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

412 lines
18 KiB
C++

#include "GameAssetPoolIW4.h"
#include "Pool/AssetPoolStatic.h"
#include "Pool/AssetPoolDynamic.h"
#include <cassert>
using namespace IW4;
const std::string GameAssetPoolIW4::ASSET_TYPE_INVALID = "invalid_asset";
const std::string 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"
};
/*
Asset Pool Table
Useful for macro generation via regex-replace for example
#assetType, #typeName, #unionEntry, #poolName
ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
ASSET_TYPE_XMODEL, XModel, model, m_xmodel
ASSET_TYPE_MATERIAL, Material, material, m_material
ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
ASSET_TYPE_IMAGE, GfxImage, image, m_image
ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap, m_clip_map
ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap, m_clip_map
ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp, m_game_world_sp
ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp, m_game_world_mp
ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
ASSET_TYPE_FONT, Font_s, font, m_font
ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals, m_snd_driver_globals
ASSET_TYPE_FX, FxEffectDef, fx, m_fx
ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
*/
GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
{
assert(_countof(ASSET_TYPE_NAMES) == ASSET_TYPE_COUNT);
m_priority = priority;
m_phys_preset = nullptr;
m_phys_collmap = nullptr;
m_xanim_parts = nullptr;
m_xmodel = nullptr;
m_material = nullptr;
m_material_pixel_shader = nullptr;
m_material_vertex_shader = nullptr;
m_material_vertex_decl = nullptr;
m_technique_set = nullptr;
m_image = nullptr;
m_sound = nullptr;
m_sound_curve = nullptr;
m_loaded_sound = nullptr;
// m_clip_map = nullptr;
// m_com_world = nullptr;
// m_game_world_sp = nullptr;
// m_game_world_mp = nullptr;
// m_map_ents = nullptr;
// m_fx_world = nullptr;
// m_gfx_world = nullptr;
m_gfx_light_def = nullptr;
// m_font = nullptr;
m_menu_list = nullptr;
m_menu_def = nullptr;
m_localize = nullptr;
// m_weapon = nullptr;
// m_snd_driver_globals = nullptr;
m_fx = nullptr;
// m_fx_impact_table = nullptr;
m_raw_file = nullptr;
m_string_table = nullptr;
// m_leaderboard = nullptr;
// m_structed_data_def_set = nullptr;
// m_tracer = nullptr;
// m_vehicle = nullptr;
// m_addon_map_ents = nullptr;
}
void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
case assetType: \
{ \
if((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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, poolType) \
case assetType: \
{ \
if((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string name, void* asset,
std::vector<std::string>& scriptStrings,
std::vector<XAssetInfoGeneric*>& dependencies)
{
XAsset xAsset{};
xAsset.type = static_cast<XAssetType>(type);
xAsset.header.data = asset;
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
case assetType: \
{ \
assert((poolName) != nullptr); \
auto* assetInfo = (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies); \
if(assetInfo) \
{ \
m_assets_in_order.push_back(assetInfo); \
} \
return assetInfo; \
}
switch (xAsset.type)
{
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
// CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
// CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
// CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
// CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
// CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
// CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
// CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
// CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
// CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
// CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
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_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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 std::string& GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
{
if (assetType >= 0 && assetType < static_cast<int>(_countof(ASSET_TYPE_NAMES)))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
}
IZoneAssetPools::iterator GameAssetPoolIW4::begin() const
{
return m_assets_in_order.begin();
}
IZoneAssetPools::iterator GameAssetPoolIW4::end() const
{
return m_assets_in_order.end();
}