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delimiters "$", "$"
import "Common.stg"
import "Loading/Common.stg"
import "Loading/String.stg"
import "Loading/ArrayPointer.stg"
import "Loading/SinglePointer.stg"
// Loading common
LoaderClassName(asset) ::= "Loader_$asset.Type.Name$"
HeaderConstructor(context) ::= "$LoaderClassName(context.Asset)$(IZoneScriptStringProvider* scriptStringProvider, Zone* zone, IZoneInputStream* stream);"
HeaderSinglePtrLoadMethodDeclaration(structure) ::= "void LoadPtr_$structure.Type.Name$(bool atStreamStart);"
HeaderArrayPtrLoadMethodDeclaration(structure) ::= "void LoadArray_$structure.Type.Name$(bool atStreamStart, size_t count);"
HeaderLoadMethodDeclaration(structure) ::= "void Load_$structure.Type.Name$(bool atStreamStart);"
HeaderGetNameMethodDeclaration(asset) ::= "static std::string GetAssetName($asset.Type.FullName$* pAsset);"
HeaderAssetLoadMethodDeclaration(asset) ::= "void LoadAsset_$asset.Type.Name$($asset.Type.FullName$** pAsset);"
HeaderMainLoadMethodDeclaration(asset) ::= "void Load($asset.Type.FullName$** pAsset);"
VariableDeclaration(type) ::= <<
$type.FullName$* var$type.Name$;
>>
PointerVariableDeclaration(type) ::= <<
$type.FullName$** var$type.Name$Ptr;
>>
HeaderDeclaration(structure) ::= <%
$if(structure.SinglePointerReferenceExists)$
$HeaderSinglePtrLoadMethodDeclaration(structure)$
$\n$
$endif$
$if(structure.ArrayPointerReferenceExists && !structure.IsLeaf)$
$HeaderArrayPtrLoadMethodDeclaration(structure)$
$\n$
$endif$
$if(structure.NonEmbeddedReferenceExists && !structure.IsLeaf)$
$HeaderLoadMethodDeclaration(structure)$
$\n$
$endif$
%>
// =======================
// Header file entry point
// =======================
header(context) ::= <<
// ====================================================================
// This file has been generated by ZoneCodeGenerator.
// Do not modify.
// Any changes will be discarded when regenerating.
// ====================================================================
#pragma once
#include "Loading/AssetLoader.h"
#include "Game/$context.Game$/$context.Game$.h"
#include <string>
namespace $context.Game$
{
class $LoaderClassName(context.Asset)$ final : public AssetLoader
{
$VariableDeclaration(context.Asset.Type)$
$PointerVariableDeclaration(context.Asset.Type)$
$context.MemberTypes:{type | $if(!type.IsAnonymous)$$VariableDeclaration(type)$
$endif$}$
$context.Structures:{structure | $if(!structure.IsAsset && structure.SinglePointerReferenceExists)$$PointerVariableDeclaration(structure.Type)$
$endif$}$
$context.Structures:{structure | $if(!structure.IsAsset)$$HeaderDeclaration(structure)$$endif$}$
$HeaderLoadMethodDeclaration(context.Asset)$
$HeaderSinglePtrLoadMethodDeclaration(context.Asset)$
$HeaderAssetLoadMethodDeclaration(context.Asset)$
public:
$HeaderConstructor(context)$
$HeaderMainLoadMethodDeclaration(context.Asset)$
$HeaderGetNameMethodDeclaration(context.Asset)$
};
}
>>
LoadMember(context, member) ::= <<
Loading member $member.Member.Name$
>>
LoadMemberIfNeedsTreatment(context, structure, member) ::= <%
$if(member.IsString)$
$LoadString(context, structure, member)$
$elseif(member.IsScriptString)$
// Load scriptstring for $member.Member.Name$
$elseif(member.Computations.IsArrayPointerReference && member.Computations.PointerDepthIsOne)$
$LoadArrayPointer(context, structure, member)$
$elseif(member.Computations.IsSinglePointerReference)$
$LoadSinglePointer(context, structure, member)$
$elseif(member.Computations.IsEmbeddedReference && member.StructureType)$
$endif$
%>
LoadMethod(structure, context) ::= <<
void $LoaderClassName(context.Asset)$::Load_$structure.Type.Name$(const bool atStreamStart)
{
assert($TypeVarName(structure)$ != nullptr);
if(atStreamStart)
m_stream->Load<$structure.Type.FullName$>($TypeVarName(structure)$);
$if(structure.Block.IsTemp)$
m_stream->PushBlock($context.DefaultNormalBlock.Name$);
$endif$
$structure.OrderedMembers:{member | $LoadMemberIfNeedsTreatment(context, structure, member)$}$
$if(structure.Block.IsTemp)$
m_stream->PopBlock();
$endif$
}
>>
LoadSinglePtrMethod(structure, context) ::= <<
void $LoaderClassName(context.Asset)$::LoadPtr_$structure.Type.Name$(const bool atStreamStart)
{
assert($TypePtrVarName(structure)$ != nullptr);
if(atStreamStart)
m_stream->Load<$structure.Type.FullName$*>($TypePtrVarName(structure)$);
m_stream->PushBlock($structure.Block.Name$);
if(*$TypePtrVarName(structure)$ != nullptr)
{
$if(structure.Block.IsTemp)$
