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

View File

@ -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);
}

View File

@ -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;
};
}