
||||
inline const char* s_tractionTypeNames[]{
|
||||
"TRACTION_TYPE_FRONT",
|
||||
"TRACTION_TYPE_BACK",
|
||||
"TRACTION_TYPE_ALL_WD",
|
||||
};
|
||||
|
||||
inline const char* tracerTypeNames[]{
|
||||
"Laser",
|
||||
"Smoke",
|
||||
inline const char* barrelTypeNames[]{
|
||||
"Single",
|
||||
"Dual Barrel",
|
||||
"Dual Barrel Alternate",
|
||||
"Quad Barrel",
|
||||
"Quad Barrel Alternate",
|
||||
"Quad Barrel Double Alternate",
|
||||
};
|
||||
|
||||
inline const char* bounceSoundSuffixes[]{
|
||||
@ -257,4 +206,10 @@ namespace T6
|
||||
"_gravel", "_ice", "_metal", "_mud", "_paper", "_plaster", "_rock", "_sand", "_snow", "_water", "_wood",
|
||||
"_asphalt", "_ceramic", "_plastic", "_rubber", "_cushion", "_fruit", "_paintedmetal", "_player", "_tallgrass", "_riotshield",
|
||||
};
|
||||
|
||||
inline const char* szAttachmentTypeNames[]{
|
||||
"none", "acog", "dualclip", "dualoptic", "dw", "extbarrel", "extclip", "extramags", "fastads", "fastreload",
|
||||
"fmj", "gl", "grip", "holo", "ir", "is", "longbreath", "mk", "mms", "rangefinder",
|
||||
"reflex", "rf", "sf", "silencer", "stackfire", "stalker", "steadyaim", "swayreduc", "tacknife", "vzoom",
|
||||
};
|
||||
} // namespace T6
|
@ -16,7 +16,7 @@ namespace ipak_consts
|
||||
static constexpr size_t IPAK_CHUNK_SIZE = 0x8000;
|
||||
static constexpr size_t IPAK_CHUNK_COUNT_PER_READ = 0x8;
|
||||
|
||||
static constexpr uint32_t IPAK_COMMAND_DEFAULT_SIZE = 0x7F00;
|
||||
static constexpr size_t IPAK_COMMAND_DEFAULT_SIZE = 0x7F00;
|
||||
static constexpr uint32_t IPAK_COMMAND_UNCOMPRESSED = 0;
|
||||
static constexpr uint32_t IPAK_COMMAND_COMPRESSED = 1;
|
||||
static constexpr uint32_t IPAK_COMMAND_SKIP = 0xCF;
|
||||
|
18
src/ObjCommon/SearchPath/IOutputPath.h
Normal file
18
src/ObjCommon/SearchPath/IOutputPath.h
Normal file
@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <ostream>
|
||||
#include <string>
|
||||
|
||||
class IOutputPath
|
||||
{
|
||||
public:
|
||||
IOutputPath() = default;
|
||||
virtual ~IOutputPath() = default;
|
||||
IOutputPath(const IOutputPath& other) = default;
|
||||
IOutputPath(IOutputPath&& other) noexcept = default;
|
||||
IOutputPath& operator=(const IOutputPath& other) = default;
|
||||
IOutputPath& operator=(IOutputPath&& other) noexcept = default;
|
||||
|
||||
virtual std::unique_ptr<std::ostream> Open(const std::string& fileName) = 0;
|
||||
};
|
@ -7,6 +7,7 @@
|
||||
#include <functional>
|
||||
#include <istream>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
class SearchPathOpenFile
|
||||
{
|
||||
@ -42,7 +43,7 @@ public:
|
||||
* \brief Returns the path to the search path.
|
||||
* \return The path to the search path.
|
||||
*/
|
||||
virtual std::string GetPath() = 0;
|
||||
virtual const std::string& GetPath() = 0;
|
||||
|
||||
/**
|
||||
* \brief Iterates through all files of the search path.
