OpenAssetTools/src/ZoneCommon/Game/IW3/GameAssetPoolIW3.h
2023-11-19 21:07:21 +00:00

68 lines
3.0 KiB
C++

#pragma once
#include "Game/IW3/IW3.h"
#include "Pool/AssetPool.h"
#include "Pool/ZoneAssetPools.h"
#include <memory>
class GameAssetPoolIW3 final : public ZoneAssetPools
{
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
std::string name,
void* asset,
std::vector<XAssetInfoGeneric*> dependencies,
std::vector<scr_string_t> usedScriptStrings,
Zone* zone) override;
public:
std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<IW3::XAnimParts>> m_xanim_parts;
std::unique_ptr<AssetPool<IW3::XModel>> m_xmodel;
std::unique_ptr<AssetPool<IW3::Material>> m_material;
std::unique_ptr<AssetPool<IW3::MaterialPixelShader>> m_material_pixel_shader;
std::unique_ptr<AssetPool<IW3::MaterialVertexShader>> m_material_vertex_shader;
std::unique_ptr<AssetPool<IW3::MaterialVertexDeclaration>> m_material_vertex_decl;
std::unique_ptr<AssetPool<IW3::MaterialTechniqueSet>> m_technique_set;
std::unique_ptr<AssetPool<IW3::GfxImage>> m_image;
std::unique_ptr<AssetPool<IW3::snd_alias_list_t>> m_sound;
std::unique_ptr<AssetPool<IW3::SndCurve>> m_sound_curve;
std::unique_ptr<AssetPool<IW3::LoadedSound>> m_loaded_sound;
std::unique_ptr<AssetPool<IW3::clipMap_t>> m_clip_map;
std::unique_ptr<AssetPool<IW3::ComWorld>> m_com_world;
std::unique_ptr<AssetPool<IW3::GameWorldSp>> m_game_world_sp;
std::unique_ptr<AssetPool<IW3::GameWorldMp>> m_game_world_mp;
std::unique_ptr<AssetPool<IW3::MapEnts>> m_map_ents;
std::unique_ptr<AssetPool<IW3::GfxWorld>> m_gfx_world;
std::unique_ptr<AssetPool<IW3::GfxLightDef>> m_gfx_light_def;
std::unique_ptr<AssetPool<IW3::Font_s>> m_font;
std::unique_ptr<AssetPool<IW3::MenuList>> m_menu_list;
std::unique_ptr<AssetPool<IW3::menuDef_t>> m_menu_def;
std::unique_ptr<AssetPool<IW3::LocalizeEntry>> m_localize;
std::unique_ptr<AssetPool<IW3::WeaponDef>> m_weapon;
std::unique_ptr<AssetPool<IW3::FxEffectDef>> m_fx;
std::unique_ptr<AssetPool<IW3::FxImpactTable>> m_fx_impact_table;
std::unique_ptr<AssetPool<IW3::RawFile>> m_raw_file;
std::unique_ptr<AssetPool<IW3::StringTable>> m_string_table;
GameAssetPoolIW3(Zone* zone, int priority);
~GameAssetPoolIW3() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;
};