refactor: use template based asset structs for AssetLoaders

This commit is contained in:
Jan
2024-05-25 11:17:04 +02:00
parent ef69bbb239
commit a166878f7d
110 changed files with 195 additions and 199 deletions

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@ -11,7 +11,7 @@
namespace T6
{
class AssetLoaderFontIcon final : public BasicAssetLoader<ASSET_TYPE_FONTICON, FontIcon>
class AssetLoaderFontIcon final : public BasicAssetLoader<AssetFontIcon>
{
static constexpr unsigned ROW_INDEX = 0;
static constexpr unsigned ROW_TYPE = 1;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderGfxImage final : public BasicAssetLoader<ASSET_TYPE_IMAGE, GfxImage>
class AssetLoaderGfxImage final : public BasicAssetLoader<AssetImage>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderLocalizeEntry final : public BasicAssetLoader<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>
class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
{
public:
_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderMaterial final : public BasicAssetLoader<ASSET_TYPE_MATERIAL, Material>
class AssetLoaderMaterial final : public BasicAssetLoader<AssetMaterial>
{
static std::string GetFileNameForAsset(const std::string& assetName);

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderPhysConstraints final : public BasicAssetLoader<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>
class AssetLoaderPhysConstraints final : public BasicAssetLoader<AssetPhysConstraints>
{
static void CalculatePhysConstraintsFields(PhysConstraints* physConstraints, Zone* zone);

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderPhysPreset final : public BasicAssetLoader<ASSET_TYPE_PHYSPRESET, PhysPreset>
class AssetLoaderPhysPreset final : public BasicAssetLoader<AssetPhysPreset>
{
static void CopyFromPhysPresetInfo(const PhysPresetInfo* physPresetInfo, PhysPreset* physPreset);

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderQdb final : public BasicAssetLoader<ASSET_TYPE_QDB, Qdb>
class AssetLoaderQdb final : public BasicAssetLoader<AssetQdb>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
class AssetLoaderRawFile final : public BasicAssetLoader<AssetRawFile>
{
static constexpr size_t COMPRESSED_BUFFER_SIZE_PADDING = 64;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderScriptParseTree final : public BasicAssetLoader<ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree>
class AssetLoaderScriptParseTree final : public BasicAssetLoader<AssetScript>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderSlug final : public BasicAssetLoader<ASSET_TYPE_SLUG, Slug>
class AssetLoaderSlug final : public BasicAssetLoader<AssetSlug>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderSoundBank final : public BasicAssetLoader<ASSET_TYPE_SOUND, SndBank>
class AssetLoaderSoundBank final : public BasicAssetLoader<AssetSoundBank>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
class AssetLoaderStringTable final : public BasicAssetLoader<AssetStringTable>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderTracer final : public BasicAssetLoader<ASSET_TYPE_TRACER, TracerDef>
class AssetLoaderTracer final : public BasicAssetLoader<AssetTracer>
{
static bool
LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderVehicle final : public BasicAssetLoader<ASSET_TYPE_VEHICLEDEF, VehicleDef>
class AssetLoaderVehicle final : public BasicAssetLoader<AssetVehicle>
{
static bool
LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderWeapon final : public BasicAssetLoader<ASSET_TYPE_WEAPON, WeaponVariantDef>
class AssetLoaderWeapon final : public BasicAssetLoader<AssetWeapon>
{
static void LinkWeaponFullDefSubStructs(WeaponFullDef* weapon);

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderWeaponAttachment final : public BasicAssetLoader<ASSET_TYPE_ATTACHMENT, WeaponAttachment>
class AssetLoaderWeaponAttachment final : public BasicAssetLoader<AssetAttachment>
{
static void CalculateAttachmentFields(WeaponAttachment* attachment);

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderWeaponAttachmentUnique final : public BasicAssetLoader<ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique>
class AssetLoaderWeaponAttachmentUnique final : public BasicAssetLoader<AssetAttachmentUnique>
{
static void LinkAttachmentUniqueFullSubStructs(WeaponAttachmentUniqueFull* attachmentUnique);
static bool CalculateAttachmentUniqueFields(const std::string& assetName, WeaponAttachmentUniqueFull* attachmentUnique);

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderWeaponCamo final : public BasicAssetLoader<ASSET_TYPE_WEAPON_CAMO, WeaponCamo>
class AssetLoaderWeaponCamo final : public BasicAssetLoader<AssetWeaponCamo>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;

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@ -6,7 +6,7 @@
namespace T6
{
class AssetLoaderXModel final : public BasicAssetLoader<ASSET_TYPE_XMODEL, XModel>
class AssetLoaderXModel final : public BasicAssetLoader<AssetXModel>
{
static std::string GetFileNameForAsset(const std::string& assetName);

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@ -7,7 +7,7 @@
namespace T6
{
class AssetLoaderZBarrier final : public BasicAssetLoader<ASSET_TYPE_ZBARRIER, ZBarrierDef>
class AssetLoaderZBarrier final : public BasicAssetLoader<AssetZBarrier>
{
static void CalculateZBarrierFields(ZBarrierDef* zbarrier);