|
39
src/ObjCommon/SearchPath/OutputPathFilesystem.cpp
Normal file
39
src/ObjCommon/SearchPath/OutputPathFilesystem.cpp
Normal file
@ -0,0 +1,39 @@
|
||||
#include "OutputPathFilesystem.h"
|
||||
|
||||
#include <format>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
OutputPathFilesystem::OutputPathFilesystem(const fs::path& path)
|
||||
: m_path(fs::weakly_canonical(path))
|
||||
{
|
||||
}
|
||||
|
||||
std::unique_ptr<std::ostream> OutputPathFilesystem::Open(const std::string& fileName)
|
||||
{
|
||||
const auto fullNewPath = fs::weakly_canonical(m_path / fileName);
|
||||
|
||||
if (!fullNewPath.string().starts_with(m_path.string()))
|
||||
return nullptr;
|
||||
|
||||
const auto containingDirectory = fullNewPath.parent_path();
|
||||
|
||||
std::error_code ec;
|
||||
fs::create_directories(containingDirectory, ec);
|
||||
if (ec)
|
||||
{
|
||||
std::cerr << std::format("Failed to create folder '{}' when try to open file '{}'\n", containingDirectory.string(), fileName);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::ofstream stream(fullNewPath, std::ios::binary | std::ios::out);
|
||||
if (!stream.is_open())
|
||||
{
|
||||
std::cerr << std::format("Failed to open file '{}'\n", fileName);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return std::make_unique<std::ofstream>(std::move(stream));
|
||||
}
|
16
src/ObjCommon/SearchPath/OutputPathFilesystem.h
Normal file
16
src/ObjCommon/SearchPath/OutputPathFilesystem.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include "IOutputPath.h"
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
class OutputPathFilesystem final : public IOutputPath
|
||||
{
|
||||
public:
|
||||
explicit OutputPathFilesystem(const std::filesystem::path& path);
|
||||
|
||||
std::unique_ptr<std::ostream> Open(const std::string& fileName) override;
|
||||
|
||||
private:
|
||||
std::filesystem::path m_path;
|
||||
};
|
@ -3,16 +3,18 @@
|
||||
#include "Utils/ObjFileStream.h"
|
||||
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
SearchPathFilesystem::SearchPathFilesystem(std::string path)
|
||||
: m_path(std::move(path))
|
||||
{
|
||||
m_path = std::move(path);
|
||||
}
|
||||
|
||||
std::string SearchPathFilesystem::GetPath()
|
||||
const std::string& SearchPathFilesystem::GetPath()
|
||||
{
|
||||
return m_path;
|
||||
}
|
||||
@ -23,9 +25,7 @@ SearchPathOpenFile SearchPathFilesystem::Open(const std::string& fileName)
|
||||
std::ifstream file(filePath.string(), std::fstream::in | std::fstream::binary);
|
||||
|
||||
if (file.is_open())
|
||||
{
|
||||
return SearchPathOpenFile(std::make_unique<std::ifstream>(std::move(file)), static_cast<int64_t>(file_size(filePath)));
|
||||
}
|
||||
|
||||
return SearchPathOpenFile();
|
||||
}
|
||||
@ -59,6 +59,6 @@ void SearchPathFilesystem::Find(const SearchPathSearchOptions& options, const st
|
||||
}
|
||||
catch (std::filesystem::filesystem_error& e)
|
||||
{
|
||||
printf("Directory Iterator threw error when trying to find files: \"%s\"\n", e.what());
|
||||
std::cerr << std::format("Directory Iterator threw error when trying to find files: \"{}\"\n", e.what());
|
||||
}
|
||||
}
|
@ -12,6 +12,6 @@ public:
|
||||
explicit SearchPathFilesystem(std::string path);
|
||||
|
||||
SearchPathOpenFile Open(const std::string& fileName) override;
|
||||
std::string GetPath() override;
|
||||
const std::string& GetPath() override;
|
||||
void Find(const SearchPathSearchOptions& options, const std::function<void(const std::string&)>& callback) override;
|
||||
};
|
15
src/ObjCommon/SearchPath/SearchPathMultiInputStream.cpp
Normal file
15
src/ObjCommon/SearchPath/SearchPathMultiInputStream.cpp
Normal file
@ -0,0 +1,15 @@
|
||||
#include "SearchPathMultiInputStream.h"
|
||||
