Finalize menu assets after loading all assets

This commit is contained in:
Jan
2021-12-29 00:20:54 +01:00
parent 7188b0946d
commit 5e31be9bac
24 changed files with 92 additions and 18 deletions

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@ -178,3 +178,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, const asset_type_
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace IW3
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace IW3
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -5,6 +5,7 @@
#include "ObjLoading.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/Menu/MenuConversionZoneStateIW4.h"
#include "Game/IW4/Menu/MenuConverterIW4.h"
#include "Parsing/Menu/MenuFileReader.h"
#include "Pool/GlobalAssetPool.h"
@ -158,3 +159,8 @@ bool AssetLoaderMenuList::LoadFromRaw(const std::string& assetName, ISearchPath*
return true;
}
void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
context->GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
}

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@ -23,5 +23,6 @@ namespace IW4
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -1,5 +1,7 @@
#include "MenuConversionZoneStateIW4.h"
#include <cstring>
using namespace IW4;
MenuConversionZoneState::MenuConversionZoneState()

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@ -189,4 +189,10 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
{
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace IW4
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace IW4
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -191,3 +191,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace IW5
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace IW5
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -185,3 +185,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace T5
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace T5
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -145,7 +145,8 @@ namespace T6
return nullptr;
}
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone, std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone,
std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
{
if (loadedBanksForZone.find(soundBankFileName) == loadedBanksForZone.end())
{
@ -183,7 +184,7 @@ namespace T6
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, &sndBank->loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
}
while(!dependenciesToLoad.empty())
while (!dependenciesToLoad.empty())
{
auto dependencyFileName = dependenciesToLoad.top();
dependenciesToLoad.pop();
@ -454,4 +455,10 @@ namespace T6
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include <set>
#include <string>
@ -19,7 +19,7 @@ namespace T6
static const int IPAK_READ_HASH;
static const int GLOBAL_HASH;
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static bool VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
static SoundBank* LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone);
@ -48,5 +48,6 @@ namespace T6
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}