Import code from previous AssetBuilder version

This commit is contained in:
Jan
2019-09-24 10:45:09 +02:00
parent 5609557516
commit 0d8432d4f7
919 changed files with 154412 additions and 26 deletions

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@ -0,0 +1,165 @@
#pragma once
#include <vector>
#include <map>
#include <string>
#include <algorithm>
#include <cassert>
#include "AssetPool.h"
template<typename T>
class GlobalAssetPool
{
struct LinkedAssetPool
{
AssetPool<T>* m_asset_pool;
int m_priority;
};
struct GameAssetPoolEntry
{
XAssetInfo<T>* m_asset;
bool m_duplicate;
LinkedAssetPool* m_asset_pool;
};
static std::vector<LinkedAssetPool*> m_linked_asset_pools;
static std::map<std::string, GameAssetPoolEntry> m_assets;
static void SortLinkedAssetPools()
{
std::sort(m_linked_asset_pools.begin(), m_linked_asset_pools.end(), [](const LinkedAssetPool* a, const LinkedAssetPool* b) -> bool
{
return a->m_priority < b->m_priority;
});
}
static bool ReplaceAssetPoolEntry(GameAssetPoolEntry& assetEntry)
{
int occurrences = 0;
for(auto linkedAssetPool : m_linked_asset_pools)
{
XAssetInfo<T>* foundAsset = linkedAssetPool->m_asset_pool->GetAsset(assetEntry.m_asset->m_name);
if(foundAsset != nullptr)
{
if(++occurrences == 1)
{
assetEntry.m_asset = foundAsset;
assetEntry.m_duplicate = false;
assetEntry.m_asset_pool = linkedAssetPool;
}
else
{
assetEntry.m_duplicate = true;
break;
}
}
}
return occurrences > 0;
}
static void LinkAsset(LinkedAssetPool* link, XAssetInfo<T>* asset)
{
std::string assetName = std::string(asset->m_name);
auto existingAsset = m_assets.find(assetName);
if(existingAsset == m_assets.end())
{
GameAssetPoolEntry entry{};
entry.m_asset = asset;
entry.m_asset_pool = link;
entry.m_duplicate = false;
m_assets[assetName] = entry;
}
else
{
auto& existingEntry = existingAsset->second;
existingEntry.m_duplicate = true;
if(existingEntry.m_asset_pool->m_priority < link->m_priority)
{
existingEntry.m_asset_pool = link;
existingEntry.m_asset = asset;
}
}
}
public:
static void LinkAssetPool(AssetPool<T>* assetPool, const int priority)
{
auto* newLink = new LinkedAssetPool();
newLink->m_asset_pool = assetPool;
newLink->m_priority = priority;
m_linked_asset_pools.push_back(newLink);
SortLinkedAssetPools();
for(auto asset : *assetPool)
{
LinkAsset(newLink, asset);
}
}
static void LinkAsset(AssetPool<T>* assetPool, XAssetInfo<T>* asset)
{
LinkedAssetPool* link = nullptr;
for(auto existingLink : m_linked_asset_pools)
{
if(existingLink->m_asset_pool == assetPool)
{
link = existingLink;
break;
}
}
assert(link != nullptr);
if(link == nullptr)
return;
LinkAsset(link, asset);
}
static void UnlinkAssetPool(AssetPool<T>* assetPool)
{
auto iLinkEntry = m_linked_asset_pools.begin();
for(; iLinkEntry != m_linked_asset_pools.end(); ++iLinkEntry)
{
LinkedAssetPool* linkEntry = *iLinkEntry;
if(linkEntry->m_asset_pool == assetPool)
{
break;
}
}
assert(iLinkEntry != m_linked_asset_pools.end());
if(iLinkEntry == m_linked_asset_pools.end())
return;
m_linked_asset_pools.erase(iLinkEntry);
for(auto iAssetEntry = m_assets.begin(); iAssetEntry != m_assets.end(); ++iAssetEntry)
{
auto& assetEntry = *iAssetEntry;
if(assetEntry.second.m_duplicate && ReplaceAssetPoolEntry(assetEntry.second))
continue;
iAssetEntry = m_assets.erase(iAssetEntry);
}
}
};
template<typename T>
std::vector<typename GlobalAssetPool<T>::LinkedAssetPool*> GlobalAssetPool<T>::m_linked_asset_pools = std::vector<LinkedAssetPool*>();
template<typename T>
std::map<std::string, typename GlobalAssetPool<T>::GameAssetPoolEntry> GlobalAssetPool<T>::m_assets = std::map<std::string, GameAssetPoolEntry>();