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

View File

@ -1,55 +1,44 @@
#include "ZoneDefinition.h"
ZoneDefinitionEntry::ZoneDefinitionEntry()
: m_is_reference(false)
{
}
ZoneDefinitionEntry::ZoneDefinitionEntry(std::string type, std::string name, const bool isReference)
: m_asset_type(std::move(type)),
ZoneDefinitionAsset::ZoneDefinitionAsset(const asset_type_t type, std::string name, const bool isReference)
: m_asset_type(type),
m_asset_name(std::move(name)),
m_is_reference(isReference)
{
}
ZoneMetaDataEntry::ZoneMetaDataEntry() = default;
ZoneDefinitionProperties::ZoneDefinitionProperties() = default;
ZoneMetaDataEntry::ZoneMetaDataEntry(std::string key, std::string value)
: m_key(std::move(key)),
m_value(std::move(value))
void ZoneDefinitionProperties::AddProperty(std::string key, std::string value)
{
m_properties.emplace(std::move(key), std::move(value));
}
void ZoneDefinition::AddMetaData(std::string key, std::string value)
void ZoneDefinitionProperties::Include(const ZoneDefinitionProperties& otherProperties)
{
for (const auto& property : otherProperties.m_properties)
AddProperty(property.first, property.second);
}
ZoneDefinition::ZoneDefinition()
: m_type(ProjectType::NONE),
m_game(GameId::COUNT)
{
auto metaData = std::make_unique<ZoneMetaDataEntry>(std::move(key), std::move(value));
auto* metaDataPtr = metaData.get();
m_metadata.emplace_back(std::move(metaData));
m_metadata_lookup.emplace(std::make_pair(metaDataPtr->m_key, metaDataPtr));
}
void ZoneDefinition::Include(const AssetList& assetListToInclude)
{
for (const auto& entry : assetListToInclude.m_entries)
{
m_assets.emplace_back(entry.m_type, entry.m_name, false);
}
}
void ZoneDefinition::Include(const ZoneDefinition& definitionToInclude)
{
for (const auto& metaData : definitionToInclude.m_metadata)
{
AddMetaData(metaData->m_key, metaData->m_value);
}
m_properties.Include(definitionToInclude.m_properties);
for (const auto& ignore : definitionToInclude.m_ignores)
{
m_ignores.emplace_back(ignore);
}
for (const auto& asset : definitionToInclude.m_assets)
{
m_assets.emplace_back(asset);
}
}