mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-16 17:57:57 -05:00
refactor: use template based asset structs for AssetLoaders
This commit is contained in:
@ -11,7 +11,7 @@
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namespace T6
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{
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class AssetLoaderFontIcon final : public BasicAssetLoader<ASSET_TYPE_FONTICON, FontIcon>
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class AssetLoaderFontIcon final : public BasicAssetLoader<AssetFontIcon>
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{
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static constexpr unsigned ROW_INDEX = 0;
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static constexpr unsigned ROW_TYPE = 1;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderGfxImage final : public BasicAssetLoader<ASSET_TYPE_IMAGE, GfxImage>
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class AssetLoaderGfxImage final : public BasicAssetLoader<AssetImage>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderMaterial final : public BasicAssetLoader<ASSET_TYPE_MATERIAL, Material>
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class AssetLoaderMaterial final : public BasicAssetLoader<AssetMaterial>
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{
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static std::string GetFileNameForAsset(const std::string& assetName);
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderPhysConstraints final : public BasicAssetLoader<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>
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class AssetLoaderPhysConstraints final : public BasicAssetLoader<AssetPhysConstraints>
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{
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static void CalculatePhysConstraintsFields(PhysConstraints* physConstraints, Zone* zone);
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderPhysPreset final : public BasicAssetLoader<ASSET_TYPE_PHYSPRESET, PhysPreset>
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class AssetLoaderPhysPreset final : public BasicAssetLoader<AssetPhysPreset>
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{
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static void CopyFromPhysPresetInfo(const PhysPresetInfo* physPresetInfo, PhysPreset* physPreset);
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderQdb final : public BasicAssetLoader<ASSET_TYPE_QDB, Qdb>
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class AssetLoaderQdb final : public BasicAssetLoader<AssetQdb>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
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class AssetLoaderRawFile final : public BasicAssetLoader<AssetRawFile>
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{
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static constexpr size_t COMPRESSED_BUFFER_SIZE_PADDING = 64;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderScriptParseTree final : public BasicAssetLoader<ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree>
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class AssetLoaderScriptParseTree final : public BasicAssetLoader<AssetScript>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderSlug final : public BasicAssetLoader<ASSET_TYPE_SLUG, Slug>
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class AssetLoaderSlug final : public BasicAssetLoader<AssetSlug>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderSoundBank final : public BasicAssetLoader<ASSET_TYPE_SOUND, SndBank>
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class AssetLoaderSoundBank final : public BasicAssetLoader<AssetSoundBank>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
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class AssetLoaderStringTable final : public BasicAssetLoader<AssetStringTable>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderTracer final : public BasicAssetLoader<ASSET_TYPE_TRACER, TracerDef>
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class AssetLoaderTracer final : public BasicAssetLoader<AssetTracer>
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{
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static bool
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LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderVehicle final : public BasicAssetLoader<ASSET_TYPE_VEHICLEDEF, VehicleDef>
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class AssetLoaderVehicle final : public BasicAssetLoader<AssetVehicle>
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{
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static bool
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LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderWeapon final : public BasicAssetLoader<ASSET_TYPE_WEAPON, WeaponVariantDef>
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class AssetLoaderWeapon final : public BasicAssetLoader<AssetWeapon>
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{
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static void LinkWeaponFullDefSubStructs(WeaponFullDef* weapon);
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderWeaponAttachment final : public BasicAssetLoader<ASSET_TYPE_ATTACHMENT, WeaponAttachment>
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class AssetLoaderWeaponAttachment final : public BasicAssetLoader<AssetAttachment>
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{
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static void CalculateAttachmentFields(WeaponAttachment* attachment);
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderWeaponAttachmentUnique final : public BasicAssetLoader<ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique>
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class AssetLoaderWeaponAttachmentUnique final : public BasicAssetLoader<AssetAttachmentUnique>
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{
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static void LinkAttachmentUniqueFullSubStructs(WeaponAttachmentUniqueFull* attachmentUnique);
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static bool CalculateAttachmentUniqueFields(const std::string& assetName, WeaponAttachmentUniqueFull* attachmentUnique);
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderWeaponCamo final : public BasicAssetLoader<ASSET_TYPE_WEAPON_CAMO, WeaponCamo>
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class AssetLoaderWeaponCamo final : public BasicAssetLoader<AssetWeaponCamo>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -6,7 +6,7 @@
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namespace T6
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{
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class AssetLoaderXModel final : public BasicAssetLoader<ASSET_TYPE_XMODEL, XModel>
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class AssetLoaderXModel final : public BasicAssetLoader<AssetXModel>
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{
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static std::string GetFileNameForAsset(const std::string& assetName);
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@ -7,7 +7,7 @@
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namespace T6
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{
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class AssetLoaderZBarrier final : public BasicAssetLoader<ASSET_TYPE_ZBARRIER, ZBarrierDef>
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class AssetLoaderZBarrier final : public BasicAssetLoader<AssetZBarrier>
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{
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static void CalculateZBarrierFields(ZBarrierDef* zbarrier);
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