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Files
OpenAssetTools/src/Common/Game/IGame.cpp
T
2026-05-02 18:08:12 +02:00

96 lines
2.7 KiB
C++

#include "IGame.h"
#include "IW3/GameIW3.h"
#include "IW4/GameIW4.h"
#include "IW5/GameIW5.h"
#include "T5/GameT5.h"
#include "T6/GameT6.h"
#include "Utils/StringUtils.h"
#include <cassert>
IGame* IGame::GetGameById(GameId gameId)
{
static IGame* games[static_cast<unsigned>(GameId::COUNT)]{
new IW3::Game(),
new IW4::Game(),
new IW5::Game(),
new T5::Game(),
new T6::Game(),
};
assert(static_cast<unsigned>(gameId) < static_cast<unsigned>(GameId::COUNT));
auto* result = games[static_cast<unsigned>(gameId)];
assert(result);
return result;
}
AbstractGame::AbstractGame(const char* const* assetTypeNames,
const asset_type_t assetTypeCount,
const char* const* subAssetTypeNames,
const asset_type_t subAssetTypeCount)
: m_asset_type_names(assetTypeNames),
m_asset_type_count(assetTypeCount),
m_sub_asset_type_names(subAssetTypeNames),
m_sub_asset_type_count(subAssetTypeCount)
{
for (asset_type_t assetType = 0; assetType < assetTypeCount; ++assetType)
{
assert(assetTypeNames[assetType] != nullptr);
AddAssetTypeNameAlias(assetType, assetTypeNames[assetType]);
}
}
const std::vector<GameLanguagePrefix>& AbstractGame::GetLanguagePrefixes() const
{
static std::vector<GameLanguagePrefix> prefixes;
return prefixes;
}
asset_type_t AbstractGame::GetAssetTypeCount() const
{
return m_asset_type_count;
}
std::optional<const char*> AbstractGame::GetAssetTypeName(const asset_type_t assetType) const
{
if (assetType < m_asset_type_count)
return m_asset_type_names[assetType];
return std::nullopt;
}
std::optional<asset_type_t> AbstractGame::FindAssetTypeByName(const std::string& potentialAssetTypeName) const
{
std::string lowerCaseName = potentialAssetTypeName;
utils::MakeStringLowerCase(lowerCaseName);
const auto existingAssetType = m_asset_type_name_lookup.find(lowerCaseName);
if (existingAssetType != m_asset_type_name_lookup.end())
return existingAssetType->second;
return std::nullopt;
}
asset_type_t AbstractGame::GetSubAssetTypeCount() const
{
return m_sub_asset_type_count;
}
std::optional<const char*> AbstractGame::GetSubAssetTypeName(const asset_type_t subAssetType) const
{
if (subAssetType < m_sub_asset_type_count)
return m_sub_asset_type_names[subAssetType];
return std::nullopt;
}
void AbstractGame::AddAssetTypeNameAlias(const asset_type_t assetType, const std::string& assetTypeName)
{
std::string lowerCaseName = assetTypeName;
utils::MakeStringLowerCase(lowerCaseName);
m_asset_type_name_lookup.emplace(lowerCaseName, assetType);
}