chore: add ObjCompiling component

This commit is contained in:
Jan
2024-10-20 14:12:16 +02:00
parent f9e0bdaa7b
commit 3803ae24f5
17 changed files with 227 additions and 2 deletions

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#include "ObjCompilerIW3.h"
using namespace IW3;
ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
{
return ObjCompilerResult::NO_COMPILATION_DONE;
}

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#pragma once
#include "IObjCompiler.h"
namespace IW3
{
class ObjCompiler final : public IObjCompiler
{
public:
ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
};
} // namespace IW3

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#include "ObjCompilerIW4.h"
using namespace IW4;
ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
{
return ObjCompilerResult::NO_COMPILATION_DONE;
}

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#pragma once
#include "IObjCompiler.h"
namespace IW4
{
class ObjCompiler final : public IObjCompiler
{
public:
ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
};
} // namespace IW4

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#include "ObjCompilerIW5.h"
using namespace IW5;
ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
{
return ObjCompilerResult::NO_COMPILATION_DONE;
}

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#pragma once
#include "IObjCompiler.h"
namespace IW5
{
class ObjCompiler final : public IObjCompiler
{
public:
ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
};
} // namespace IW5

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#include "ObjCompilerT5.h"
using namespace T5;
ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
{
return ObjCompilerResult::NO_COMPILATION_DONE;
}

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#pragma once
#include "IObjCompiler.h"
namespace T5
{
class ObjCompiler final : public IObjCompiler
{
public:
ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
};
} // namespace T5

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#include "ObjCompilerT6.h"
using namespace T6;
ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
{
return ObjCompilerResult::NO_COMPILATION_DONE;
}

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#pragma once
#include "IObjCompiler.h"
namespace T6
{
class ObjCompiler final : public IObjCompiler
{
public:
ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
};
} // namespace T6

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#include "IObjCompiler.h"
#include "Game/IW3/ObjCompilerIW3.h"
#include "Game/IW4/ObjCompilerIW4.h"
#include "Game/IW5/ObjCompilerIW5.h"
#include "Game/T5/ObjCompilerT5.h"
#include "Game/T6/ObjCompilerT6.h"
#include <cassert>
const IObjCompiler* IObjCompiler::GetObjCompilerForGame(GameId game)
{
static const IObjCompiler* objCompilers[static_cast<unsigned>(GameId::COUNT)]{
new IW3::ObjCompiler(),
new IW4::ObjCompiler(),
new IW5::ObjCompiler(),
new T5::ObjCompiler(),
new T6::ObjCompiler(),
};
static_assert(std::extent_v<decltype(objCompilers)> == static_cast<unsigned>(GameId::COUNT));
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = objCompilers[static_cast<unsigned>(game)];
assert(result);
return result;
}

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#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "SearchPath/ISearchPath.h"
#include "Zone/Zone.h"
#include <cstdint>
#include <string>
enum class ObjCompilerResult : std::uint8_t
{
COMPILED,
NO_COMPILATION_DONE,
FAILURE
};
class IObjCompiler
{
public:
IObjCompiler() = default;
virtual ~IObjCompiler() = default;
IObjCompiler(const IObjCompiler& other) = default;
IObjCompiler(IObjCompiler&& other) noexcept = default;
IObjCompiler& operator=(const IObjCompiler& other) = default;
IObjCompiler& operator=(IObjCompiler&& other) noexcept = default;
virtual ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const = 0;
static const IObjCompiler* GetObjCompilerForGame(GameId game);
};