|
||||
SearchPathMultiInputStream::SearchPathMultiInputStream(ISearchPath& searchPath)
|
||||
: m_search_path(searchPath)
|
||||
{
|
||||
}
|
||||
|
||||
std::unique_ptr<std::istream> SearchPathMultiInputStream::OpenIncludedFile(const std::string& filename, const std::string& sourceFile)
|
||||
{
|
||||
auto foundFileToInclude = m_search_path.Open(filename);
|
||||
if (!foundFileToInclude.IsOpen() || !foundFileToInclude.m_stream)
|
||||
return nullptr;
|
||||
|
||||
return std::move(foundFileToInclude.m_stream);
|
||||
}
|
15
src/ObjCommon/SearchPath/SearchPathMultiInputStream.h
Normal file
15
src/ObjCommon/SearchPath/SearchPathMultiInputStream.h
Normal file
@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include "Parsing/Impl/ParserMultiInputStream.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
class SearchPathMultiInputStream : public IInclusionCallback
|
||||
{
|
||||
public:
|
||||
explicit SearchPathMultiInputStream(ISearchPath& searchPath);
|
||||
|
||||
std::unique_ptr<std::istream> OpenIncludedFile(const std::string& filename, const std::string& sourceFile) override;
|
||||
|
||||
protected:
|
||||
ISearchPath& m_search_path;
|
||||
};
|
@ -18,9 +18,10 @@ SearchPathOpenFile SearchPaths::Open(const std::string& fileName)
|
||||
return SearchPathOpenFile();
|
||||
}
|
||||
|
||||
std::string SearchPaths::GetPath()
|
||||
const std::string& SearchPaths::GetPath()
|
||||
{
|
||||
return "SearchPaths: " + std::to_string(m_search_paths.size()) + " entries";
|
||||
static const std::string STATIC_NAME = "SearchPaths";
|
||||
return STATIC_NAME;
|
||||
}
|
||||
|
||||
void SearchPaths::Find(const SearchPathSearchOptions& options, const std::function<void(const std::string&)>& callback)
|
@ -2,6 +2,7 @@
|
||||
|
||||
#include "ISearchPath.h"
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class SearchPaths final : public ISearchPath
|
||||
@ -16,7 +17,7 @@ public:
|
||||
~SearchPaths() override = default;
|
||||
|
||||
SearchPathOpenFile Open(const std::string& fileName) override;
|
||||
std::string GetPath() override;
|
||||
const std::string& GetPath() override;
|
||||
void Find(const SearchPathSearchOptions& options, const std::function<void(const std::string&)>& callback) override;
|
||||
|
||||
SearchPaths(const SearchPaths& other) = delete;
|
@ -68,7 +68,7 @@ namespace
|
||||
T result;
|
||||
} data{};
|
||||
|
||||
const auto byteCount = utils::Align(bitCount, 8u) / 8u;
|
||||
const auto byteCount = utils::Align(bitCount, 8uz) / 8uz;
|
||||
assert(byteCount <= sizeof(T));
|
||||
|
||||
const auto shiftCount = (8u - bitCount % 8) % 8;
|
||||
@ -83,7 +83,7 @@ namespace
|
||||
|
||||
while (remainingBits > 0)
|
||||
{
|
||||
const auto curBits = static_cast<uint8_t>(std::min(remainingBits, 8u));
|
||||
const auto curBits = static_cast<uint8_t>(std::min(remainingBits, 8uz));
|
||||
|
||||
if (m_remaining_bits_last_byte > 0)
|
||||
{
|
||||
|
@ -59,7 +59,7 @@ size_t CommonStructuredDataType::GetSizeInBits(const CommonStructuredDataDef& de
|
||||
return 0u;
|
||||
}
|
||||
const auto& indexedArray = def.m_indexed_arrays[m_info.type_index];
|
||||
return utils::Align(indexedArray.m_element_size_in_bits * indexedArray.m_element_count, 8u);
|
||||
return utils::Align(indexedArray.m_element_size_in_bits * indexedArray.m_element_count, 8uz);
|
||||
}
|
||||
case CommonStructuredDataTypeCategory::ENUM_ARRAY:
|
||||
{
|
||||
@ -69,7 +69,7 @@ size_t CommonStructuredDataType::GetSizeInBits(const CommonStructuredDataDef& de
|
||||
return 0u;
|
||||
}
|
||||
const auto& enumedArray = def.m_enumed_arrays[m_info.type_index];
|
||||
return utils::Align(enumedArray.m_element_size_in_bits * enumedArray.m_element_count, 8u);
|
||||
