Reformat code with clang format

This commit is contained in:
Clang Format
2023-11-19 15:28:38 +01:00
committed by Jan
parent 22e17272fd
commit 6b4f5d94a8
1099 changed files with 16763 additions and 18076 deletions

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@ -1,9 +1,6 @@
#include "ContentLoaderT5.h"
#include "Game/T5/T5.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
#include "Game/T5/XAssets/clipmap_t/clipmap_t_load_db.h"
#include "Game/T5/XAssets/comworld/comworld_load_db.h"
#include "Game/T5/XAssets/ddlroot_t/ddlroot_t_load_db.h"
@ -36,6 +33,9 @@
#include "Game/T5/XAssets/xanimparts/xanimparts_load_db.h"
#include "Game/T5/XAssets/xglobals/xglobals_load_db.h"
#include "Game/T5/XAssets/xmodel/xmodel_load_db.h"
#include "Loading/Exception/UnsupportedAssetTypeException.h"
#include <cassert>
using namespace T5;
@ -71,15 +71,15 @@ void ContentLoader::LoadScriptStringList(const bool atStreamStart)
void ContentLoader::LoadXAsset(const bool atStreamStart) const
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Loader_##typeName loader(m_zone, m_stream); \
loader.Load(&varXAsset->header.headerEntry); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Loader_##typeName loader(m_zone, m_stream); \
loader.Load(&varXAsset->header.headerEntry); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
break;
assert(varXAsset != nullptr);
@ -89,44 +89,44 @@ void ContentLoader::LoadXAsset(const bool atStreamStart) const
switch (varXAsset->type)
{
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon)
LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
LOAD_ASSET(ASSET_TYPE_PACK_INDEX, PackIndex, packIndex)
LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon)
LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
LOAD_ASSET(ASSET_TYPE_PACK_INDEX, PackIndex, packIndex)
LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)
default:
{
throw UnsupportedAssetTypeException(varXAsset->type);
}
{
throw UnsupportedAssetTypeException(varXAsset->type);
}
}
#undef LOAD_ASSET

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@ -1,7 +1,7 @@
#pragma once
#include "Game/T5/T5.h"
#include "Loading/ContentLoaderBase.h"
#include "Loading/IContentLoadingEntryPoint.h"
#include "Game/T5/T5.h"
namespace T5
{
@ -20,4 +20,4 @@ namespace T5
void Load(Zone* zone, IZoneInputStream* stream) override;
};
}
} // namespace T5

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@ -1,7 +1,7 @@
#pragma once
#include "Loading/AssetLoadingActions.h"
#include "Game/T5/T5.h"
#include "Loading/AssetLoadingActions.h"
namespace T5
{
@ -13,4 +13,4 @@ namespace T5
void OnImageLoaded(GfxImage* image) const;
void LoadImageData(GfxImageLoadDef* loadDef, GfxImage* image) const;
};
}
} // namespace T5

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@ -1,23 +1,22 @@
#include "ZoneLoaderFactoryT5.h"
#include "ContentLoaderT5.h"
#include "Game/GameLanguage.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/GameT5.h"
#include "Game/T5/T5.h"
#include "Game/T5/ZoneConstantsT5.h"
#include "Loading/Processor/ProcessorInflate.h"
#include "Loading/Steps/StepAddProcessor.h"
#include "Loading/Steps/StepAllocXBlocks.h"
#include "Loading/Steps/StepLoadZoneContent.h"
#include "Loading/Steps/StepSkipBytes.h"
#include "Utils/ClassUtils.h"
#include <cassert>
#include <cstring>
#include <type_traits>
#include "Game/T5/T5.h"
#include "Utils/ClassUtils.h"
#include "ContentLoaderT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/GameT5.h"
#include "Game/GameLanguage.h"
#include "Game/T5/ZoneConstantsT5.h"
#include "Loading/Processor/ProcessorInflate.h"
#include "Loading/Steps/StepSkipBytes.h"
#include "Loading/Steps/StepAddProcessor.h"
#include "Loading/Steps/StepAllocXBlocks.h"
#include "Loading/Steps/StepLoadZoneContent.h"
using namespace T5;
class ZoneLoaderFactory::Impl
@ -91,7 +90,8 @@ public:
zoneLoader->AddLoadingStep(std::make_unique<StepAllocXBlocks>());
// Start of the zone content
zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(
std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
// Return the fully setup zoneloader
return zoneLoader;

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@ -1,6 +1,7 @@
#pragma once
#include "Loading/IZoneLoaderFactory.h"
#include <string>
namespace T5
@ -12,4 +13,4 @@ namespace T5
public:
ZoneLoader* CreateLoaderForHeader(ZoneHeader& header, std::string& fileName) override;
};
}
} // namespace T5