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OpenAssetTools/src/ZoneCommon/Game/IW4/GameAssetPoolIW4.cpp

171 lines
8.1 KiB
C++

#include "GameAssetPoolIW4.h"
#include "Pool/AssetPoolDynamic.h"
#include <cassert>
using namespace IW4;
GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const zone_priority_t priority)
: ZoneAssetPools(zone),
m_priority(priority)
{
#define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
INIT_POOL(m_phys_preset);
INIT_POOL(m_phys_collmap);
INIT_POOL(m_xanim_parts);
INIT_POOL(m_xmodel);
INIT_POOL(m_material);
INIT_POOL(m_material_pixel_shader);
INIT_POOL(m_material_vertex_shader);
INIT_POOL(m_material_vertex_decl);
INIT_POOL(m_technique_set);
INIT_POOL(m_image);
INIT_POOL(m_sound);
INIT_POOL(m_sound_curve);
INIT_POOL(m_loaded_sound);
INIT_POOL(m_clip_map);
INIT_POOL(m_com_world);
INIT_POOL(m_game_world_sp);
INIT_POOL(m_game_world_mp);
INIT_POOL(m_map_ents);
INIT_POOL(m_fx_world);
INIT_POOL(m_gfx_world);
INIT_POOL(m_gfx_light_def);
INIT_POOL(m_font);
INIT_POOL(m_menu_list);
INIT_POOL(m_menu_def);
INIT_POOL(m_localize);
INIT_POOL(m_weapon);
INIT_POOL(m_fx);
INIT_POOL(m_fx_impact_table);
INIT_POOL(m_raw_file);
INIT_POOL(m_string_table);
INIT_POOL(m_leaderboard);
INIT_POOL(m_structed_data_def_set);
INIT_POOL(m_tracer);
INIT_POOL(m_vehicle);
INIT_POOL(m_addon_map_ents);
#undef INIT_POOL
}
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
{
#define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \
{ \
assert(poolName); \
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
}
switch (static_cast<XAssetType>(xAssetInfo->m_type))
{
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world)
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default:
assert(false);
break;
}
return nullptr;
#undef CASE_ADD_TO_POOL
}
XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, const std::string& name) const
{
#define CASE_GET_ASSET(assetType, poolName) \
case assetType: \
{ \
if (poolName) \
return (poolName)->GetAsset(name); \
break; \
}
switch (type)
{
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world)
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default:
assert(false);
break;
}
return nullptr;
#undef CASE_GET_ASSET
}