return utils::Align(enumedArray.m_element_size_in_bits * enumedArray.m_element_count, 8uz);
|
||||
}
|
||||
|
||||
case CommonStructuredDataTypeCategory::UNKNOWN:
|
||||
|
58
src/ObjCompiling.lua
Normal file
58
src/ObjCompiling.lua
Normal file
@ -0,0 +1,58 @@
|
||||
ObjCompiling = {}
|
||||
|
||||
function ObjCompiling:include(includes)
|
||||
if includes:handle(self:name()) then
|
||||
ObjCommon:include(includes)
|
||||
ObjLoading:include(includes)
|
||||
ObjImage:include(includes)
|
||||
ZoneCommon:include(includes)
|
||||
includedirs {
|
||||
path.join(ProjectFolder(), "ObjCompiling")
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
function ObjCompiling:link(links)
|
||||
links:add(self:name())
|
||||
links:linkto(minilzo)
|
||||
links:linkto(Utils)
|
||||
links:linkto(ObjCommon)
|
||||
links:linkto(ObjLoading)
|
||||
links:linkto(ObjImage)
|
||||
links:linkto(ZoneCommon)
|
||||
end
|
||||
|
||||
function ObjCompiling:use()
|
||||
|
||||
end
|
||||
|
||||
function ObjCompiling:name()
|
||||
return "ObjCompiling"
|
||||
end
|
||||
|
||||
function ObjCompiling:project()
|
||||
local folder = ProjectFolder()
|
||||
local includes = Includes:create()
|
||||
|
||||
project(self:name())
|
||||
targetdir(TargetDirectoryLib)
|
||||
location "%{wks.location}/src/%{prj.name}"
|
||||
kind "StaticLib"
|
||||
language "C++"
|
||||
|
||||
files {
|
||||
path.join(folder, "ObjCompiling/**.h"),
|
||||
path.join(folder, "ObjCompiling/**.cpp")
|
||||
}
|
||||
|
||||
vpaths {
|
||||
["*"] = {
|
||||
path.join(folder, "ObjCompiling")
|
||||
}
|
||||
}
|
||||
|
||||
self:include(includes)
|
||||
minilzo:include(includes)
|
||||
Utils:include(includes)
|
||||
json:include(includes)
|
||||
end
|
43
src/ObjCompiling/Game/IW3/ObjCompilerIW3.cpp
Normal file
43
src/ObjCompiling/Game/IW3/ObjCompilerIW3.cpp
Normal file
@ -0,0 +1,43 @@
|
||||
#include "ObjCompilerIW3.h"
|
||||
|
||||
#include "Game/IW3/IW3.h"
|
||||
#include "Image/ImageIwdPostProcessor.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
using namespace IW3;
|
||||
|
||||
namespace
|
||||
{
|
||||
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
// No compilers yet
|
||||
}
|
||||
|
||||
void ConfigurePostProcessors(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
if (ImageIwdPostProcessor<AssetImage>::AppliesToZoneDefinition(zoneDefinition))
|
||||
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(zoneDefinition, searchPath, zoneStates, outDir));
|
||||
}
|
||||
} // namespace
|
||||
|
||||
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const
|
||||
{
|
||||
ConfigurePostProcessors(collection, zone, zoneDefinition, searchPath, zoneStates, outDir);
|
||||
}
|
19
src/ObjCompiling/Game/IW3/ObjCompilerIW3.h
Normal file
19
src/ObjCompiling/Game/IW3/ObjCompilerIW3.h
Normal file
@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include "IObjCompiler.h"
|
||||
|
||||
namespace IW3
|
||||
{
|
||||
class ObjCompiler final : public IObjCompiler
|
||||
{
|
||||
public:
|
||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const override;
|
||||
};
|
||||
} // namespace IW3
|
43
src/ObjCompiling/Game/IW4/ObjCompilerIW4.cpp
Normal file
43
src/ObjCompiling/Game/IW4/ObjCompilerIW4.cpp
Normal file
@ -0,0 +1,43 @@
|
||||
#include "ObjCompilerIW4.h"
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Image/ImageIwdPostProcessor.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
namespace
|
||||
{
|
||||
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
// No compilers yet
|
||||
}
|
||||
|
||||
void ConfigurePostProcessors(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
if (ImageIwdPostProcessor<AssetImage>::AppliesToZoneDefinition(zoneDefinition))
|
||||
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(zoneDefinition, searchPath, zoneStates, outDir));