if(*$TypePtrVarName(structure)$ == PTR_FOLLOWING || *$TypePtrVarName(structure)$ == PTR_INSERT)
$else$
if(*$TypePtrVarName(structure)$ == PTR_FOLLOWING)
$endif$
{
$if(structure.Block.IsTemp)$
$structure.Type.FullName$** toInsert = nullptr;
if(*$TypePtrVarName(structure)$ == PTR_INSERT)
toInsert = m_stream->InsertPointer<$structure.Type.FullName$>();
$endif$
*$TypePtrVarName(structure)$ = m_stream->Alloc<$structure.Type.FullName$>(alignof($structure.Type.FullName$));
$if(!structure.IsLeaf)$
$TypeVarName(structure)$ = *$TypePtrVarName(structure)$;
Load_$structure.Type.Name$(true);
$endif$
$if(structure.IsAsset)$
LoadAsset_$structure.Type.Name$($TypePtrVarName(structure)$);
$endif$
$if(structure.Block.IsTemp)$
if(toInsert != nullptr)
*toInsert = *$TypePtrVarName(structure)$;
$endif$
}
else
{
$if(structure.Block.IsTemp)$
*$TypePtrVarName(structure)$ = m_stream->ConvertOffsetToAlias(*$TypePtrVarName(structure)$);
$else$
*$TypePtrVarName(structure)$ = m_stream->ConvertOffsetToPointer(*$TypePtrVarName(structure)$);
$endif$
}
}
m_stream->PopBlock();
}
>>
LoadArrayPtrMethod(structure, context) ::= <<
void $LoaderClassName(context.Asset)$::LoadArray_$structure.Type.Name$(const bool atStreamStart, const size_t count)
{
assert($TypeVarName(structure)$ != nullptr);
if(atStreamStart)
m_stream->Load<$structure.Type.FullName$>($TypeVarName(structure)$, count);
for(size_t index = 0; index < count; index++)
{
Load_$structure.Type.Name$(false);
$TypeVarName(structure)$++;
}
}
>>
SourceDefinition(structure, context) ::= <<
$if(structure.SinglePointerReferenceExists)$
$LoadSinglePtrMethod(structure, context)$
$endif$
$if(structure.ArrayPointerReferenceExists && !structure.IsLeaf)$
$LoadArrayPtrMethod(structure, context)$
$endif$
$if(structure.NonEmbeddedReferenceExists && !structure.IsLeaf)$
$LoadMethod(structure, context)$
$endif$
>>
VariableInitialization(type) ::= <<
var$type.Name$ = nullptr;
>>
PointerVariableInitialization(type) ::= <<
var$type.Name$Ptr = nullptr;
>>
ConstructorMethod(context) ::= <<
$LoaderClassName(context.Asset)$::$LoaderClassName(context.Asset)$(IZoneScriptStringProvider* scriptStringProvider, Zone* zone, IZoneInputStream* stream)
: AssetLoader($context.Asset.AssetEnumEntry.Name$, scriptStringProvider, zone, stream)
{
$VariableInitialization(context.Asset.Type)$
$PointerVariableInitialization(context.Asset.Type)$
$context.MemberTypes:{type | $if(!type.IsAnonymous)$$VariableInitialization(type)$
$endif$}$
$context.Structures:{structure | $if(!structure.IsAsset && structure.SinglePointerReferenceExists)$$PointerVariableInitialization(structure.Type)$
$endif$}$
}
>>
LoadAssetMethod(structure, context) ::= <<
void $LoaderClassName(context.Asset)$::LoadAsset_$structure.Type.Name$($structure.Type.FullName$** pAsset)
{
assert(pAsset != nullptr);
*pAsset = static_cast<$structure.Type.FullName$*>(LinkAsset(GetAssetName(*pAsset), *pAsset));
}
>>
MainLoadMethod(context) ::= <<
void $LoaderClassName(context.Asset)$::Load($context.Asset.Type.FullName$** pAsset)
{
assert(pAsset != nullptr);
$TypePtrVarName(context.Asset)$ = pAsset;
LoadPtr_$context.Asset.Type.Name$(false);
}
>>
GetNameMethod(context) ::= <<
std::string $LoaderClassName(context.Asset)$::GetAssetName($context.Asset.Type.FullName$* pAsset)
{
$if(context.Asset.NameChain)$
return pAsset->$first(context.Asset.NameChain):{member | $member.Member.Name$}$$rest(context.Asset.NameChain):{member | .$member.Member.Name$}$;
$else$
return "$context.Asset.Type.Name$";
$endif$
}
>>
IncludeHeaderOfOtherAsset(asset) ::= <<
#include "../$Lower(asset.Type.Name)$/$Lower(asset.Type.Name)$_load_db.h"
>>
// =======================
// Source file entry point
// =======================
source(context) ::= <<
// ====================================================================
// This file has been generated by ZoneCodeGenerator.
// Do not modify.
// Any changes will be discarded when regenerating.
// ====================================================================
#include "$Lower(context.Asset.Type.Name)$_load_db.h"
#include <cassert>
// Referenced Assets:
$context.ReferencedAssets:IncludeHeaderOfOtherAsset()$
using namespace $context.Game$;
$ConstructorMethod(context)$
$context.Structures:{structure | $if(!structure.IsAsset)$$SourceDefinition(structure, context)$$endif$}$
$LoadMethod(context.Asset, context)$
$LoadAssetMethod(context.Asset, context)$
$LoadSinglePtrMethod(context.Asset, context)$
$MainLoadMethod(context)$
$GetNameMethod(context)$
>>