chore: generalize default asset creators

This commit is contained in:
Jan
2024-12-24 00:58:53 +01:00
parent c524cb007a
commit 9ebea5034a
18 changed files with 193 additions and 182 deletions

View File

@ -2,6 +2,9 @@
#include "Zone/ZoneTypes.h"
#include <stdexcept>
#include <type_traits>
struct IAssetBase
{
};
@ -12,3 +15,26 @@ public:
static constexpr auto EnumEntry = AssetTypeEnum;
using Type = AssetType;
};
template<typename AssetType> struct AssetNameAccessor
{
public:
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
const char*& operator()(AssetType::Type& asset)
{
throw std::runtime_error();
}
};
#define DEFINE_ASSET_NAME_ACCESSOR(assetType, nameProperty) \
template<> struct AssetNameAccessor<assetType> \
{ \
public: \
static_assert(std::is_base_of_v<IAssetBase, assetType>); \
\
const char*& operator()(assetType::Type& asset) \
{ \
return asset.nameProperty; \
} \
}

View File

@ -113,3 +113,32 @@ namespace IW3
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
} // namespace IW3
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXModelPieces, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetPhysPreset, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXAnim, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetXModel, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMaterial, info.name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetTechniqueSet, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetImage, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSound, aliasName);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSoundCurve, filename);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLoadedSound, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetClipMap, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetClipMapPvs, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetComWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGameWorldSp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGameWorldMp, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMapEnts, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetGfxWorld, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLightDef, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetFont, fontName);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMenuList, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetMenu, window.name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetLocalize, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetWeapon, szInternalName);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetSoundDriverGlobals, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetImpactFx, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetRawFile, name);
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetStringTable, name);