Files
OpenAssetTools/src/ZoneLoading/Loading/IZoneLoaderFactory.h
T
moandJan Laupetin 9f49e0e31c feat: QOS (007: Quantum of Solace) support (#894)
* feat: QOS (007: Quantum of Solace) support

* feat: add qos localize loader

* feat: add qos stringtable loader

* chore: comment about official zones

* fix: add qos gfximage runtime fields

* chore: remove useless dev time comments

* fix: remove all `static_asserts`s from asset headers causing build fail on x64

* chore: change union ordering of qos `entryInternalData`

* chore: move qos asset type enum to qos.h

* fix: qos and t4 xsurface index buffer

* chore: implement qos MaterialInfo struct

* chore: adjust some gfxworld struct members

* chore: implement qos PhysPreset and PhysConstraints

* chore: fix and adjust slight inconsistencies with qos zone code

* chore: reorder qos ZoneCode.lua entries in order of asset type enum

* chore: remove asset types that are not actual asset types in zones

* chore: check common asset arrays with static_assert

* chore: rename qos assets

* chore: reorder qos in templates to be in alphabetical order

* chore: use function for CopyMipLevel in Dx9TextureLoader

* chore: use templates for qos MapEntsDumper

* chore: add missing braces in XModelToCommonConverter

* chore: add generic way to peek at zone data

* Qos does not use a classic ZoneHeader so code needs to be more generic

* fix: do not use raw_byte and raw_uint typedefs for qos

* fix: not being able to write clipmapmp

* chore: additional research on qos vertex property and stuff

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Co-authored-by: Jan Laupetin <[email protected]>
2026-08-05 00:32:23 +02:00

47 lines
1.8 KiB
C++

#pragma once
#include "Game/IGame.h"
#include "Utils/ProgressCallback.h"
#include "Zone/ZoneTypes.h"
#include "ZoneDataPeeking.h"
#include "ZoneLoader.h"
#include <memory>
#include <optional>
struct ZoneLoaderInspectionResult
{
// The game this zone is created for.
GameId m_game_id;
// Whether the zone is meant for a little-endian or big-endian loader.
GameEndianness m_endianness;
// Whether the zone is meant for a 32bit or 64bit loader.
GameWordSize m_word_size;
// The platform this zone is for.
GamePlatform m_platform;
// Whether this zone is confirmed official. False if not official or unknown.
bool m_is_official;
// Whether this zone contains a signature confirming the identity of the creator.
bool m_is_signed;
// Whether this zone is encrypted.
bool m_is_encrypted;
};
class IZoneLoaderFactory
{
public:
IZoneLoaderFactory() = default;
virtual ~IZoneLoaderFactory() = default;
IZoneLoaderFactory(const IZoneLoaderFactory& other) = default;
IZoneLoaderFactory(IZoneLoaderFactory&& other) noexcept = default;
IZoneLoaderFactory& operator=(const IZoneLoaderFactory& other) = default;
IZoneLoaderFactory& operator=(IZoneLoaderFactory&& other) noexcept = default;
[[nodiscard]] virtual std::optional<ZoneLoaderInspectionResult> InspectZoneHeader(ZoneDataPeeking& filePeek) const = 0;
[[nodiscard]] virtual std::unique_ptr<ZoneLoader> CreateLoaderForHeader(ZoneDataPeeking& filePeek,
const std::string& fileName,
std::optional<std::unique_ptr<ProgressCallback>> progressCallback) const = 0;
static const IZoneLoaderFactory* GetZoneLoaderFactoryForGame(GameId game);
};