refactor: use asset_type_t for ZoneDefinition

This commit is contained in:
Jan
2024-09-29 16:35:09 +02:00
parent d2b4b2dc38
commit b156c7348a
68 changed files with 725 additions and 632 deletions

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@ -0,0 +1,22 @@
#include "AssetNameResolverIW3.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Utils/StringUtils.h"
using namespace IW3;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW3::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW3;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW3::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW3
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW3

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@ -218,15 +218,15 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -5,12 +5,12 @@
#include "Pool/ZoneAssetPools.h"
#include <memory>
#include <optional>
class GameAssetPoolIW3 final : public ZoneAssetPools
{
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
@ -54,8 +54,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Utils/StringUtils.h"
using namespace IW4;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW4::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW4;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW4::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW4
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW4

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@ -259,15 +259,15 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -62,8 +62,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Utils/StringUtils.h"
using namespace IW5;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW5::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW5;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW5::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW5
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW5

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@ -316,15 +316,15 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -66,8 +66,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Utils/StringUtils.h"
using namespace T5;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolT5::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::T5;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolT5::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace T5
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace T5

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@ -249,15 +249,15 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, const std:
#undef CASE_GET_ASSET
}
const char* GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -58,8 +58,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Utils/StringUtils.h"
using namespace T6;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolT6::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::T6;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolT6::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace T6
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace T6

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@ -366,15 +366,15 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, const std:
#undef CASE_GET_ASSET
}
const char* GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -74,8 +74,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;