|
||||
}
|
||||
} // namespace
|
||||
|
||||
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const
|
||||
{
|
||||
ConfigurePostProcessors(collection, zone, zoneDefinition, searchPath, zoneStates, outDir);
|
||||
}
|
19
src/ObjCompiling/Game/IW4/ObjCompilerIW4.h
Normal file
19
src/ObjCompiling/Game/IW4/ObjCompilerIW4.h
Normal file
@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include "IObjCompiler.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class ObjCompiler final : public IObjCompiler
|
||||
{
|
||||
public:
|
||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const override;
|
||||
};
|
||||
} // namespace IW4
|
43
src/ObjCompiling/Game/IW5/ObjCompilerIW5.cpp
Normal file
43
src/ObjCompiling/Game/IW5/ObjCompilerIW5.cpp
Normal file
@ -0,0 +1,43 @@
|
||||
#include "ObjCompilerIW5.h"
|
||||
|
||||
#include "Game/IW5/IW5.h"
|
||||
#include "Image/ImageIwdPostProcessor.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
using namespace IW5;
|
||||
|
||||
namespace
|
||||
{
|
||||
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
// No compilers yet
|
||||
}
|
||||
|
||||
void ConfigurePostProcessors(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
if (ImageIwdPostProcessor<AssetImage>::AppliesToZoneDefinition(zoneDefinition))
|
||||
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(zoneDefinition, searchPath, zoneStates, outDir));
|
||||
}
|
||||
} // namespace
|
||||
|
||||
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const
|
||||
{
|
||||
ConfigurePostProcessors(collection, zone, zoneDefinition, searchPath, zoneStates, outDir);
|
||||
}
|
19
src/ObjCompiling/Game/IW5/ObjCompilerIW5.h
Normal file
19
src/ObjCompiling/Game/IW5/ObjCompilerIW5.h
Normal file
@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include "IObjCompiler.h"
|
||||
|
||||
namespace IW5
|
||||
{
|
||||
class ObjCompiler final : public IObjCompiler
|
||||
{
|
||||
public:
|
||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const override;
|
||||
};
|
||||
} // namespace IW5
|
43
src/ObjCompiling/Game/T5/ObjCompilerT5.cpp
Normal file
43
src/ObjCompiling/Game/T5/ObjCompilerT5.cpp
Normal file
@ -0,0 +1,43 @@
|
||||
#include "ObjCompilerT5.h"
|
||||
|
||||
#include "Game/T5/T5.h"
|
||||
#include "Image/ImageIwdPostProcessor.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
using namespace T5;
|
||||
|
||||
namespace
|
||||
{
|
||||
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
// No compilers yet
|
||||
}
|
||||
|
||||
void ConfigurePostProcessors(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
|
||||
if (ImageIwdPostProcessor<AssetImage>::AppliesToZoneDefinition(zoneDefinition))
|
||||
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(zoneDefinition, searchPath, zoneStates, outDir));
|
||||
}
|
||||
} // namespace
|
||||
|
||||
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const
|
||||
{
|
||||
ConfigurePostProcessors(collection, zone, zoneDefinition, searchPath, zoneStates, outDir);
|
||||
}
|
19
src/ObjCompiling/Game/T5/ObjCompilerT5.h
Normal file
19
src/ObjCompiling/Game/T5/ObjCompilerT5.h
Normal file
@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include "IObjCompiler.h"
|
||||
|
||||
namespace T5
|
||||
{
|
||||
class ObjCompiler final : public IObjCompiler
|
||||
{
|
||||
public:
|
||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
|
||||
Zone& zone,
|
||||
const ZoneDefinitionContext& zoneDefinition,
|
||||
ISearchPath& searchPath,
|
||||
IGdtQueryable& gdt,
|
||||
ZoneAssetCreationStateContainer& zoneStates,
|
||||
IOutputPath& outDir,
|
||||
IOutputPath& cacheDir) const override;
|
||||
};
|
||||
} // namespace T5
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user