#include "ObjLoaderIW4.h" #include "Asset/GlobalAssetPoolsLoader.h" #include "Game/IW4/GameIW4.h" #include "Game/IW4/IW4.h" #include "Localize/AssetLoaderLocalizeIW4.h" #include "ObjLoading.h" #include using namespace IW4; void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {} void ObjLoader::UnloadContainersOfZone(Zone& zone) const {} namespace { void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone) { auto& memory = *zone.GetMemory(); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); } void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone) { collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); } void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) { auto& memory = *zone.GetMemory(); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(std::make_unique(memory, searchPath, zone)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); } } // namespace void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const { ConfigureDefaultCreators(collection, zone); ConfigureLoaders(collection, zone, searchPath); ConfigureGlobalAssetPoolsLoaders(collection, zone); }