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

70 lines
3.4 KiB
C++

#pragma once
#include <memory>
#include "Pool/IZoneAssetPools.h"
#include "Pool/AssetPool.h"
#include "IW4.h"
class GameAssetPoolIW4 final : public IZoneAssetPools
{
int m_priority;
std::vector<XAssetInfoGeneric*> m_assets_in_order;
static const std::string ASSET_TYPE_INVALID;
static const std::string ASSET_TYPE_NAMES[];
public:
std::unique_ptr<AssetPool<IW4::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<IW4::PhysCollmap>> m_phys_collmap;
std::unique_ptr<AssetPool<IW4::XAnimParts>> m_xanim_parts;
std::unique_ptr<AssetPool<IW4::XModel>> m_xmodel;
std::unique_ptr<AssetPool<IW4::Material>> m_material;
std::unique_ptr<AssetPool<IW4::MaterialPixelShader>> m_material_pixel_shader;
std::unique_ptr<AssetPool<IW4::MaterialVertexShader>> m_material_vertex_shader;
std::unique_ptr<AssetPool<IW4::MaterialVertexDeclaration>> m_material_vertex_decl;
std::unique_ptr<AssetPool<IW4::MaterialTechniqueSet>> m_technique_set;
std::unique_ptr<AssetPool<IW4::GfxImage>> m_image;
// std::unique_ptr<AssetPool<IW4::snd_alias_list_t>> m_sound;
// std::unique_ptr<AssetPool<IW4::SndCurve>> m_sound_curve;
// std::unique_ptr<AssetPool<IW4::LoadedSound>> m_loaded_sound;
// std::unique_ptr<AssetPool<IW4::clipMap_t>> m_clip_map;
// std::unique_ptr<AssetPool<IW4::ComWorld>> m_com_world;
// std::unique_ptr<AssetPool<IW4::GameWorldSp>> m_game_world_sp;
// std::unique_ptr<AssetPool<IW4::GameWorldMp>> m_game_world_mp;
// std::unique_ptr<AssetPool<IW4::MapEnts>> m_map_ents;
// std::unique_ptr<AssetPool<IW4::FxWorld>> m_fx_world;
// std::unique_ptr<AssetPool<IW4::GfxWorld>> m_gfx_world;
// std::unique_ptr<AssetPool<IW4::GfxLightDef>> m_gfx_light_def;
// std::unique_ptr<AssetPool<IW4::Font_s>> m_font;
// std::unique_ptr<AssetPool<IW4::MenuList>> m_menu_list;
// std::unique_ptr<AssetPool<IW4::menuDef_t>> m_menu_def;
// std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
// std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
// std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
// std::unique_ptr<AssetPool<IW4::LeaderboardDef>> m_leaderboard;
// std::unique_ptr<AssetPool<IW4::StructuredDataDefSet>> m_structed_data_def_set;
// std::unique_ptr<AssetPool<IW4::TracerDef>> m_tracer;
// std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle;
// std::unique_ptr<AssetPool<IW4::AddonMapEnts>> m_addon_map_ents;
explicit GameAssetPoolIW4(int priority);
~GameAssetPoolIW4() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override;
void InitPoolDynamic(asset_type_t type) override;
XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset,
std::vector<std::string>& scriptStrings,
std::vector<XAssetInfoGeneric*>& dependencies) override;
XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
const std::string& GetAssetTypeName(asset_type_t assetType) const override;
iterator begin() const override;
iterator end() const override;
};