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

284 lines
16 KiB
C++

#include "GameAssetPoolIW4.h"
#include "Pool/AssetPoolDynamic.h"
#include "Pool/AssetPoolStatic.h"
#include <cassert>
#include <type_traits>
using namespace IW4;
const char* GameAssetPoolIW4::ASSET_TYPE_NAMES[]{
"physpreset", "physcollmap", "xanim", "xmodelsurfs", "xmodel", "material", "pixelshader", "vertexshader", "vertexdecl", "techniqueset",
"image", "sound", "soundcurve", "loadedsound", "clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents",
"fxworld", "gfxworld", "lightdef", "uimap", "font", "menulist", "menu", "localize", "weapon", "snddriverglobals",
"fx", "impactfx", "aitype", "mptype", "character", "xmodelalias", "rawfile", "stringtable", "leaderboard", "structureddatadef",
"tracer", "vehicle", "addonmapents",
};
GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const int priority)
: ZoneAssetPools(zone),
m_priority(priority)
{
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
}
void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world)
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_DYNAMIC
}
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
{
#define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \
{ \
assert((poolName) != nullptr); \
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, std::string name) const
{
#define CASE_GET_ASSET(assetType, poolName) \
case assetType: \
{ \
if ((poolName) != nullptr) \
return (poolName)->GetAsset(std::move(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
}
const char* GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
}
const char* GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}
asset_type_t GameAssetPoolIW4::AssetTypeCount()
{
return ASSET_TYPE_COUNT;
}
asset_type_t GameAssetPoolIW4::GetAssetTypeCount() const
{
return AssetTypeCount();
}