OpenAssetTools/src/ZoneCommon/Parsing/ZoneDefinition/Sequence/SequenceZoneDefinitionEntry.cpp

42 lines
1.5 KiB
C++

#include "SequenceZoneDefinitionEntry.h"
#include "Parsing/ZoneDefinition/Matcher/ZoneDefinitionMatcherFactory.h"
SequenceZoneDefinitionEntry::SequenceZoneDefinitionEntry()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Field().Capture(CAPTURE_TYPE_NAME),
create.Char(','),
create.Optional(create.Char(',').Tag(TAG_REFERENCE)),
create
.Or({
create.String(),
create.Field(),
})
.Capture(CAPTURE_ASSET_NAME),
});
}
void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE_NAME);
if (!state->m_asset_name_resolver)
throw ParsingException(typeNameToken.GetPos(), "Must define game before first asset");
const auto maybeAssetType = state->m_asset_name_resolver->GetAssetTypeByName(typeNameToken.FieldValue());
if (!maybeAssetType)
throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");
const auto& assetNameToken = result.NextCapture(CAPTURE_ASSET_NAME);
std::string assetName;
if (assetNameToken.m_type == ZoneDefinitionParserValueType::STRING)
assetName = assetNameToken.StringValue();
else
assetName = assetNameToken.FieldValue();
state->m_definition->m_assets.emplace_back(*maybeAssetType, assetName, result.NextTag() == TAG_REFERENCE);
}